Enlisted, while being one of the best shooters I have ever played, is the one with the most issues and problems at the same time for me.
I keep it short, since alot of the stuff I posted 2 years ago is still present in the game.
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I. Bots getting stuck left and right
Pacific in riverbeds, water, under houses and rock formations or tunesia in literally every 2nd house.
AI gets constantly stuck and is still not fixed, especially for those two campaigns/obstacle types.
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II. Hit registration
Still just god awfull.
I have unironically games on certain times of the day, in which every 2nd shot I shoot is either triggering a hit animation without dealing damage or straight up flying through the oponent without dealing any damage.
(Neither my internet, nor the “wrong server connected” with 100% certainty a server issue.
Most likely connected to lagg compensation of some players paired with how the server registers hits, since it vastly differs in the same lobby from player to player.)
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III. Lighting is still a big issue.
The artificial post processing based “eye adjustment” and killing the depth of rooms based on the lightscource distance for cinematographic reasons might be a cool thing for screenshots and advertisement videos, but it’s just frustrating if the game graphics are killing playability.
In this aspect the game just tumbles on itself and makes itself less playable because of ???
These scenes are not immersive but frustrating and headache inducing.
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IV. Flamethrowser
Connected to the issue above, flamethrowers are in a really frustrating spot right now.
The fact that the flame dots on the ground are able to clip through walls, make them able to attack through walls in a state of the game in which all direct effect through walls like T28/GMC fire through wooden buildings were patched out.
On top of that it is way too easy to ignite ppl, to a point at which I see ppl literally spinning 180° like an id… while being opressive and blinding as hell.
I made suggestions about how flamethrowsers should be changed right here, for anyone interested..
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V. Overall shift from gunplay to "mute gameplay as much as possible"
Overall I see a big shift away from gunplay and direct impact, to muting the games pace as much as possible.
I don’t understand this at all, since Enlisted is legitly the shooter with the best gunplay I have ever played, and still goes away further and further from said strength.
Tripple nade pouch with zoning of Molotov and Gasspam, Mines, bomber raid and lethality of artillery strikes were all changes and additions to the game that make the game less about actually playing it, but more about just muting ppl from playing it.
Everyone that played in a truly heavy equipped lobby knows what I am talking about.
It becomes less about playing the game, but denying others playing it so ultimately nobody can play it.
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VI. HP perk still leverages out gunplay
HP perk leveraging out gunplay is a huge nono for me (still).
Just flat out winning fights cause of brute force “my charakter has more stats than you” is the most stupid feeling in the world.
You might critizise me for not taking it (I’m an idealist when it comes to this stuff and refuse to take the perk to make it not a worse experience for others) since the only proper counterplay to it seems to get it as well and in the short term that might be valid and correct, but leveraging out gunplay (semis 2-3 shots necessary) cause of a perk kills the pacing of the game.
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VII. Campaign pacing
This goes mainly to Moskau.
Designing a campaign to be a bolt action fest and only introducing heavy automatic spam in the very last levels are a really bad conceptional design choice.
It makes starters/mid levels have basically no gear to hold onto (which Berlin and Normandy e.g. do with instant semi-auto as allrounders), resulting in the feeling of the hardest grind and biggest gear difference in any campaign.
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EDIT:
[VIII. Hitboxes of objects
As mentioned by some comments here before:
Hitboxes of some objects are super off, extending the actually drawn model.
This happens really often on destroyed objects like tank or AT gun wrecks, but extends to their not-destroyed parts as well. (invisible wall protecting AT crew from the side or heavy stationary MG user from the front)]
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EDIT:
[IX. Damage models in regards to planes
Ever since they started to touch plane damage models from the launch of the game, in which you could actually consistently cripple and kill planes in the air (even by normal rifle/MG fire if they were flying too low), the damage model is super inconsistent and luck based.
Hitting an enemy plane across all existing spots for around 400 times without and damage is no rare occasion and is just frustrating.
My suggestion would be: completely revert it back to how it was 2 years ago.
It felt more consistent in gameplay, therefore rewarding and less frustrating.]
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I feel really passionate about the game, but get increasingly worried about its’ bad state and frustrating mechanics undercutting the strength of this awesome game.
Hopefully someone will pick this up and take the feedback serious.
Feel free to leave down other suggestions I might have missed.
Best regards.