Annual feedback by CBT player

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.

war-thunder-skill-problem

(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.

12 Likes

some of mine that are on top of my head:

  • terrible hitboxes - lots of stuff just isnt optimized. specially around the edges.
  • too many campaigns / split playerbase
  • adding new content without polishing old (i just want more bug fixes)
  • replay without rewind
  • overall buggy replay
  • campaigns have too big equipment gaps without adequate MM to compensate for it
  • later soldiers (rifleman 2, rifleman 3) dont bring anything good in terms of stats/perks/abilities, but cost ~3 times as much to level up compared to their basic counterparts
  • broken MM when stacks join in (aka 10vs13)
6 Likes

I completely agree, and it seems to have gotten worse in recent updates. I now see groups of bots not even stuck on things, just chilling out in the back of the spawn. No idea why.

I agree. Bullets and bombs alike. Its especially aggravating when using a field gun, or aircraft bombs, and you land it right on or next to enemies and it does next to nothing.

I play on console, so I guess I haven’t noticed this much.

The fact they ignite people through walls is very aggravating to me. It’s not as bad if we manage to get sandbag walls to hold for a little bit, as it reduces their lines of sight and therefore their ignition chances as well, but fortifications don’t really hold up right now.

I partially agree with this. I for one enjoy the tactical part of the game with engineer fortifications. Unfortunately, the grenade, gas, and artillery spam royally screw me over too. It wouldn’t be so bad if fortifications held out a bit rather than were so easy to destroy. Then it could increase the value of the gun play a bit more. I honestly feel like a whole chunk of the game got nerfed down, my buddies and I came for the whole “pushing and defending fortified lines” thing, but recently just flamethrower, gas, and explosion spam.
Mines are kind of a necessity, but wouldn’t be so bad if tanks were actually capable of moving forward to help clear a path. Unfortunately though, the tanks are far too easy to kill now, so they don’t even get close.

Not just the HP perk, but other perks in addition, like run speed, and grenade throw distance, all together make for fighting these players boring and annoying.

5 Likes

ain’t gonna play this game as much as i would, until objectives will get bigger at least twice. I love all the explosions! it’s just the area is too tiny for it… and also build-able structures are too fragile.

2 Likes

2 additional points added to the list.

VIII, as mentioned by comments before, hitboxes extending the rendered object model, resulting in invisible walls.
IX, plane damage model still beeing inconsistent and sometimes completely broken.

Thanks for all the comments and likes so far :slight_smile:
Hopefully some dev reads this and takes the feedback to heart.

1 Like

I just bump this post since basically nothing has been adressed in a really meaningfull way in the past 8 months.

The contrast in some lighting scenarios has been adjusted slightly, same as some of the invisible walls have been shrunk down, but overall all the same issues still persist.
(Gas was heavily nerfed which is nice, forgot to mention it).

Additionally, the new map designs of any campaign of having a wide open field, paired with new additions like heavy MG placements (which can still shoot through half of the tanks btw, even a PZ3 at times) that heavily get protected by invisible walls in front most of the time as well, shifts the game away even more from gunplay to absolute unplayable and unengaging meatgrinder frustration.

The god awfull map design of having tons of open field with powerspots that cover everything and make flanking impossible, while the objective is close to 200 meters away from your spawn now, only amplify the issues.
(New pacific map which name I can’t recall, Moscow coalmine, basically entire Tunesia campaign).

I still secretly hope that they are going to tackle any of these problems at some point instead of making them worse with new content patches, but it seems like the ship is sailed off already.
The small “making Enlisted a better place” updates seem to go 1 step forward every few patches, but the big updates seem to consistently throw the game backwards by miles.

I really want to get back into the game, and Enlisted is still (with red orchestra) the most fun shooter in regards to gunplay, but for some reason they just make it more and more about not allowing infantery gunplay to happen which makes the game just a terrible experience overall.