Discord-logo.jpg Join our Discord!
If you have been locked out of your account you can request a password reset here.

Difference between revisions of "Enlisted"

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
Jump to navigation Jump to search
 
(3 intermediate revisions by the same user not shown)
Line 18: Line 18:
  
 
{{VG Title}}
 
{{VG Title}}
 
__TOC__<br clear=all>
 
  
 
=Subpages=
 
=Subpages=
Line 40: Line 38:
 
*[[Enlisted/Mortars|Mortars]]
 
*[[Enlisted/Mortars|Mortars]]
 
*[[Enlisted/Flamethrowers|Flamethrowers]]
 
*[[Enlisted/Flamethrowers|Flamethrowers]]
*[[Enlisted/Mounted Anti-Tank Guns / Artillery / Howitzers|Mounted Anti-Tank Guns / Artillery / Howitzers]]
+
*[[Enlisted/Mounted AA Guns / AT Guns / Artillery / Howitzers|Mounted AA Guns / AT Guns / Artillery / Howitzers]]
*[[Enlisted/Mounted Autocannons / Anti-Aircraft Guns|Mounted Autocannons / Anti-Aircraft Guns]]
+
*[[Enlisted/Mounted Autocannons|Mounted Autocannons]]
 
*[[Enlisted/Mounted Launchers|Mounted Launchers]]
 
*[[Enlisted/Mounted Launchers|Mounted Launchers]]
 
*[[Enlisted/Mounted Machine Guns|Mounted Machine Guns]]
 
*[[Enlisted/Mounted Machine Guns|Mounted Machine Guns]]
  
 
=Overview=
 
=Overview=
==Classes and Kits==
+
'''Classes and Kits'''
 +
<br>
 +
 
 
One of the game's main selling feature is its squad-based gameplay. In the only available game mode that is not limited to Custom Matches called "Squads", each player on the field controls an infantry squad or a vehicle crew consisting of three to nine soldiers. Players spawn in as one of the members of their squad and directly control their actions similarly to a typical FPS game while the rest of the members are usually controlled by the artificial intelligence, excluding the tank crew, where player controls both the movement of the tank and all of its armaments.
 
One of the game's main selling feature is its squad-based gameplay. In the only available game mode that is not limited to Custom Matches called "Squads", each player on the field controls an infantry squad or a vehicle crew consisting of three to nine soldiers. Players spawn in as one of the members of their squad and directly control their actions similarly to a typical FPS game while the rest of the members are usually controlled by the artificial intelligence, excluding the tank crew, where player controls both the movement of the tank and all of its armaments.
  
Line 75: Line 75:
 
</small>
 
</small>
  
==Research Tree==
+
<br>
 +
'''Research Tree'''
 +
<br>
 +
 
 
Research Tree - The game has a research tree. Each side of the conflict has its own (USSR, USA, Germany and Japan). Each tree is divided into 5 combat levels. Each weapon and each vehicle has a specific level. Most weapons/vehicles can be unlocked in the tree, but all premium/special items are available separately. Each weapon is written next to whether it is a standard or premium weapon.
 
Research Tree - The game has a research tree. Each side of the conflict has its own (USSR, USA, Germany and Japan). Each tree is divided into 5 combat levels. Each weapon and each vehicle has a specific level. Most weapons/vehicles can be unlocked in the tree, but all premium/special items are available separately. Each weapon is written next to whether it is a standard or premium weapon.
  
== Ammunition Mechanism ==
+
<br>
 +
'''Ammunition Mechanism'''
 +
<br>
  
 
Contrary to what you might expect based on the screenshots where UI is shown, Enlisted actually tracks remaining ammunition for magazine-fed weapons in magazines rather than an abstract ammo pool, more similarly to more hardcore shooters, such as [[Insurgency]] or [[Rising Storm 2: Vietnam]]. However, unlike the hardcore shooters, Enlisted also shows you an actual amount of the remaining ammunition in the magazine that is currently loaded rather than giving you hints at how many bullets are left, more similarly to arcade shooters, such as shooters from Call of Duty or Battlefield franchises. For example, when the player's remaining ammunition for his Browning BAR is 10/5, the result of reloading will be 5/10 instead of 15/0. This feature is inherited from CRSED: F.O.A.D., which, as a Battle Royale game, provides players with backpack and inventory. However, although such inventory does exist in Enlisted, they are only visible to players in very early versions of the game.
 
Contrary to what you might expect based on the screenshots where UI is shown, Enlisted actually tracks remaining ammunition for magazine-fed weapons in magazines rather than an abstract ammo pool, more similarly to more hardcore shooters, such as [[Insurgency]] or [[Rising Storm 2: Vietnam]]. However, unlike the hardcore shooters, Enlisted also shows you an actual amount of the remaining ammunition in the magazine that is currently loaded rather than giving you hints at how many bullets are left, more similarly to arcade shooters, such as shooters from Call of Duty or Battlefield franchises. For example, when the player's remaining ammunition for his Browning BAR is 10/5, the result of reloading will be 5/10 instead of 15/0. This feature is inherited from CRSED: F.O.A.D., which, as a Battle Royale game, provides players with backpack and inventory. However, although such inventory does exist in Enlisted, they are only visible to players in very early versions of the game.
Line 84: Line 89:
 
Weapons that share their magazines in real life tend to share their ammunition pool, so, for example, MP38, MP40 and MP 3008 will share their magazines with each other, and picking up a Carcano M91/41 will provide a reserve clip for Armaguerra Model 1939. However, the implementation of this feature can basically be inferred as an unintentional move by the developers, as they may want to reduce the variety of items; since this feature in-game could basically only be applied to two weapons with completely identical "feeding methods", and it has bugs and unreasonable aspects. Weapons that would normally share their ammunition pools in more arcade-y titles, for example Thompson submachine guns with 50-round drums and 30-round magazines, however, will have different ammunition pools in this game due to the use of different magazines. Kar98k and Gew. 41 are set to use different ammunition, and they cannot resupply each other. Austen Mk I which uses a 30-round magazine can be resupplied by 32-round Sten magazines, resulting 32 rounds loaded in a 30-round magazine.
 
Weapons that share their magazines in real life tend to share their ammunition pool, so, for example, MP38, MP40 and MP 3008 will share their magazines with each other, and picking up a Carcano M91/41 will provide a reserve clip for Armaguerra Model 1939. However, the implementation of this feature can basically be inferred as an unintentional move by the developers, as they may want to reduce the variety of items; since this feature in-game could basically only be applied to two weapons with completely identical "feeding methods", and it has bugs and unreasonable aspects. Weapons that would normally share their ammunition pools in more arcade-y titles, for example Thompson submachine guns with 50-round drums and 30-round magazines, however, will have different ammunition pools in this game due to the use of different magazines. Kar98k and Gew. 41 are set to use different ammunition, and they cannot resupply each other. Austen Mk I which uses a 30-round magazine can be resupplied by 32-round Sten magazines, resulting 32 rounds loaded in a 30-round magazine.
  
== Silencers and Suppressors ==
+
<br>
 +
'''Silencers and Suppressors'''
 +
<br>
  
 
Some weapons are introduced as separate models in the game after being equipped with silencers. They are basically not obtainable through conventional means. These suppressed weapons have overall reduced damage compared to regular models, and some may have reduced muzzle velocity. The effect of the suppressors was not directly described in the game, but it was mentioned in the updated announcement that suppressors can increase the reaction time of enemy AI soldiers before they return fire to players who shot them, although the authenticity of this effect is questionable.
 
Some weapons are introduced as separate models in the game after being equipped with silencers. They are basically not obtainable through conventional means. These suppressed weapons have overall reduced damage compared to regular models, and some may have reduced muzzle velocity. The effect of the suppressors was not directly described in the game, but it was mentioned in the updated announcement that suppressors can increase the reaction time of enemy AI soldiers before they return fire to players who shot them, although the authenticity of this effect is questionable.
  
== Setting up and Mounting weapons ==
+
<br>
 +
'''Setting up and Mounting weapons'''
 +
<br>
  
 
The bipods in-game are completely decorative in nature; they are not required to mount a weapon, and their models will not change in any state, nor will they effect weapons stats (while bayonets will reduce recoil). The mounting mechanism in Enlisted is quite similar to that of in [[Call of Duty: Modern Warfare (2019)]], in which players can mount any weapon on the surface or cover that the game determines to be suitable, by pressing B in default. The mounted weapon will always be in aiming state, while the angle becomes very limited. However, such mounting mechanisms are rarely used in the actual combats of Enlisted, as firearms in-game generally have high damage and low recoil, resulting in a lack of advantage in mounting, which in addition will reduce mobility. Even more inexplicably, mounting in Enlisted appears to significantly increase the bullet spread of firearms.
 
The bipods in-game are completely decorative in nature; they are not required to mount a weapon, and their models will not change in any state, nor will they effect weapons stats (while bayonets will reduce recoil). The mounting mechanism in Enlisted is quite similar to that of in [[Call of Duty: Modern Warfare (2019)]], in which players can mount any weapon on the surface or cover that the game determines to be suitable, by pressing B in default. The mounted weapon will always be in aiming state, while the angle becomes very limited. However, such mounting mechanisms are rarely used in the actual combats of Enlisted, as firearms in-game generally have high damage and low recoil, resulting in a lack of advantage in mounting, which in addition will reduce mobility. Even more inexplicably, mounting in Enlisted appears to significantly increase the bullet spread of firearms.
  
==Sidearms==
+
<br>
 +
'''Sidearms'''
 +
<br>
 +
 
 
In-game inventory of each soldier features a separate slot for sidearms (pistols and revolvers) that is either unlocked by default in case of vehicle crewmen or can be unlocked when progressed far enough into upgrade tree of a respective squad, which generally is foot soldiers. Sidearms in Enlisted are normally reserved for extremely short range emergency encounters due to their low damage and relatively short effective range. In theory, sidearms require at least 2-3 shots to eliminate an enemy soldier, but in actual combat, more will be needed due to poor recovery and spread stats.  
 
In-game inventory of each soldier features a separate slot for sidearms (pistols and revolvers) that is either unlocked by default in case of vehicle crewmen or can be unlocked when progressed far enough into upgrade tree of a respective squad, which generally is foot soldiers. Sidearms in Enlisted are normally reserved for extremely short range emergency encounters due to their low damage and relatively short effective range. In theory, sidearms require at least 2-3 shots to eliminate an enemy soldier, but in actual combat, more will be needed due to poor recovery and spread stats.  
  
 
Most sidearms from the USSR, USA (with Commonwealth) and Germany (with Italy) factions do not have the function of mid-reload, which means that no matter how much ammunition is left in the gun, the character will always load it as if it has been emptied, similar to what players will see in [[Counter-Strike: Global Offensive]]. This mechanism is rare for a modern game, especially one that emphasizes its authenticity in promotions.
 
Most sidearms from the USSR, USA (with Commonwealth) and Germany (with Italy) factions do not have the function of mid-reload, which means that no matter how much ammunition is left in the gun, the character will always load it as if it has been emptied, similar to what players will see in [[Counter-Strike: Global Offensive]]. This mechanism is rare for a modern game, especially one that emphasizes its authenticity in promotions.
  
==Rifles==
+
<br>
 +
'''Rifles'''
 +
<br>
 +
 
 
It should be noted that, when doing a mid-reload (non-empty) for bolt-action and self-loading rifles, the game will not reduce the amount of ammunition in the magazine or use the animation of ejected bullet, where should be one bullet less due to the bolt having been pulled open, and one bullet will be ejected. Even in the commonly said arcade shooters, such as [[Battlefield 1]], one can often notice that the character will wisely cover the receiver to prevent the bullet from being ejected.
 
It should be noted that, when doing a mid-reload (non-empty) for bolt-action and self-loading rifles, the game will not reduce the amount of ammunition in the magazine or use the animation of ejected bullet, where should be one bullet less due to the bolt having been pulled open, and one bullet will be ejected. Even in the commonly said arcade shooters, such as [[Battlefield 1]], one can often notice that the character will wisely cover the receiver to prevent the bullet from being ejected.
  
==Machine Guns==
+
<br>
 +
'''Machine Guns'''
 +
<br>
 +
 
 
Regardless of the specific caliber, almost all MGs from the Soviet Union, the United States (with Commonwealth), Germany (with Italy) have a unified damage setting of 12.0 (13.2 after upgrade) in-game; The Japanese 6.5mm MGs are set to 11.2 (12.3 after upgrade), while the 7.7mm ones are consistent with the general standard. These stats allowed the MGs to achieve a one-shot kill on non-upgraded soldiers in ideal situations, but two shots are required for upgraded ones.
 
Regardless of the specific caliber, almost all MGs from the Soviet Union, the United States (with Commonwealth), Germany (with Italy) have a unified damage setting of 12.0 (13.2 after upgrade) in-game; The Japanese 6.5mm MGs are set to 11.2 (12.3 after upgrade), while the 7.7mm ones are consistent with the general standard. These stats allowed the MGs to achieve a one-shot kill on non-upgraded soldiers in ideal situations, but two shots are required for upgraded ones.
  

Latest revision as of 18:31, 12 December 2024


Enlisted
Enlisted Logo.jpg
Offical Boxart
Release Date: March 2, 2021
Developer: Darkflow Software
Publisher: Gaijin Entertainment
Series: War Thunder
Platforms: Microsoft Windows
PlayStation 4
PlayStation 5
Xbox One
Xbox Series X/S
Genre: Online First-Person Shooter


Enlisted is a squad-based massively multiplayer online first-person shooter developed by game developer Darkflow Software and published by Gaijin Entertainment. It is set during the World War 2 and featuring seven major campaigns: Battle of Moscow, Invasion of Normandy, Battle of Berlin, Battle of Tunisia, Battle of Stalingrad (with Battle of Rzhev), Pacific War and Battle of the Bulge. Since December 4th, 2023, a major overhaul of the progression system and the merging of same factions from different campaign has taken place called the "Merge" update. Instead of 6 campaigns, there are four factions currently in Enlisted: USSR, USA (with Commonwealth), Germany (with Italy), and Japan while campaigns served as a map pool. However, factions will still only be fighting in their own respective historical campaigns. For example Pacific War is still fought between US and Japan and Battle of Stalingrad between USSR and Germany.

Each campaign has its own separate progression tree for both teams, allowing the game to make certain weapons rarer than other based on the time frame of the campaign. After the "Merge" update, the progression system is represented in a tech tree similar to War Thunder rather than the original linear campaign progressions.

The twin game for Enlisted is CRSED: F.O.A.D., also known as Cuisine Royale. This is a free-to-play battle royale game that also developed by Darkflow Software. It was a joke at first, but the game took a very good reception and was released as a standalone Steam game. Many of the weapons, cars, characters and maps are the same in both games. In addition, the combat vehicles in the game are mostly from War Thunder, a military vehicles online combat game developed by Gaijin Entertainment.


The following weapons appear in the video game Enlisted:

Subpages

Overview

Classes and Kits

One of the game's main selling feature is its squad-based gameplay. In the only available game mode that is not limited to Custom Matches called "Squads", each player on the field controls an infantry squad or a vehicle crew consisting of three to nine soldiers. Players spawn in as one of the members of their squad and directly control their actions similarly to a typical FPS game while the rest of the members are usually controlled by the artificial intelligence, excluding the tank crew, where player controls both the movement of the tank and all of its armaments.

Each squad that is unlocked in a faction (formerly campaign) introduces a certain class to the roster of classes available for "enlisting" through the Logistics system, a system that acts as an in-game shop for equipment and soldier procurement. Each such squad has at least one soldier with this specialization in it. Each squad also feature three separate upgrade trees: squad upgrades that apply only to the squad in question and allow, among other things, to increase the number of soldiers that can be present on the battlefield and introduce more specialists beyond the ones that are available in the squad initially (i.e. introduce a certain number of Engineers or Radio operators to a Machine Gunner squad); personnel upgrades that allow you to improve the soldiers of the class that is introduced along with the squad regardless of whether they belong to the designated squad or stay as part of another squad; and workshop upgrades that allow the player to improve the weapons that are introduced along with the squad.

While soldiers are capable of picking up primary weapons that are dropped by enemies, their classes limit what weapons they can start the battle with. Weapons looted from the enemy will not obtain reserve ammunition from their bodies, but needs to be resupplyed from enemy built ammunition boxes ("enemy" here purely refers to the two teams in the round, and has nothing to do with the specific faction).

As of now, there are 17 available soldier classes, excluding their more advanced versions that are unlocked as the player progresses far enough into the campaign:

  • Rifleman - The most basic kind of soldier, they form a core of any infantry division and are present in almost every infantry squad alongside more specialized troops. They utilize unscoped bolt action, semi-automatic and automatic rifles.
  • Sniper - For researchable items, this is the only class capable of utilizing scoped bolt action, semi-automatic and automatic rifles, that makes it more suited for long range engagements. By default, like most other specialist classes that utilize special primary weapons and that will be mentioned below, they are armed with the faction's default primary weapon (for example, a Gewehr 33/40 (t) in case of Axis forces in Battle of Moscow campaign).
  • Assaulter - They are the only ones capable of equipping assault rifles, as well as one of several classes that are capable of equipping shotguns and submachine guns, which makes them more suited for close quarters and medium range engagements compared to Riflemen.
  • Engineer - One of the primary support classes, they utilize the same weapons as Riflemen. Soldiers of this class are capable of building rally points, ammo crates, sandbag covers, Czech hedgehogs and barbed wire, as well as more specialized structures that depends on the squad, such as HMG nests in case of Machine Gunner squads or AA and AT guns in case of Engineer squads.
  • Radio operator - Soldiers of this class provide the ability to call in artillery strikes wherever a player chooses within the borders of a playable area. Radio operator squad provides an exclusive ability to use smoke shells when calling in artillery and call in carpet bombing instead of the usual artillery strike at the cost of longer cooldown. Radio operators share their weapon pool with Riflemen.
  • AT Gunner - The only class capable of utilizing specialized anti-tank equipment, such as anti-tank rifles or rocket launchers. These weapons are equipped in a secondary weapon slot, with the primary slot being limited to the same weapons that are available to Riflemen.
  • Machine Gunner - Equipped with machine guns, soldiers of this class are capable of providing covering fire for other troops and suppressing enemies.
  • Mortarman - Soldiers of this class, as its name suggests, are capable of utilizing mortars in battle. This allows them to provide fire support from a distance using HE and smoke shells. Mortars are equipped in the secondary weapon slot, with the primary weapon selection being shared with Riflemen.
  • Flametrooper - Soldiers of this class can equip flamethrowers as their secondary weapons, which makes them excellent at clearing out buildings and other cramped spaces. Their primary weapons are identical to the ones used by Riflemen.
  • Medic - Introduced in Battle of Stalingrad campaign and so far appearing only in Stalingrad and Pacific campaigns, Medics serve as an early game Assaulter replacements due to also using submachine guns and shotguns in terms of weaponry while providing a way to restock medkits and heal other squad and teammates. Unlike other infantry squad types, Medic squads consist exclusively of medics and don't have Riflemen among their ranks.
  • Tanker - Despite being called "Tankers" by the game, soldiers of this class are capable of driving not only tanks, but also other kinds of armored ground vehicles, such as armored cars or self-propelled artillery. They usually come pre-equipped with pistols and can equip submachine guns in their primary weapon slot. Unlike infantry specialist classes, vehicle crewmen are not able to equip faction's default bolt-action rifle.
  • Fighter pilot - As the class name suggests, they fly fighter airplanes in order to assert air superiority. Their loadout is identical to Tankers otherwise, excluding the addition of a parachute.
  • Attacker pilot - Attacker pilots fly bomber planes and provide air support for infantry and ground vehicles by delivering precise strikes against enemy ground forces. Their loadout is identical to Fighter pilots.
  • APC driver - He provides team with mobile spawnpoint in form of APC. His loadout is the same as tanker.
  • Paratrooper - This class can spawn behind enemy lines, thanks to drop from plane. Appart from soldiers, plane also drops special chest with 4 kits to choose from: Mortar, Sniper, Assaulter or Anti-tank kit. If player doesn't want to jump from plane, there is possibility to normal spawn, but without chest.
  • Rider - He rides motorcycle with cart equiped with machine gun. This class carries the same equipment as tanker or any driver.
  • Guerrilla - carries 4 TNT charges. The weapon they pick up always has maximum ammo. Can move around the enemy's grey zone. Cannot operate vehicles or stationary guns.


Research Tree

Research Tree - The game has a research tree. Each side of the conflict has its own (USSR, USA, Germany and Japan). Each tree is divided into 5 combat levels. Each weapon and each vehicle has a specific level. Most weapons/vehicles can be unlocked in the tree, but all premium/special items are available separately. Each weapon is written next to whether it is a standard or premium weapon.


Ammunition Mechanism

Contrary to what you might expect based on the screenshots where UI is shown, Enlisted actually tracks remaining ammunition for magazine-fed weapons in magazines rather than an abstract ammo pool, more similarly to more hardcore shooters, such as Insurgency or Rising Storm 2: Vietnam. However, unlike the hardcore shooters, Enlisted also shows you an actual amount of the remaining ammunition in the magazine that is currently loaded rather than giving you hints at how many bullets are left, more similarly to arcade shooters, such as shooters from Call of Duty or Battlefield franchises. For example, when the player's remaining ammunition for his Browning BAR is 10/5, the result of reloading will be 5/10 instead of 15/0. This feature is inherited from CRSED: F.O.A.D., which, as a Battle Royale game, provides players with backpack and inventory. However, although such inventory does exist in Enlisted, they are only visible to players in very early versions of the game.

Weapons that share their magazines in real life tend to share their ammunition pool, so, for example, MP38, MP40 and MP 3008 will share their magazines with each other, and picking up a Carcano M91/41 will provide a reserve clip for Armaguerra Model 1939. However, the implementation of this feature can basically be inferred as an unintentional move by the developers, as they may want to reduce the variety of items; since this feature in-game could basically only be applied to two weapons with completely identical "feeding methods", and it has bugs and unreasonable aspects. Weapons that would normally share their ammunition pools in more arcade-y titles, for example Thompson submachine guns with 50-round drums and 30-round magazines, however, will have different ammunition pools in this game due to the use of different magazines. Kar98k and Gew. 41 are set to use different ammunition, and they cannot resupply each other. Austen Mk I which uses a 30-round magazine can be resupplied by 32-round Sten magazines, resulting 32 rounds loaded in a 30-round magazine.


Silencers and Suppressors

Some weapons are introduced as separate models in the game after being equipped with silencers. They are basically not obtainable through conventional means. These suppressed weapons have overall reduced damage compared to regular models, and some may have reduced muzzle velocity. The effect of the suppressors was not directly described in the game, but it was mentioned in the updated announcement that suppressors can increase the reaction time of enemy AI soldiers before they return fire to players who shot them, although the authenticity of this effect is questionable.


Setting up and Mounting weapons

The bipods in-game are completely decorative in nature; they are not required to mount a weapon, and their models will not change in any state, nor will they effect weapons stats (while bayonets will reduce recoil). The mounting mechanism in Enlisted is quite similar to that of in Call of Duty: Modern Warfare (2019), in which players can mount any weapon on the surface or cover that the game determines to be suitable, by pressing B in default. The mounted weapon will always be in aiming state, while the angle becomes very limited. However, such mounting mechanisms are rarely used in the actual combats of Enlisted, as firearms in-game generally have high damage and low recoil, resulting in a lack of advantage in mounting, which in addition will reduce mobility. Even more inexplicably, mounting in Enlisted appears to significantly increase the bullet spread of firearms.


Sidearms

In-game inventory of each soldier features a separate slot for sidearms (pistols and revolvers) that is either unlocked by default in case of vehicle crewmen or can be unlocked when progressed far enough into upgrade tree of a respective squad, which generally is foot soldiers. Sidearms in Enlisted are normally reserved for extremely short range emergency encounters due to their low damage and relatively short effective range. In theory, sidearms require at least 2-3 shots to eliminate an enemy soldier, but in actual combat, more will be needed due to poor recovery and spread stats.

Most sidearms from the USSR, USA (with Commonwealth) and Germany (with Italy) factions do not have the function of mid-reload, which means that no matter how much ammunition is left in the gun, the character will always load it as if it has been emptied, similar to what players will see in Counter-Strike: Global Offensive. This mechanism is rare for a modern game, especially one that emphasizes its authenticity in promotions.


Rifles

It should be noted that, when doing a mid-reload (non-empty) for bolt-action and self-loading rifles, the game will not reduce the amount of ammunition in the magazine or use the animation of ejected bullet, where should be one bullet less due to the bolt having been pulled open, and one bullet will be ejected. Even in the commonly said arcade shooters, such as Battlefield 1, one can often notice that the character will wisely cover the receiver to prevent the bullet from being ejected.


Machine Guns

Regardless of the specific caliber, almost all MGs from the Soviet Union, the United States (with Commonwealth), Germany (with Italy) have a unified damage setting of 12.0 (13.2 after upgrade) in-game; The Japanese 6.5mm MGs are set to 11.2 (12.3 after upgrade), while the 7.7mm ones are consistent with the general standard. These stats allowed the MGs to achieve a one-shot kill on non-upgraded soldiers in ideal situations, but two shots are required for upgraded ones.

Almost all machine guns will reduce the sprint speed of the carrying character. The general standard is -50%, but it may be higher or lower depending on the specific model, or completely no penalty.


Do Not Sell My Personal Information