Why we still deal with dispersion?

I have been playing games for 20 years and rarely saw and fps game using dispersion for balance even arcadier ones than enlisted.
One can see dispersion in rpg or tps games generally which is understandable because their main premise is not gunplay experience.
Gunsway, recoil, reload times are all better ways to balance weapons.
It feels like rifling was never invented since 16th century( first example was from 1520’s by the way) and armies still using automatic version of arquebus.
Distance damage dropp of is highly exagerrated so why we still have dispersion ?

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Batelfield 1?

It’s a paradox, but in real life bullets don’t fly where you aim. Especially army cartridges issued in wartime. As well as weapons issued in wartime. As simplified as possible, cheaper.

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Outside of balance, dispersion somewhat does mimic a real life thing when shooting … you have weapon groupings. That being said, games typically DRASTICALLY over-exaggerate these groupings.

In Enlisted, you are supposed to be a standard -soldier of varying training levels. (IE Not some spec ops , uber soldier) … As such, weapon groupings do make sense.

When I was enlisted, I typically saw shot groups of about 1-3 inches at 100 yards with semi automatic fire, with more along the lines of 1-2 foot shot groups with full automatic or burst fire. (please note: I was a POG so typically only shot for qualification each year, so I would expect much better from those in combat roles).

As such, I do believe dispersion should be in game, but toned down, yet increase with sustained fire.

As far as using dispersion as a balancing method, I guess it could kind of work to represent weapon weight, but I would rather just have the stamina system for heavy weapons that was used originally in the Stalingrad campaign, if it meant that dispersion was toned down to more realistic values.

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Except recoil causes this, not some imaginary nerf by God.

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this is why I said somewhat … its a mix of recoil, weapon sway, wind, bullet velocity differences from round to round, and plenty more… its not as simple as just recoil. Where recoil impacts more is in full auto as its harder to keep on target … this is why I explained both semi auto and full auto from my experience.

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Tbh I’m mostly fine with dispersion. It affects mainly SMGs which makes sense both for balance and irl reasons (yes, it’s over exaggerated but you get the point). I’d only increase accuracy of semi auto rifles and maybe some assault rifles.

Now when I think about it, currently dispersion is constant (except for MG15). So how about we make all guns have less default dispersion, but it increases while firing? This way you can be acurate if you use single shots / bursts but going full auto will make you miss a lot.

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If dispersion wasn’t real then those of us who served would all have 1st class marksman badges, or the equivalent.

Spoiler: we don’t!

Not even on the 25m range as a cadet!

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Except the individual responsible for causing dispersion is you, the shooter. This game is an RNG and is not based on the shooter. If the shooter is skilled enough to hit the shot, then let him, there is no need for an RNG to decide for you.

My main problem with dispersion that the values feel random, like how on earth could an SMG have less dispersion than an AR? Or what kind of brain gymnastics it took to make M2 carbine have less dispersion than FG42 that fires full power cartridges.

Mp38 have the least dispersion among all smgs for some reason. Even less than less powerfull ones.
Values are too inconsistent between weapons.

Its dispersion is literally 0.77 (which is pretty average), on other hand dispersion of Ppsh 41 box is 0.21 (which is extremely low among smgs)

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I did research a while ago and ppsh41 stick mag is literally broken alongside Orita 1941 which has same dispersion, they have less dispersion than any StG variants or Fedorov, hell even less dispersion than FG42!

Normal SMG dispersion is between 0.50 and 0.80 btw. Each campaign was balanced differently thats why they are all over the place, DF needs to completely overhaul them.

I really don’t mind it, since they’re just hidden gems. They’re definitely not something you encounter on daily bases.

Aren’t IRL shot groupings also just RNG though? In-game dispersion is meant to reflect that, except it’s quite exaggerated and inconsistent.

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But irl dispersion was caused not by the shooter, but by the barrel, ammo, wind, temperature of the barrel, condition of the barrel.

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why not simply copy paste real life MOA performance of guns and make it apply to the game?

Yes there is dispersion, but even a regular 4 MOA rifle will have very little accuracy inconsistencies at the ranges that we are fighting at.

Dispersion adds the game realism (not every weapon is of the same quality) and emphasises that Enlisted is a game for people (for players) not only some dumb campers :dragon_face:

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Realism in 18th century sense :rofl:

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Have you shot a gun?