What do you think of Bullet damages, ballistic over distances and available weapons?

I would like to know your thoughts regarding the bullet damages in general and reductions over distance which I think could be more realistic compared to real life.

First of all, the option of patching up and still fighting after a rifle hit in the arm or leg is ok to me. It gives a chance in cases of bad hit and adds an interesting mechanic to the gameplay.
However, I think a hit to head or torso should be lethal in all cases.

I’ve been upset countless of times hitting someone upper torso from a distance and only scratch him.
I’ve took a look at the damage reductions over distances and laugh hard at what I’ve read.
Knowing that a 9mm which is weaker than a 7.62x25 will go straight through a person at over 400meters. So now think about a 7.62x54R riffle round at 100meters!

I play this game because I enjoy what is accurate about wwII fights and I have a feeling that I’m not the only one. I would expect something more hardcore than that and some reality to it.
Another example would be to write the correct caliber in the descriptions they took the time to create on guns. 7.62 only is not a caliber*. You can’t say PPSH and Mosin Nagant shoots the same round! Also, please stick to what types of weapons were really used by the army in question. You can’t throw in a chauchat or a panzerfaust for a russian soldier. Same with captured and re-used rifles like the zh-29 which was barely touch because of discontinuation. Re-using is a nice thing if you capture yourself an enemy equipment in-game. And I think you should be able to re-use any kind or class of weapons you can see on a body regardless of classes. And that should apply to your fallen comrades too!!! PLEASE! It’s good to have a limit of character equipped with a LMG or a PTRS but limit the number of weapons only and do not discriminate an infantry to use any kind of fallen weapons even if they are not specialized!

Now for the ballistic. I think it’s ok. The only incoherence I’ve found is the speed of the bullet compared to the drop. I’ve barely noticed any drops on rifles. Which I think is realistic due to the distance we shoot most of the time. Except for the tank rounds which drop like crazy and which shrapnel’s do no damage at all except for the rounds hit at your foot.
Now the rounds shot should be faster to keep that “almost no drop” realism. I think you have to aim way too in front of a running enemy to hit it while your shot is real straight.

Well that was my 2 cents. I know it’s still a beta and it was only a suggestion post to maybe make the game better.
I’m also curious to know your thoughts on those points.

Good games to ya’ll !

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You can see the distance drop if you’re sniping on dday on top of the mountains. You also have to lead shots to targets that far.

As for damage, I think smg’s are underpowered up close. They should have at least 1 point higher damage up to 100m. The mp40 fires a 9mm, and up close this should do a lot of damage. One of the grease guns fires an 11mm, so that’s even bigger. These guns still need 2 or more shots to knock someone down even in the torso area at point blank. This is bad. These guns should have a damage increase of 1 point at up to 100m before upgrades.

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None of the guns fire 11mm. M3 fires .45 ACP

which is measured as an 11x23mm with .45 being a big more narrow than a .50 and .50s are 12.7

Ballistic trajectory is pretty much not a thing here when it comes to practical application. Sure, distances are heavily skewed in Enlisted (by x3 or so), but it’s not just that.

You can go into practice mode and try shooting anti-air balloons to see what I mean. They are decently far away and dark enough for the bullets to be clearly visible. There’s barely any bullet drop, definitely not at the typical (for this game) range of engagement. Actually I’m pretty sure there was none at all just a couple of months ago.

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I mean, if you compare bullet drop to games like battlefield you will find out that the bullet drop in enlisted is rather realistic.

fighting with a full caliber rifle at 200 meters distance will only start to have a noticeable bullet drop in real life.

Well, I’m not yet sure what exactly to make of ballistics here. After all, we are fighting at literally point blank range here. It doesn’t look like it because of how perspective works, but everything looks up to 3 times farther than it is.

I’m not sure if bullet drop is realistic even when this is taken into account, though. Would have been a lot easier to find out if the range had actual range markings. Not that this entire thing matters all that much, all things considered…

I remember the tutorial of red orchestra 2, where the game told us that you can adjust sights for range which surprised me since I didn’t even realize there was a bullet drop to begin with, the thing is battlefield is overdoing it A LOT.

Here a good example, think about this, we all know this sight picture from other video games.

ACOG

you’ll rarely see games with over 400m fighting distance, yet the first marking on this acog is 4, which should either stand for yards or meters… and 400 yards or 400 meters are somewhat the same (± 50 meters if I remember Yankee meters correctly)

so… if I remember correctly these sights are “zeroed” at probs 200 or 150 meters or something, meaning you really don’t have to adjust for bullet drop all that much.
Now, these modern rifle scopes are usually also designed for a specific
weapon system and ammo type, so this acog should probably be for a M16/M4/AR15, which fires 5.56x45mm, which is a very fast flying round, however it looses lots of its power and flight stability at longer ranges.

Now if we go back to WW2 and use that knowledge and compare it to lets say 8mm Mauser, you’ll find out that full sized rifles have “less bullet velocity” than a M16 ( 5.56 is just a small caliber on steroids ) so they should have a bit more bullet drop, however not that much more, since these full caliber rifle rounds have a more stable flight trajectory at longer ranges. And since shooting targets with iron sights at ranges above 300 meters is considered to be “a hell of a shot” anyways, you’ll just wont notice bullet drop all that much in real life, just a small adjustment like we have in enlisted.

Now what should probably have a noticeable bullet drop would be SMGs, and rifles like the SKS and the STG44, since they are either firing slow velocity pistol rounds, or intermediate rifle rounds with less bullet velocity. However, if I look at the adjustable sights on a Stg 44, I can see it starts its zero at either 50 or 100 meters, meaning that even a gun with “more bullet drop” will not have enough bullet drop to be noticeable at what we consider “longer” ranges in enlisted.

So all of that really shows that enlisted is doing it right.

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