A solution for auto weapon/grenade spam in Enlisted

Since we’re in the spirit for fixing many of Enlisted’s core issues such as progression and matchmaking, I would like to propose a solution to the overabundant use of automatic weapons and explosives which I believe is part of the reason Enlisted has a hard time holding on to players. This is not a complete solution, but I believe it will help significantly.

First, for use of automatic weapons, I will propose a weapon ranking system and provide some examples. Each weapon would be assigned a numerical rank based on its performance and historical use. The rank compounds with all primary weapons in the squad, and each squad has a maximum rank proportional to the number of soldiers, specializations, and even squad level. The total rank of all weapons in the squad may not exceed the squads maximum rank.

As examples, let’s apply this to an Allied and Axis squad in Normandy, where this problem is very noticeable. A player has a 7-man MG squad with a maximum weapon rank of 25. Naturally, they want to give this squad 3 M1919s and 4 M2 carbines and be super toxic. But the M1919 has a rank of 5, and 4 for the M2 carbine. This would compound to 31 which would exceed the limit. So the player has to go back and make choices about which weapons to give the squad, potentially throwing in M1 Garands or BARs to bring the weapon rank down.

Conversely, a German player has a 7-man Assault squad with a max rank of 27. They want to give this squad 4 StGs, 1 MG42, and 2 FG42s. These weapons have a rank of 6, 4, and 5, respectively, which compounds to 34. Therefore, the player has to pick a different set of weapons to satisfy the max weapon rank.

This system would theoretically help the limit the excessive use of weapons such as the M2 and FG42, which were not common infantry weapons and therefore it makes no sense to see them in 9 man rifleman teams. Some lenience would be given to Japan, since much of their in game arsenal is prototype weapons. Also, the numbers given above are for the example and are in no way absolute.

As for explosives, I think the first thing to do is remove explosive packs and large grenade pouches, and either refund players their silver orders or replace them in soldier menus with frag grenades. TNT charges are a much better way of giving soldiers anti tank capabilities. I know some may bring up grey zone tanks, but that is a serious problem that exists in the game already.

Another method would introduce the weapon rank system for grenades too, which may not work as well since there isn’t many different grenades. Also, rifle grenade throwers would also have a higher weapon rating even though they may be attached to lower ranking weapons (such as the Springfield or K98K).

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match ranking is always a pain in the ass. has much we can improve it, not matter how it,s good.

don,t know exaclty how the perfect formula might be. anyway.

When leading tiers, BR, eras. So the new weapon and vehicle research system will also be implemented in the game at this time. They want to introduce this so that new players don’t immediately run into guys who have a whole squad armed with an FG42, three phosphorus grenades, a pistol and TNT. So probably haversacks for grenades will also have their level.

You’re right, so this problem will be minimized in the new matchmaking at least for new players. But the higher level lobbies will just be pure auto chaos with no real skill or strategy going on. Just a matter of who can throw the most WP.

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Maybe you’re right. I don’t know.
There was no normalization in cbt, explosive toys were dangerous to both enemies and allies, you had 10 respawns and the ppd40 with drum magazine provided 72 kills. And there was a balance to it all.

quite sure this “problem” is being addressed with the new coming BR system that matches equally armed people with each other.

Sure it wont be perfect and regardless of BR there will be games of few high ranks with top tier toys in both teams and rest have mediocre weaponry at the best.
Unless ofc if the BR is hardlocking system not allowing high tier toys with inferior toys at all.
Then the problem is pretty much entirely solved with BR.

That’s a potentially a problem rather than a fix. If they go the classic gaijin “balans” based on performance statistics, imagine people make a beeline for something that’s relatively easy to use, relatively easy to get and get a bunch of kills and victories. Now that’s recognized, it’s rating or soft cap allowed per squad adjusted and it’s not so easy to get anymore. And now you get people crying bloody murder how they’re facing unreasonable opponents.

On the other hand you have can get a bad situation where a nation is loosely populated and the people who played it for a long time have rather good performance with its gear, artificially driving up the statistics for something that wouldn’t handle equally in the hands of someone who just started out playing said nation or at least doesn’t have 2000 hours flying that prop or fighting with that weapon. Same goes for “big” factions where there are significantly more average or new players compared to the very best potentially keeping the rating average or even lowering it below it’s proper place.

For a concrete example imagine balancing current Pacific Japan. I’m fairly certain it has less players than the US across all the campaigns so the performance of individual players is more impactful on the statistics. Now for the sake of argument imagine the generally superior US/allies gear being lowered in rating because they’re often losing against Germans in Normandy and the IJA gear being raised because they’re mowing down US bots in Pacific. Now imagine the gaijin approach in balance where you can potentially get a Chi-ha (for example 80%+ win rate against bots) facing Jumbos (<30% win rate against seasoned werhaboos in panthers and tigers).

What about grenade launchers, planes, camping tanks and premium Katyusha style weapons? I get that facing a squad with 9 men that all have 3x WP and a mine is cancer inducing but why punish people that just want to take a couple of extra frag grenades to help clear a building? I’m not disagreeing, since you make a lot of sense but where do you draw the line as it were. For example imagine severely restricting grenade launchers and explosives to most players but those that have access to RNM-50s, that rocket BM tank and certain planes are free to reign down hell?

I really dont know why people spawn them so much.
Most of them are not accurate or deadly as rifles.

Precisely the problem I was attempting to solve. There just isn’t much choice in Enlisted. You just grab the best guns, equip it to everyone, add a bunch of WP grenades, a then use the most toxic strategies possible. That’s the way to win currently.

This is not a perfect solution, and the issue will be minimized when matchmaking comes out. But it will remain to be a pain even after the update arrives.

Because you can pick a perfect spot, flank for five minutes thru the gray zone and lie in wait until a valuable target is spotted. You know him by the fancy custom camo and the way that soldier is radiating power, authority and sheer asskicking. That’s their carry. That’s their marshal that actually earned that rank. That’s your target.
You’ll take careful aim. Follow to account for any sudden movement. Account for sun glare and the wind. You’ll hold your breath, both in game and in front of your monitor. And. You’ll. Take. The. Shot.

Or you can remember that you’re playing enlisted and not hitman or sniper elite, take an assaulter or gunner that has a ppsh-like bullet spewer dakka and a large grenade pouch with 3x WP. You’ll then promptly throw all three in rapid succession and proceed to pepper any survivors with said gun. 20-30 kills more in significantly less time and or effort. :sweat_smile:

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Explosives are overused bcs of 2 things

  1. ridiculous tank spam
  2. very “tanky” tanks like kv1, t-34 (1941) t-50. If you are playing germans early war in eastern front. You have no choise than relying on explosive packs and tnt

Because most maps are not big enough to make it matter as long as you can hit something.

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In all fairness I’m spamming explosives because it’s the most bang for your buck as it were. Especially to level up a new squad or soldiers. Also something like 2x grenade launcher rifle or RNB-50 with a large ammo pack is crazy satisfying to use. Planting several AT mines and a demo pack on a demolition objective and waiting for the enemy to start mining it is also rather effective. To add insult to injury kamikaze like charges with explosives in close quarters when you’re on the defense and have unlimited respawns is a net gain any way you cut it. I mean, if I lose a single rifleman out of the other 7-8 waiting in cover and he takes out half a squad with a point blank grenade, and that’s more than likely in one of those corridors of Berlin or bunkers/trenches/sheds in Normandy, that’s real value since it’s both depleting their tickets and potentially providing area denial. Especially if I plant a molotov or WP before dying. Essentially, treat your rifle squad as those tank charging bomb dogs. Having on defense a flame squad with 2x flame troopers and the rest grenade launcher rifleman with the flame cannon/ampulomet engineer is the most cursed thing ever on certain urban maps.

I’m a horrible person. :sweat_smile: