But unlike the Ofenrohr, it actually makes sense on why it is every where.
It is not. It would be different model, not just reskin. There are plenty of differences between the pictures you just shared.
Yeah, but they’re minor differences, so it shouldn’t be too much work to make it.
As opposed to @Adamnpee, who’ll just point to “they look slightly different” as proof of their difference, allow me to explain why they couldn’t just take the stats and animations straight from the BA5, mechanicly speaking. @Master_Snail @Spiderkingthe10-live
Firstly, the Walther gun operates on a toggle-lock system (multiple movable parts connected by one or several joints that fold during operation, think of how the Luger pistol or Hei rifles breaks up on top, this is just happening inside of the gun in this case), the entire upper assembly recoils backwards during firing to allow the gun to do this (the barrel and the top part of the bolt-area all move backwards with the force of recoil). The gun would have to be animated in a way that shows this function (even if this backwards motion is very very brief, almost impossible to see by the naked eye).
Additionally, the operation is handled by a lever at the back that you force down (rather than a short bolt-handle on the BA5 that you bull back), nessesitating yet another new animation.
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Furthermore, the tubular magazine is not readily available underneath the gun, as on the BA5, you actually have to pull back a catch on the side to expose it, to allow to reload anything but single cartridges at a time. So, the reloading animation would have to be different as well.
In short, this gun would require significant amount of animation work (both for the gun and the soldier) to work properly, it is not a inherent copy of the BA5 (people, even at the time, want to avoid pattent infringement after all). Hope this was more informative explenation. ![]()
Why’d I get pinged?
I figured the firing system was different but I didn’t realise the barrel actually moved. It’s strange considering that’s what most handguns do, and they’re a much smaller calibre and barrel.
I just want to be able to have a squad leader in my rifle squads that has an SMG without having to sacrifice my machine gunner.
I feel like they could increase the number of men in the rifle squad to 10 and allow you to have 1 more specialist (An assaulter being one of the options you can choose for this new 10th man).
The Walther AS is quite the unique shotgun, design wise at least, it might well be the only one sporting that perticular system (I don’t recal any other similar toggle-lock shotguns).
Because we were talking about ingame model, that was the point. ![]()
Dang. German Browning auto lore goes crazy
Here is the updated 9-man Infantry Regiment squad list for Enlisted, incorporating the Flametrooper role as requested:
Soldier Roles Explained
- Rifleman — Core infantry with versatile weapons for general combat and flexibility.
- Flametrooper — Specialized in close-range combat using flamethrowers, effective for clearing enemy fortifications and trenches.
- Machine Gunner — Provides sustained suppressive fire to control enemy movement and support the squad.
- AT Gunner — Essential for dealing with armored threats like tanks and vehicles.
- Medic — Keeps the squad alive by healing and reviving teammates during combat.
- Engineer — Handles fortifications, repairs, and can deploy proper equipment like mines or explosives.
- Radio operator — Enables calling in artillery strikes or reinforcements, adding strategic support.
- Sniper — Offers long-range precision to pick off high-value targets and provide reconnaissance.
- Assaulter — Adds aggressive close-quarters combat capability, helpful in pushing objectives and clearing buildings.
So, what do you all think of this New Updated Idea to be added to Enlisted?
Here’s the Squad Lineup Order:
with the requested revision:
- Squad Leader (Rifleman) — A Rifleman should be placed in the first/lead slot to function as the squad coordinator and flexible pointman, ensuring command and general-purpose firepower remain upfront and central to most engagements.
- Left Fire Team (Assaulter + Flametrooper) — The Assaulter follows in slot 2, with the Flametrooper in slot 3, allowing a close-quarters assault pair to advance together: the Assaulter breaches and clears, while the Flametrooper denies trenches/rooms and prevents enemies from re-occupying covered positions.
- Heavy Support (Machine Gunner + AT Gunner) — The Machine Gunner in slot 4 and the AT Gunner in slot 5 provide sustained suppressive fire and anti-armor capability near the squad’s center, enabling them to cover advances and respond to vehicles or concentrated infantry.
- Support & Recovery (Medic + Engineer) — The Medic is placed in slot 6, followed by the Engineer in slot 7, which allows the Medic to quickly reach wounded teammates while the Engineer can follow to repair or build fortifications.
- Force Multiplier (Radio operator) — The Radio operator is positioned in slot 8 to be protected yet close enough to call in artillery or reinforcements once the squad secures a position.
- Recon/Overwatch (Sniper) — The last slot (slot 9) is reserved for the Sniper, who operates from rear or elevated positions, offering long-range overwatch and target interdiction while remaining safe from immediate close-quarters threats.
- Yes
- No
Stop using AI, It’s obvious that it’s AI



