Currently, tanks in Enlisted use an aim-assist system that automatically aligns the gun with the object located at the player’s aiming point.
While this may appear to make aiming easier, in practice it makes tank gunnery more difficult and also produces behavior that is not representative of how real tank sights and guns work.
The main problems caused by this system are as follows.
Flakpanzer I and the German AA Emplacement have the same gun and gunsight positions. The only difference is aim assist, making them a good example for demonstrating the problems caused by the current aim-assist system
1. Increased Dead Zones

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Under normal circumstances, the only thing that needs to be considered is the actual gun direction and the resulting point of impact.
Due to parallax, an object that blocks the target when viewed through the gunsight does not necessarily block the line between the gun muzzle and the target.
For example, as shown around 07:35 and 09:07 in the video , the target may be obscured by an object when viewed through the gunsight. However, there is no object actually blocking the path between the gun muzzle and the target.
In this situation, the target can still be hit by using the aiming indicator to compensate for the offset.
However, this is not possible when the current aim-assist system is active.

With aim assist enabled, the gun is forced to point toward the object located at the aiming point.
Therefore, if the target is hidden behind an object from the gunsight’s perspective, the gun is forced to aim at that object even when there is actually a clear path between the gun muzzle and the target.
This creates an additional dead zone based on the gunsight’s line of sight , rather than the actual ballistic path of the gun.
The problem becomes increasingly severe when:
- the object blocking the gunsight is close to the tank;
- multiple objects are located between the gunner and the target;
- the target is positioned near complex structures or obstacles.
As a result, there are situations where a real tank would be able to fire because the gun’s ballistic path is clear, but the player cannot fire effectively because the gunsight happens to be blocked by an object.
2. Difficulty Making Follow-up Corrections
The current aim-assist system also makes it difficult to correct a shot after a miss.
If the gun direction remains stable after firing, the player can simply observe the point of impact and adjust the aim accordingly.
For example:
Fire → observe the impact → adjust the aim → fire again
However, with the current aim-assist system, the gun direction continuously changes depending on which object is located at the aiming point.
This means that even when the player attempts to move the aiming point to correct the previous shot, the gun may immediately change its direction toward another object that enters the aiming point.
This makes it difficult to deliberately place the next shot where the player wants it to go.
The problem is particularly noticeable around 03:09, 08:05 in the video, where the target is positioned near complex structures.
As the aiming point moves across different parts of the surrounding structures, the gun direction constantly changes. This makes precise follow-up shots unnecessarily difficult.
3. The Problem Becomes Worse When the Gunsight and Gun Are Far Apart
The problems described above become even more significant when there is a large distance between the gunsight and the gun.
The farther the gunsight is from the gun in both the horizontal and vertical axes, the greater the angle through which the gun must move in order to follow the direction of the gunsight.
For example, Kingtiger’s gunsight is positioned relatively close to the gun’s horizontal axis. Therefore, the vertical offset between the gunsight and the gun is relatively small.
In contrast, Jagdpanther shown in the video has a much larger offset between the gunsight and the gun in both the horizontal and vertical axes.
As a result, when the aim-assist system forces the gun to point toward the object seen by the gunsight, significantly larger horizontal and vertical gun movements occur.
This makes the problems caused by the aim-assist system particularly noticeable on vehicles where the gunsight is physically far from the gun.
Conclusion
The current aim-assist system does more than simply assist the player with aiming. It effectively forces the gun to point toward the object located at the aiming point .
This creates several problems:
- It creates additional dead zones even when the actual ballistic path of the gun is clear.
- It makes follow-up shot correction more difficult.
- It causes the gun direction to constantly change around complex objects and structures.
- The problem becomes more severe on vehicles where the gunsight is significantly offset from the gun.
- Does not accurately represent the historical relationship between a tank’s gunsight and gun(parallax).
Therefore, current aim-assist system should be removed.
The gun should be controlled based on its actual orientation and ballistic trajectory, rather than being forced to point at the object located at the aiming point. object visible through the gunsight should not automatically force the gun to point at that object . Like same as Emplacement
This would eliminate the artificial dead zones, allow players to make natural follow-up corrections, and make tank gunnery both more intuitive and more historically accurate.
Remind it This is not the parallax problem AA emplacement already have parallax. both Flakpanzer and AA placement have same sight and barrel position.
Also how about multibarrel tank? like skink
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Yes it looks really weird
- 1 Yes(Remove auto aim assist, change to same as Emplacement)
- 2 Yes(Same as 1. but add option can choose current auto aim assist)
- 3 No(Keep current auto aim assist)








