Not likely. The norm is “still” exaclty as you said
Youd be lucky to find 1 in 10 that dont do all of the above. Even in warthunder after 10 years its no different. And they do that with or without aim assist
If theres one thing both games have in common, its that 1 or 2 players will have done most of the work. Out of 10-20
How about AA gets the lead indicator if it has 3 or 4 crew memebers. (Probably slightly nerfed indicator fe. it’s not continuous but refreshes every 0.5s)
Lol funny comments, this game was supposed to be War Thunder but with infantry. Hence, why they even had a little test with Modern Day combat.
OH BOI, I wish I could convince Gaijin to convert War Thunder to have infantry. I WOULD STOP PLAYING THIS RN IF THAT WAS THE CASE.
But you know that is far from reality because converting their game which never meant to include infantry is more work than just making a new game like Enlisted.
I want to make a couple of points with enlisted: You have a simulator damage model and physics, so don’t tell me this game isn’t aiming for some realism. In the beginning, a lot of Enlisted players were in fact War Thunder players because the War Thunder community was hoping they bring the best elements of War Thunder into an infantry-based game. Get rid of this bullcrap aim assist and just leave it for console players as they are the only ones with aiming issues.
These are quality-of-life improvements, this aim assist is only meant to help new players. With that in mind, why not have different realism game modes like War Thunder? Give us realism wanting players a realistic mode with no arcade bullshit that’s all we ask. If you are comfortable with the game aiming for you, Just say it lol.
The lead indicator is a feature taken from arcade War Thunder battles. It removes 99% of the effort to the point where you might as well do the aiming for the player too. Air to air combat is pretty much whoever sees the person first, that is quite lame and not competitive at all.
That doesn’t mean majority of playerbase agrees with those changes. I’m sure they intended to have it like this, doesn’t mean it was a good design choice. I’m sure most players would agree, especially some of the vets and even some new players. A simple poll can answer this.
I was more thinking if AA didnt have the aim assist, it could have overheat removed and have more multi barreled variants added (like bringing back the quads)
But yeah, i like the crew idea too
Maybe if aim indicator is so necessary, it should only apply to “pure” fighters
And let alone how we’re going to wreck every single player who comes in through Steam and makes the mistake of sitting in a plane.
but it’s just not much fun to have 1 on 1 dogfights with short visibility and lead markers. It works in wt arcade because the skill is having situational awareness in those huge battles. mb it would improve air combat in enlisted if we could spot far away planes as dots - rn i think the maximum distance is like 1.5km, it’s too short. and shortly after you already have a lead marker.
to give the target plane a chance to dogfight could make gameplay more engaging, but would filter newcomers. in terms of tanks, i’m sure that the pen indicators are good for the game, they don’t nullify the cat and mouse aspect of tank gameplay. but i’m not so sure about lead markers for planes. i’m still undecided honestly. i would start trying to only show the lead marker when close, i guess.
Both are considered to be training wheels for new players. However, it makes the players especially new players rely on these mechanics.
In turn, it makes it so new players don’t need to learn too much about air combat or tank combat. Like it’s practically common knowledge for most that tanks have thinner armor in the sides and they give you tools to see the armor and penetration for tanks.
Personally if they want to keep it like this, give us realistic mode without these training wheels. Let the beginners play on Arcade mode while the vets enjoy the realistic mode. Same already applies to War Thunder and you can see from the statistics that most new players start in arcade but almost immediately transition over to realistic(which has no lead or pen markers).
THIS ^ is best case solution as it is a compromise for both aspects of players; ones that want this crappy lead marker, and ones who don’t.
I saw the arrogance of a War Thunder player, acting as if this game 100% only needs players who have played War Thunder, and other players should get out of the game.
If you really want these, my suggestion is to add these innovative gameplays to customization as part of the custom room options, just like the LONE FIGHTERS mode. If you really want to play, then go play in the custom room.
If you want the game to become like this, I actually support it. The diverse gameplay of custom modes is good for the game, but I don’t think this is what the questioner meant.
Don’t make it sound like Enlisted is “just” the infantry version of War Thunder. That’s too far off. This game is closer to Cuisine Royale in terms of character movements, gun modeling, building models, and map style.
In fact, before launching Enlisted, Gaijin was using Cuisine Royale to hone his skills in making FPS games.
Don’t make it sound like gaijin only has one game: War Thunder. Maybe War Thunder is very successful, but Enlisted is a completely different game mode, and it’s a completely different world.
I think the ques being split into arcade and realistic is not something that will happen. The whole point of merging the campaigns was to avoid to many different ques.
I think just making the indicators soldier perks would be the best option. They should be expensive and t3, but be unlocked on the first squad you get, so that new players have them to get into the game. For experienced players they are still a good option, but might compete with other strong options like the perk that increases spotting distance.
Because we do not have enough players for the amount of split queues we already have? That’s why the merge happened, that’s why other official modes were dropped.
War Thunder has viable arcade mode, where you can practice your aim for however long you please, before switching to RB. Given the fact that currently matchmaking is already struggling to fill matches, I do not see devmans splitting it into zyllion more pieces again anytime soon, so stop suggesting it over and over
Indicator for AA is already half-useless and laggy and almost no one uses it anyway. Plus, it’s trivially easy to dodge almost every single gunner I’ve seen so far.
Get better at flying, stop relying on extremely arcade habits from WT. Learn to not be in front of enemy guns by maneuvering better and accept sometimes you’ll die. Usually because you yourself fucked up and gave the enemy a viable shot. In Enlisted you win air fights almost exclusively by maneuvering better, not by relying on others missing you because they can’t hit shit. So every time you die, think what you did wrong and improve.
Or go back to WT and stop crying. Your suggestions tell me you kind of have no idea what you are talking about. Having to land for each reload is just beyond stupid, without reworking half the damn game
Adding arcade mode literally will double the queue amount.
Currently you have 3 servers x 4 Factions x 2 BR’s = 24 separate queues
Adding AB/RB split means you would have 48 queues - basically back to pre-merge levels
Ironic, isn’t it? WT players tend to rely on their 3rd person camera habits way too much when flying, often rely on seal clubbing tactics by never taking fights they have a chance of losing, flying in front of enemy guns knowing most people can’t hit anything
Then they come into Enlisted, where every air fight is akin to phonebooth boxing, “optimal” maneuvers leave you disoriented/loosing track of the enemy and the worst thing is, people can shoot you, when you fly into their guns! woe is me!
Again, I kind of agree, that testing the leading indicator disappearing/becoming rather undefined for very high angles (basically when it’s like, more than 1-2 plane lengths away from the enemy) could be interesting. And the fact that sometimes you see the indicator while the enemy plane is literally off your screen.
Outside of that I’m 99% sure it’s just “i want to pull up a ladder behind me”
Again…I said nothing about adding arcade or splitting queues or ANYTHING of the sort. You are talking to wrong guy.
We aren’t on the same page. I don’t want the aim assist gone to nerf planes. I want the aim assist gone to increase the challenge factor. With it gone even the “vets” would have to be more conservative and actually think. “everyone” would have to reign in the range they fire from.
At the very least Close the range to under 100 meters for lead indicator.
Not much benefit of the doubt going on there is there? It could equally apply to not wanting to lose the trainer wheels clutch
I think there’s no place for that in enlisted. It would meant only one thing, 2 guys duelling outside of battle for longer period of time.
Meaning, pilots/planes would have even lesser impact on actual battlefield.
I want AA overheat to be removed, I want quad barrels and stuff to come back. But there’s no place for that while there are clutch mechanics like aim assist.
I want CAS air spawns pushed back, I want visibility increased, etc etc