Core Problems with Enlisted OBT (Gamemode selector, Gameplay loop, Squad play, Microtransactions)

I’ve made posts before outlining my problems with the game, but I still really do enjoy it; it’s just really disappointing to see the direction it’s going at the moment. The OBT is welcome in some respects, because the game is at the very least polished and functional, but that polish is covering up a pretty grimy gross interior, and I’m going to share my thoughts on it, whether some more vocal proponents of the game’s current state like it or not. Here are the main issues as I see it, even though I’m doubtful any of these will ever be addressed, since we’re already in OBT at this point.

1. Pickable Gamemodes
There is really no excuse for this, I still don’t understand why the devs seem so opposed to doing this. People shouldn’t be forced to play gamemodes they don’t like over and over again and then be put in the exact same match when they leave. Some people may love domination, I really don’t, and when 70% of my game time is spent being forced to play that mode, I don’t want to play the game anymore at all. This is just bad; add a gamemode selector, plain and simple.

2. Core gameplay loop
The gameplay in Enlisted as it stands feels like a chucked together mess of really good ideas that aren’t connected in basically any way. There is virtually no team play at all, except for the Engineer who is literally the god role and is responsible for 100% of the necessary coordination. Classes should play off of one another in interesting and meaningful ways, and have max squad counts to balance them. Just for some examples, make a medic squad who’s only job is to heal team mates, give the gunner an ammo box or something like that, Force only a dedicated small engineer squad to be able to place down spawn beacons, and make it so that the only class that can spot are snipers. Hard lock squads to only contain 1 type of soldier. Where you can’t directly give squads unique attributes, like with SMG squads and mortar teams, do stuff like limiting SMG squads to only like 3 people or so, then make rifle squads have like 6 or 7, just to give each of them a tradeoff between one another. I could go on, but you need to look at this again, because right now, the gameplay is super shallow and uninteresting. Enlisted can be incredibly boring and uninteresting a lot of the time, and it’s because the classes as they stand don’t actually fulfill any specific role. You can’t pull a call of duty here, you’ve built these twelve different classes now make them feel distinct and give them something meaningful to do.

3. Squad play (friends list)
Squad members should have clear distinct icons above their heads to indicate who they are, not just map markers and slightly different color hues. Give squad leaders the ability to dynamically mark objectives for their squad to take. Take the H&G method, simple alt click hold and you can place a rally or tell your squad to cap an objective, and then players who follow their squad lead’s orders get XP for doing so. We should have something like this in Enlisted.

4. Microtransactions
I have played many a free to play, and Enlisted’s monetization is by far the most greedy penny pinching system I have ever witnessed. It is an absolute travesty that the devs or Gaijin (I’m guessing, hoping, it was Gaijin) ever thought this was okay to release to the public especially since there is no battle rating system that I am aware of, literally making a lot of these MCTs straight pay to win. This was much worse than my wildest nightmares from CBT. There is a battle pass, premium account status, fully levelled up squads with unique weapons for purchase, in game currency, loot boxes, Increased the amount of squads you can have in a single battle with premium currency, cosmetics, & perk refreshes with premium currency.

There is so much pay to win I was seriously embarrassed to have to show this to my friends. Uniquely skinned squads, XP boosters, & weapon skins only. You cannot be putting weapons and leveled squads with special weapons behind a paywall. THIS IS NOT OKAY. To every single member of this community WE CANNOT SUPPORT THIS. Do not buy any of this pay to win stuff, do not create the idea in developers minds that this is okay; do not support this. Consumers can make a difference if we band together and hit them where this hurts. I will gladly shell out money on skins only, in fact, I would prefer that to pay to win, and I’m sure there are many others just like me out there.

Wishlist
invasion and Assault are generally attacker sided, this is an easy straightforward simple fix that doesn’t require you to completely change Invasion or Assault. Gives defending team some time to dig in and spread out. I’m totally open to hearing another suggestion on how to fix this, but this seems like a pretty easy way to remedy the problem.

Give players in general or at least tank commanders a way to replenish their squads through some sort of resupply point on the edge of the map or something like that. Right now you’re basically f’d if you get your crew killed and/or lose your tank. Just a bit weird and jarring.

Bullet Drop needs to be added as a way to help curb riflemen from instantly cross mapping MG gunners and snipers. Also adds another level of skill for players to hone. I feel like I’ve read in some press material that it does exist in the game, but I really don’t think that’s accurate for the current build.

Notes
I’ve made other posts on here before about my opinions, but I’m past trying to make this a realistic shooter, I’m done ranting about the terrible bots and how they are utterly useless in their current form, and I’m not going to push large coordination between squads. I’d still love to see this stuff addressed, but it’s not really a priority for me and I understand that some of those are a bit controversial to express.

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I agree with some of this but disagree on the following parts.
2. Squads are unique with dedicated roles and different squad compositions and limits. Riflemen have 9 members while snipers and radio men only get 5 for example. The classes have different roles that make each one unique in my opinion.
3. Squad leaders can mark objectives for their members to capture/defend, choose squad formation, and hold an area.
4. With the nerf at launch, I would not consider most of the premium squads pay to win.

Bullet drop is also in game, its just not very noticeable for rifles since the engagement ranges are always within 200 yards even with snipers (which theoretically should typically be shooting a bit above where they are aiming due to height over bore and scope zero).

Besides that I agree with the rest.

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I agree too. Unfortunately, the developers will not listen to the players while they are doing well with the game statistics and income.

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They listened to us by making tons of changes for this launch though

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Well, I just expressed my opinion about any developers, at least this was always the case with large studios

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i absolutly agree with you there.

i mean, if i have to be honest, i somewhat find it better than yesterday.

but i agree that many factors should be changed as well.

but as they changed like they did, i’m sure they will hear us out.

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micro transactions the game

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You’re right, there are a few minor differences, but I guess what I was trying to get at was moreso their core roles. Essentially, Riflemen, SMG squads, Snipers, Gunners, all are basically doing the same thing just with different guns. Games like battlefield or planetside thrive because the classes have very clearcut defined roles. Enlisted currently doesn’t have very defined classes and lets you mix and match those classes extrememly easily, which to me dilutes the gameplay overall.

I’ve had extremely long range engagements at further than 200 yards and I didn’t feel it, but if that is the case then great. That being said, Rifles are so accurate and deadly in this game that snipers and MGs are essentially forced to play as infantry because hunkering down in a position somewhere makes you a far too easy target. I think if bullet drop does exist, it needs to be far more aggressive, even if that might not be 100% realistic, just for the sake of balance.

Radiomen are much the same. The call in system is so basic and easy that it might as well be a quicktime event that cools down while your just being a regular infantry player. There’s no depth of gameplay or skill involved, just pull out your radio and left click on where the enemy is every 3 minutes.

There might be a misunderstanding here, I’m speaking about player squads which you form with people on your friends list, not the AI squads.

The premium squads are not the worst offenders, that’s certainly true, but it’s endemic to the problem and it opens up many avenues for more issues in the future. The devs have to make the squads powerful in order for people to want to buy them, but they have to temper them in order to keep them from being too unbalanced. I’m just not sure if I trust Darkflow to be able to do that themselves.

Thank you for answering this thread and participating in discussion, I very much value hearing people’s opinions and I’m glad you shared yours. Cheers.

Mate that ship already sailed, welcome to the world of buying your way to the top. In a few months most people, including free to play players, should have about the same level of equipment. The biggest problem I had was the OP prem squads which have been toned down a bit so that is nice.

Also the standard rifle and the more common sniper are the same rifle, the sniper one just has a scope attached. Anything a sniper can do, the normal one should also be able to do. But I think bullet drop is accurate to the distances engagements happen in this game.

Let’s take the MP-18 as an example here.
It performs nearly identical to the MP-34(ö), but has a large magazine blocking a lot of your view.
It outperforms an unupgraded MP-34, yes, because it is fully upgraded by default, but a MP-34 would outperform the MP-18 once upgraded. As such, I cannot see it as P2W. Instead, it’s just an unique experience. And it is perfectly fine to pay for that.

Same with the new BAR squads. Those guns are inferior to the later BAR models in the campaign.

Atm the only really OP stuff is the M2 Hyde (less recoil than M3s), MG30 (less recoil and higher rate of fire than MG13), and MP41 (less recoil than MP40), all of which can be fixed with an increase of recoil.

The issue of their higher damage etc isn’t a pay to win issue, but a balance issue that lies with the weapon upgrade system. Everyone can get the bonus damage on their guns. And all it does is screw over newbies.

Practically, I’ll assume what your saying is true, I would agree with you, but you said it yourself, there are guns like the Hyde, like the MP41 that are OP. And like you said as well, new players get screwed over; this is shaping up to having nearly identical issues to H&G, and I think we can agree, we don’t want this game to become like H&G. The game has no tiered matchmaking, which would help alleviate the issue somewhat by grouping those payed players together. The problem lies in giving the devs this choice in the first place. You think they’ll learn from their mistakes and never do this again? No way, and we’re going to continue encountering these problems month after month just like with War Thunder, and the community is going to have to fight tooth and nail every single time just to even get a token rollback of some of the worst offenders. Stopping the sale of unique weapons and leveled squads is an easy one stop problem solver that fixes all of this and sets Enlisted up for a bright future and many years of live service. F2Ps do not need to do this, it has been proven over and over again. If we band together now early in the game’s life cycle we can stop this and we’ll never even have to have these discussions again.

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