I’m not here to brag, but as I bet many of you feel it’s getting quite tiresome busting your ass in matches where literally no one does what they’re supposed to do. A goddamn core feature of the game is spawn points and engineer built structures. After two years of fighting in Enlisted I can safely say that almost ALL games I win, are the ones where the team actually has deployed engineers into all their squads and make sure to fucking use them.
Killing is SECONDARY. You can argue about this and that and what squads is meta and not. I don’t really give a fuck what other peoples preferred playstyle is, but I feel sniper squads are the worst and contributes the least of all available squads save for perhaps Mortar Squads which end up in the same “useless” tier.
FORCE engineers into all squads that can have them, and make new players play tutorials as to how to correctly make use of them as standard like in the old days of gaming. It NEEDS to be addressed and stressed how important their role is to new players otherwise they’ll just go for the run & gun approach. Firepower equals win etc. As you can see below, it doesn’t matter the slightest. I pretty much singlehandedly managed to push this match to the last capture point but it was in vain. And it wasn’t the first time.
Have a look at this scoreboard and tell me I’m lying. I can guarantee you that player #4 on the enemy team constributed 10x what my entire team did even though he in total killed 1/10 of what they did. I’m so fed up with this shit. What baffles me the most isn’t the low ranks not doing what’s required, it is expected, but it’s all the marshals that even after hundreds of games still doesn’t understand the basics of the game.
Adamnpee, I am intrigued as to how that scenario would look. Just pure deathmatch for a single cap point would be interesting. Then all the kill hunters can be of use to the rest of us.
I agree with 90% of this. Every squad I have has at least one engineer, and they are usually in the first slot so I make sure to have control of them. I’m almost always carrying the team because of usage of engineer structures.
I always have a rally point down.
Ammo boxes in key locations.
Sandbags up to help keep grenades and such out.
MG nests in key locations.
Barbwire in trenches in the field when I can put it up (putting it in trenches helps it from getting destroyed as easily) and it helps especially to help thin out bot numbers coming toward the point.
Czech Hedgehogs and AT mines to help close down the roads against advancing tanks.
(All classes can carry mines), Make sure to drop a full squad worth of AP mines around before advancing with my squad when I’m on defense. This alone helps significantly and doesn’t even require engineers.
– With the addition of TNT to (I think) all campaigns, its VERY useful for attackers to use. A single piece of TNT can wipe out a LOT of fortifications, you just have to get close. I do wish that they made sandbags a lot more durable, so more people were encouraged to use TNT, rather than any explosion immediately wiping them out. It would help the game a lot.
The only thing I disagree with that you said:
I’m not saying ALL snipers are super useful, but my buddy that uses it well definitely does his job VERY well. He finds a perch and not just helps knock back their numbers, but prioritizes things like flamethrowers, RO, and AT troops. In addition, he provides excellent spotting for our aircraft, keeps tanks marked as much as possible, and keeps an eye out for flankers.
As far as mortar teams go, they are definitely tricky to use effectively. I think it would help if you could make the AI that has the second mortar in the squad set up and fire in the same general area that you are, to get more power downrange at once. They are great for both offense and defense, but they require teamwork (spotting) for full effect.
Thanks for the good reply. You’re like me. Feel free to add me for future games. I don’t have a lot of people to play with and I’d love to hook up with some vets on disc sometimes.
Snipers, obviously if in good hands - are different. Spotters are a key aspect of the game but the game fails to introduce the importance of this mechanic to new players (as it does with most things) and just throws new players into combat with little to none critical knowledge. This is not COD. It’s not super serious either, like Red Orchestra, but playing it as something in between really makes sense and will net you insane scores.
Mortar teams are good if paired with a proper spotter like your buddy, so these 2 are quite useful but not in all scenarios.
The answer is very simple. Reward players who build effective structures with more points. I cant tell you how many times I finish with most structures built - by far - and finish in the middle of the standings, even though without my spawn points the team would have absolutely zero chance of winning.
The trouble is that its a rather slippery slope in terms of giving points for building. I remember when I first started playing that there were a lot of people trying to generate points by building everything that they actually could, without a regard to if it helps or hurts the team. (Also on this note, different people have different opinions on what “helps and hurts”).
Blocking off a friendly spawn with barbwire isn’t helpful, for example. HOWEVER, if a spawn beacon is put up outside of the perimeter you are trying to fortify and trap, there is absolutely no reason that teammates should be spawning on the default spawn and going through the wire. Again, its a tricky problem. All to often I have teammates that don’t make use of the rally points, then go through and breakdown a lot of the fortifications that were put up to defend the next point.
I know a lot of people are going to say that I should be up on the front point helping defend, I’ve heard it all before. However, sacrificing time on the front point to set up defenses on a better fall-back position is not bad strategy, especially with how few people actually do it. It can be the difference between bleeding them for 200 tickets, vs bleeding them for 800 tickets when they hit the defended point.
Again though, if points were just outright increased, you’d have more people placing structures in places that they make no valuable change, but still give a bunch of points.
I think what would make a better change regarding points would be to add an additional column on scores regarding engineering. The first column would show how many structures were built, while the second shows how many engineering assists were obtained through those structures. The assists with the structures are the important part. The only change to SCORE that I think would be good, is sandbags blocking explosive damage should yield 15 points. Right now they only give 5 points for overall “damage blocked”. This could be a bullet or a bomb.