Different people like different things. That is ok.
I stopped playing Call of Duty with its tiny maps and franklly boring, repetitive game play a long time ago.
There comes a time for some of us when brainless twitch-run-and-gun shooter games with tiny maps become boring as hell because those sort of games are not authentic.
As for me, I like larger maps. It gives a player options for flanking, for choosing engagement ranges. For more intelligent game play in a word.
I also would like the kill camera removed in Enlisted, it is a silly “take revenge” mechanism that the “brainless runner-and-gunner” needs to take instant revenge against a player that uses his brain more by finding a good position to stop brainless runner-and-gunners (what the brainless runner-and-gunner calls a “camper”).
I really like the very large maps in games such as Operation Flashpoint, Post Scriptum etc. Large maps give players options on how to play, but only if the maps are setup in such a way to also allow long and medium range spotting and firing that is.
What I would like to see is not only larger maps in Enlisted but also more elevation in the maps, so the player can shoot and spot more and better at range. Most Enlisted maps do not allow for medium to long range spotting and shooting, in fact most maps in Enlisted are setup for short range twitch style running and gunning by human players, which is something the AI soldiers cannot deal with and that undermines the whole unique selling point of Enlisted: AI soldiers in player controlled squads. I would therefore like to see alterations of the current Enlisted maps to have longer spotting and shooting ranges.
For example I have done some tests in matches where I used a vehicle to remove certain trees, walls etc. to allow the defenders to spot, shoot at and stop the enemy attacker at range. And it makes the game play much more interesting when that happens.
I have been studying the maps the past week and I have noticed that the way most Enlisted maps are designed is to limit long range spotting and shooting as much as possible by having little elevation and objects that block line of sight. On most maps in the Normandy campaign in particular the players are forced into a short range slugfest to please the short-range-twitch-running-and-gunning players.
One of the few maps that allows for longer range shooting is the beach map in the Normandy campaign, but that also is the map that presents a problem that most if not all shooters have. The main problem Enlisted, and many other games as well, has with long range shooting is that when a sharpshooter lies in the grass his sight is blocked by grass, leaves, french balcony etc. but the enemy can see him clearly at range because the grass, leavesm french balcony is not rendered around him for the enemy that is looking at him from a long to medium distance. So the grass, leaves, french balcony etc. blocks sight of the player that is in cover but it does not block the sight of the enemy firing on the player that is not in cover and can thus spot, shoot and kill him from a long to medum distance. That is silly and sadly that has been a problem in shooters for decades!
In fact this issue has been in shooters since I first started playing them a long time ago. The result of that is that firing at long to medium range in cover is more of a problem for the one doing that than for the one running around like a headless chicken. And this problem is made even worse in Enlisted by the kill cam, which shows the brianless runner-and-gunner clearly where the enemy player that is in cover actually is.
So if larger maps, longer spotting and shooting ranges are to be supported then something will finally have to be done about this issue. The only quick and easy solution I can think of is that a player in cover that has not moved a lot should be more difficult to get a hit on than someone who is not in cover. In other words a player (including AI soldiers) that is fairly stationary, prone, crouched and behind or in cover (so behind trees, leaves, in grass, behind windows, a french balcony, bunker vision slits etc.) should get a bonus that should make it more difficult to hit him and take him out with one shot. A player that is moving and jumping around all the time at the same time could get an accuracy penalty, that too would be a addition and solution to this issue. The more you move, the faster you move, the more you jump the larger the penalty to hit someone. The less you move, the more you are in cover the more difficult you should be to hit.
This would also help the AI soldiers, because as I stated earlier: the AI soldiers cannot deal with fast moving humans, especially at short and very short range.
Everyone can test this for himself/herself. Any player can order their AI soldiers to defend the ground floor of a building that is an objective and then watch them from outside the building at a distance. EVERY TIME an enemy human player will eventually come in and kill all of them without the AI soldiers being able to do anything against the human player. If moving and jumping soldiers (so both human players and AI soldiers) would get an accuracy penalty the more they move and the faster they move, turn and jump then this would not happen. Being stationary or almost stationary is currently a great disadvantage in Enlisted. So is being in cover behind leaves, trees, windows, bunker vision slits etc. Moving, running and jumping around the map like some sort of brainless drug addict is rewarded in Enlisted, just like it is in Call of Duty. That is not authentic and if Enlisted is to offer an authentic WWII experience that will have to change.
Currently the hardly moving defensive player who is firing at range and from cover to defend an objective is at a distinct disadvantage in Enlisted. That should change if Enlisted is to be an authentic WWII experience and game.
Currently I am a paying customer of Enlisted in the Beta because I hope that Enlisted will become an authentic WW2 shooter with effective AI squads and soldiers as a unique selling point. I have spent more on Enlisted than I nowadays usually do on games like this for this reason. Enlisted can become a good compromise between a hard core simulator and a silly brainless arcade shooter. I currently cannot think of any shooter that offers such a good compromise. If Enlisted moves more and more in the direction of Call of Duty I will find other things to spend my money on.