The point of this topics is to address a few of the shortcomings I’ve experienced flying in enlisted. It will be split into the 3 main issues I think this game has, as well as one additional nitpick I have.
- Render Distance
- As I’m sure any aspiring pilot has realised at this point, enlisted has a very limited visibility range. Typically games would do this by making fog or something else to obscure the despawned objects, but in enlisted they just simply de spawn. I’ve found the only way I can reliably spot enemy infantry is to get above the battlefield, slam the stick in my guys guy, and circle overhead while using free look to find enemy movements. I have to do this because they literally don’t visually spawn until about 500 meters, at which point I’d have about 3 seconds to adjust, which is difficult enough but more on that later. My solution for this is quite simple for air units, just crank the visibility distance for units to 2km. And if someone has lower settings reduce it to 1km to help with performance.
- Flight models
-Oh boy, this is a fun one. I don’t quite understand how they got this so wrong. I do understand it was a different studio location that made this, but they ought to have the resources of the team that made warthunder no? Now to be honnest, my experience is limited to the bf109g-6 and the biplane that Russia gets on the Moscow campaign. But holy cow, my plane feels like a brick that I threw into the air and strapped a couple bombs too. Energy retention is absolutely abysmal, and maneuverability is absolutely terrible. The roll rate in the bf109 in this game honnest to god feels like the roll rate of the b-17 in warthunder, infact, I think the b17 might be more maneuverable. In general it feels like they tightened the values towards plane aerodynamics way to much. This leads to a fun thing with that thing I talked about a little while ago where you have basically zero time to adjust to infantry as they pop into render distance, so you slam your rudder to hope to maybe get some rockets or bombs off, but because touching your rudder in this game, even with full opposite aleron flips the plane over, you end up diving into the ground, because you know, that’s how the bf109 definitely performed irl. - Damage models
- The amount of times I’ve absolutely mag dumped 200 rounds of 20mm and 13mm ammo into the but of some il2 and literally nothing has happened is insane. It’s obvious they borrowed assets from gauging warthunder team, the pen models for ground vehicles and the damage screen in the bottom left are identical, so it’s beyond me why they didn’t grab the damage models too. 90 percent of the kills I have come directly from killing the pilot. In that il-2 example, the way I killed it was popping up above its gunner for a second and dumping about 20 20mm rounds directly into his cockpit killing both of his crew. I’d figure I probably have around 100 plane kills by now, 2 have been from fires on engines, 3 have been from parts of the airplane comming off, and one of those was a ground aa on which I shot a wing off a biplane. The rest have either been dead crew or their engine goes out, from shooting them in the tail. Suffice to say the models are broken. The solution for this is actually remarkably simple, take the existing damage models from the warthunder team, and slap em into enlisted. It’s quite literally that simple.
- Ordinance
- And now for my nit pick, again a warthunder comparison. And maybe I’m just missing something so let me know, when I played warthunder I Got pretty good and judging bomb drops from 3rd and 1 st person in rb and sb respectively. But something seems off in enlisted. The bombs on the 109 g-6 ought to follow a fairly linear path with a slow dropoff after a few seconds of straight flight, but in enlisted it feels like they’re jettisoned downward. This inherently makes bomb runs a royal pain in the a**. Just a nitpick though