Unresolved Firearm Issues

M1 Garand
-Action does not lock open upon last-round fired. After last round is fired, the bolt must manually be locked back, so basically every single M1 Garand in this game suffers from a lack of last-round hold-open.
-In reality, you don’t always have to push the bolt forward to chamber the first round after a reload, though it is sometimes necessary.

M1911A1
-It uses 7-round magazines. 8-round mags are more common today, yes, but MilSpec 1911 mags in WWII were 7 rounds and this continued in Korea and Vietnam. Nowadays, if soldiers are still using the M45A1 version of the M1911 in modern service, they probably use 8-round mags, but this is WWII and not Iraq/Afghanistan.

Kar98k
-Why is the rear sight set to like 1000m? I mean, yes, it shoots to point-of-aim in the game, but the actual rear sight in the game is set quite high. I noticed it pretty quickly, I owned a Kar98k once upon a time.

M1895 Nagant
-Single action. Now, you CAN leave it like that if you want, after all to my knowledge the M1895 Nagant before the Russian Revolution in 1917 was indeed made both DA/SA and SAO. DA/SA for the Officers, and SAO for any lower soldier, or something like that. By WWII, I THINK most or all M1895 Nagant revolvers in use were double-action, but damn, is that double-action trigger bad. Probably like 30lb (14kg) or so.

M1 Carbine with Grenade Launcher
-Racks the bolt upon reloading every time, even with a partial magazine. Pretty sure the standard M1 Carbine functions normally, only racking the bolt when you reload from empty.

M1903A4
-Is it just me, or is that crosshair so utterly thin as to be annoying? I stick to the M1903A1 because I can actually see the crosshair effortlessly, but the M1903A4 is so thin that I actually have to focus harder on where the POA (point of aim) is because it’s such a fuzzy little two-line blur. Sniping at 200-300m is challenging enough without having to wrestle with the optic

GENERAL
-Magazine plus one in the chamber functionality, not present. M1 Carbine can easily go 15+1, M1911A1 can go 7+1, G43 can go 10+1, P38 can go 8+1, etc. M1 Garand, however, cannot go 8+1. Even if you put a round in the chamber manually with the magwell empty and THEN inserted the 8-round en bloc clip in an effort to get 8+1, in my experience, you cannot push the top round down far enough to allow the bolt to slide over it. If you’re reckless, you might cause the top round in the clip to bump forward and the tip of the bullet could hit the primer of the chambered cartridge. If it hits hard enough, you could have a 100% out-of-battery detonation that is very likely to harm the shooter and may also put the rifle out of commission.

Others who notice incorrect things about firearms are free to add their grievances here. Hopefully we will get the developer’s attention and can work together in making the gunplay in Enlisted TRULY authentic.

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I did mention about the Tokarev pistol as well where it incorrectly fires with the hammer up which is impossible to pull the trigger that way due to it doubles as a safety and you can put it in a half cocked position and the gun won’t fire. Corrections on the TT's mechanism

Check out the Sten gun. It fires from the closed bolt in this game and not the open as it should. The soldier will essentially “chamber” a round but if you chambered a round on the Sten that would be firing it

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I see, yes that is correct. The TT33 has a half-cock safety and is single-action which means the hammer must be cocked back in order to fire. If the hammer is down, you cannot simply pull the trigger and the hammer will cock/fire itself. That is called ‘double-action.’ TT33, like the M1911A1, is a single-action-only pistol. I also just remembered that the ejected casings from the M1 Carbine have necked brass, which is incorrect. .30 Carbine, which it uses, has straight-walled casings.

I admittedly have not yet unlocked the TT33. I, by far, spend most of my time with the Normandy Invasion. This game requires A LOT of grinding, even after spending $30 on it (which I have, albeit in Canadian dollars), so I have decided to focus on that one for now. I play a match or two in the Moscow one probably most every day. Level 19 in Normandy though. I think level 6 in Moscow.

Love these gun-nut facts.

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Some other gun errors I know of are

TT - emptying a magazine doesn’t lock the slide open after firing the last shot in the magazine

DP-27 - the pan magazine doesn’t spin while firing

SVT-38 and SVT-40 - the bolt group doesn’t lock open after firing the last round and it just magically opens when reloading.

well the premium squads get fulatuo and the usa get semi but if they changed the Johnson riffle to the light machine gun version it still worked with stripper clips.
so only the gunners could use the large capacity mags while regular troops could use as a fulauto grand if they wanted to but it only has 10 rounds for fullatuo so it would be balenced better and since the us never wanted a another semi but needed light machine guns

That’s completely unrelated to animation errors / historical inaccuracies, but ok.

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The PTRD’s bolt should also lock open after firing.

But it does lock open after firing

G43 doesn’t rack the bolt after reloading on an empty mag.

They must have just patched it in that case

I just remembered a few more things.

I mentioned this earlier in another thread, but the Lee Enfield reload is completely screwed up. It should be reloaded with the correct number of cartridges, instead of always inserting 2 full clips, when the magazine is below 5 rounds. If there are more than 5 in the mag, the rifle should be topped off with single rounds. If there are less than 5, then one full clip and single rounds, or it should also be possible to just top up 5 and continue shooting. Or if we want to go extra realistic, you should only be able to top up 5, or reload a full 10, as ammo was issued in clips. I don’t know if riflemen were issued loose rounds for their own use. They might have carried loose ammo to be loaded into Bren mags, but I don’t think they were supposed to use that for their rifles.

Furthermore, when reloading any bolt action rifle in the game, the rifles clearly have rounds in them, even when the magazine is supposed to be empty. Also, when topping off such a rifle, opening the bolt should result in a cartridge being ejected, and subtracted from the player (on account of having one in the chamber, the logic of which should be implemented in my opinion as well). To prevent wasting cartridges that way, topping off should occur after a round has been fired, and the empty case ejected.

You can cancel in the middle of reloading by pressing the shoot button.

This seems accurate, and if you’ve ever played Red Orchestra II or Rising Storm, probably also present in Rising Storm II: Vietnam, then you’d have experienced how they approached the issue of bolt-action realism. So, full mag, round in the chamber. You fire, and you can have the game automatically begin the bolt cycle if you want, but I chose manual, so if I want to observe the shot I just click once, and if I want to quickly cycle the bolt for another shot I double-click. If I fire one shot, then hit reload, you open the bolt (which ejects the spent round) and you insert one round to chamber. If you fire, work the bolt, DON’T fire, and then reload with a round still chambered, you will open the bolt and insert TWO rounds even though you only fired ONE. This works, if memory serves correctly, up until you have the LAST round left.

With just a round in the chamber and no rounds in the mag, if you hit reload without firing the last round, you will work the bolt back and insert a fresh clip. Also works with the M1, if you have only one round left, just hauling the bolt back will be enough to eject the clip and you can then insert the fresh one. HIGHLY realistic, it is how the real-life firearm counterparts function, and it is beautiful to observe in a firearm when you’ve owned/handled/fired the real things. First time I saw the M1 Garand reload-from-empty animation here on Enlisted, I cringed.

If I’ve not mistaken, I’m pretty sure I noticed that if you simply hit the reload button again quite quickly, you can cancel the reload animation of the M1903A1 before you even put a round in mag. You just open and close the bolt, which in theory if you did that over and over you’d just empty your magazine of all its live cartridges, but I don’t think that actually happens. Still, most games force you to go through the reload unless you perhaps hit ‘melee’ or something to cancel the reload, even if the animation showed the magazine being taken out of the firearm, so it’s still a nice feature in a way. Enlisted is a free-to-play game, yes, and you DO need to pay money to access absolutely everything which I don’t much like, but it still possesses some very interesting aspects. I love the way tanks can mow down trees and moving through tall bushes both slows you down AND if you’re crawling around and bother a tall bush, the bush will move and can give away your location. That is DAMN realistic, at least from my perspective.