Fun fact
Germans complained that ppsh is superior and russians complained that mp40 is superior.
Filthy biased mains.
Yeah, I think I heard this on forgotten weapons channel too. 
0.2 more damage at 5 star mp40 supremacy
That is what we see every day on this forum.
Then we must consider what is a “hard” stat set in stone, and what isn’t.
The mandatory premise is that guns in this game are subject to an upgrade system, and that is going to stay no matter what.
This implies that even objective, measured values such as ROF are subject to some extent of variations, hopefully within the boundaries of plausibility (factory new, perfectly efficient gun vs old, worn out, poorly maintained gun).
As such, I’m afraid hardly any stat can be considered as an immutable dogma.
Irl stats also varry.
So if we make sth along those lines:
- not upgraded - lower end of irl stat
- upgraded - higher end of irl stat
it should be ok.
Of course there will be cases where it’s hard or impossible to apply a hardstat. But trying to stay close would be better than some random value that changes from gun to gun.
Although if you ask me the whole weapon upgrade system should be deleted and replaced.
But that’s of topic.
As for what is a hard stat I’d say those are numerical measurable values that don’t depend on the user (too much). Examples being rof or penetration but also reload speed for tank guns.
Of course just like about in every case, the boundary is blurry.
the upgrade system is very simplified, if we really want to talk about it, in my opinion it should have upgrade routes like
- ex:buff the damage make impossibile buff the rate of fire
Well. RL AVT-40 was crap and DF cant nerf Soviets.
We have to exclude reliability.
At least untill maybe, hopefully we will get a semi realistic mode with malfunctions back.
Nah. It had AVS recoil syndrome and according to Soviet testing, the thing was horrible inaccurate (partly even worse than PPSh)
I get what you mean, but let me say that tank guns reload is the worst possible example you could take, since it’s the most dependant on the human factor (with current tanks ofc).
I guess you are right. I went a bit too far.
Though in this case you can probably find some estimation of such stat and use it as a reference point. So if reload takes 5-10s irl, don’t make it 20s in game.
It make it because of the perk, the perk system make you consider all your fresh soldier like recruits who become better trained with the rigth perk
Perks allow you to make super soldier so I don’t take them into account.
I concider a perkless guy to be your average soldier.
Actually is true, but still for full use a soldier class and their equipment you need the right perk
I wouldn’t say “need” but upgrades without downsides for sure don’t hurt performance.
(Also are boring.)
Eventually, talking about infantry guns, there’s very few factors that can’t possibly be altered by the user.
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Dispersion: nobody likes it, but it makes sense TO SOME EXTENT. Even in the best conditions and firmly locked to a bench, a low calibre, short barrel pistol or SMG is supposed to be less accurate than a rifle or an MG.
In this regard, luckily, there are few examples of major offenders (looking at you, Australian squad), since most complaints of absurd dispersion come from MG users, due to the evergreen bipod issue or extra dispersion being deliberately used to discourage firing on the move (thus becoming imputabile to the human factor). -
Damage: this of course depends 100% on the weapon and ammunition irl. And yet, paradoxically, it’s also one of the few values that have been repeatedly tweaked and adjusted for the sake of balance, with most players being actually ok with that.
It is overall accepted that bolties will generally OHK, Semiautos will 1-2 tap, and so on. IMHO the current system works fine as long as the TTK stays very low across the board, with problems arising only with very few niche weapons that suffer from low rof AND low damage per hit.
Dispersion
I fully agree with you. I also understand that devs use it for ballance reasons and to discourage long range engagements to some extend but imo it’s a bad way of doing things.
Personally I’d rather have sway that can be countered with hold breath and mounting. This way weapons would actually shoot straight and further accuracy would be user dependant.
In terms of MGs, they just need an overhaul. A big one.
Damage
While it is not depended on the shooter, it’s not easy to measure and give it a value. Even if we exclude damage to internal organs.
So imo it may look like it’s a hard stat but it isn’t.
As such I’m more or less ok with the current damage profile of smallarms. Exeptions being weak pistol cartridge (though SMGs compensate with rof) and tank MGs.
That’s true, I was thinking of it as raw energy output / stopping power.
It may be an indicator, but I wouldn’t call it a hard stat.
There are too many other variables. Like place of hit, transfered energy, actuall internal damage.