The current jet aircraft in the game, such as the P-47, Ju 188, and Tu-2S, have excessive suppression against infantry and require no skill—any monkey can fly them and still dominate. The wide-ranging concussion and stun effects create a spam-like attack across the entire map, making it the worst part of the game.
The kill range feels extremely counterintuitive. I’ve played many games, but only in Enlisted are the bombs and rockets so absurdly powerful that they’re hard to comprehend. It wasn’t until I saw the datamined info from player @Euthymia07 that I realized how wildly inaccurate and ridiculous the game’s data is. Here, I’ll briefly compare it to the U.S. Army’s 1944 terminal ballistics file.
The area of a circle with a radius of 413 feet is approximately 3500% larger than the area of a circle with a radius of 70 feet.
The fragmentation range in the game is 3500%!!! larger than in reality!!! This explains why the bomb effects in Enlisted feel so counterintuitive.
After consulting Grok and GPT-4o, their data indicates that even the modern Mk 82 bomb has a fragmentation kill range of only 30–60 meters.
The suppression effect of aircraft in this game is neither balanced nor realistic, with no basis whatsoever. Whether for gameplay or realism, we should demand a reduction in the damage that aircraft inflict on infantry. Oh, and let’s not forget that terrible wide-area motion blur.
I just hate the constant screen shaking nearly non stop during a match. There’s plane bombs, tanks, artillery, radio bomber call, etc. Not even the concussion reduction ‘perk’ helps enough to reduce the shake effect, which I think it’s way overdone. Both as a gameplay mechanic and part of the clunky POV. It’s what annoys me the most from high tier games.
So this explains why you sometimes will get killed from so far away, p47 just laughs at anyone building AA gun as he will wipe out your entire squad and AA gun without even aiming, and even if you destroy him while dying he will get rewarded with bigger score than you plus he will respawn instantly in meteor or another p47
However, this time he was correct; anti-aircraft guns cannot stop planes and instead increase the speed at which planes switch to drop more bombs on the ground. The same applies to German players, as many of them have two Ju 188 squads.
Recently i’ve been playing a lot of BR5 Soviets and German players rarely are spamming planes and if they do it’s just me262 that crashes against pavement and sometimes some more skilled player with fw 190. While i returned to BR5 Germany i was instantly met with plane circling Americans match after match. Even if Germany would want to spam their planes they can’t reach their power level.
I see he is living rent free inside your head. Want to talk about objective facts? Even i have 2x the kills using plane as USA vs Germany and Sov is below that, while JP has 5% of American kills with planes.
It’s not just my imagination it’s the actual fact that Americans can’t stop abusing their overpowered planes, with jets it only got worse.
Quite sure GE is one of those factions which cas relies mostly on bombs rather than HVARS and what else.
Nerfing bombs would by far affect more GE than murrica, so not exactly sure where this came from.
The fragmentation range of rockets is likely also incorrect. It may be dozens of times larger than in reality, but I don’t have the in-game data for it.
would also point out that if I understood correctly, the OP’s graphs is about shrapnells penetrating 1/4" ~6mm ? Steel.
Which translates quite poorly against manpower.
Anyway, regardless im all in for nerfing cas ordnance.
This is a common method in terminal ballistics, using steel plates to simulate the human body. A 6mm low-carbon steel plate is roughly equivalent to the effect of a standard 7.62mm handgun bullet.
The data you cited is meaningless; it refers to the safety distance. When an artillery shell explodes, a tiny fraction of fragments are large enough to travel far. The probability of these rare fragments hitting someone is negligible.
If we don’t focus on low-carbon steel penetration (typically associated with lethality or severe injury), the injury range is closer to 90–140 feet. This is still far less than the 413 feet given in the game. According to the chart, the game still assigns 15 damage at 413 feet.(2105.79%)
Exept none of the data is even comparable.
The effective casualy radius fillters out all the area with area which do not recieve at least 1 fragment hit every 10 square feet.
But the 413 feet radius surely does not.
So if you do some maths and calculate the area covered by the bomb you get 535858 square feet
but have only 8476 fragments.
So on average you end up with 1 fragment every 60 square feet, which again is very genourous as it ignores the fact that most of the fragment will be launched directly into the dirt or sky which wont hit anything at all.
Past a certain range bombs are very unlikely to actually hit someone even if he is still technically in range for the bomb to hit him.
Well no, since ballistic gels are about 99% more accurated.
Sure, during WW2 guns “terminal ballistics” were often considered by how many wooden planks or steel they can penetrate.
But we are quite alot past that.
Id again say no, the force required to penetrate human skin is by far less than of penetrating steel.
Sure, steel in this concept is probably used to count the amount of hit fragments, and on that it works just fine.
Aka large shrapnel hitting steel 100m away from blast zone probably wont penetrate steel but most likely would still be lethal on human.