Making Enlisted a Better Place №4

Now it is

It always is.

It would be nice if you justify your decisions, though.

Just saying it will balance the game is not enough (especially since it’s being called as an improvement yet it’s limit people). It’s hard to understand your decisions… and the latest change is just the top of the iceberg.

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Never seen a single post in the English speaking forums about it. Ever. If anything we want more people to play engineers but this will make less people use them

Good to hear

Yes. We are working on fixing many bugs.

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After some play testing, some experience/feedback.I love the new changes that you can build on a lot more slopes and different terrain, opens up the game more, for different approaches and let’s you be more creative. But seems it is very hard to play defenders now. It went from one extreme to another.

My biggest worry, is that…sure it made a lot more map in Tunisia more fun on Invasion, but it also broke (for example) the balance on D-Day Normandy or Le Bre which was fairly balanced, especially considered the Allies air and tank firepower. So not too happy about that, it broke a lot of other maps that were balanced and they were in a good spot.

There is no more retaking an objective as defender, once it’s lost, it’s lost for good. No more back and forth play. No more comeback. I think this it’s not good, leads to more boring gameplay.

Also now you spend a lot more time running around and we can all agree we like more action not running.

I think such changes are very delicate. It can bring positives but it can also break too many things that were good.

Personally for now I would revert the distance change and think of a different approach. Not sure what was the intention tho? To make attackers easier? Which I agree, something needed to be done. Then I would look at a different approach:

  • Change the rally point to be functional even tho enemies are let’s say one building close by. Now it’s a bit too punishing and gets disabled too easy. And make rally points take into consideration walls. If it’s well hidden in a house at 2nd floor, maybe it should not be deactivated just because some random soldiers is running outside the house.
  • Give rally points a bit of resistance to explosions so they don’t get taken out so easy with artillery/mortar. A lot of time they take it out by stupid luck.
  • Allow rally points to be build on different harder terrain, EVEN more than the current change, open up the build places even more.

These are just some suggestions, but as I said, you have to be very careful with this change as it can break a lot of maps/campaigns.

Also think, Conquest game mode, took a really hard hit from this change, it was not a very popular game mode before, now with this change, it made it terrible.

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The explanation is pretty simple.

Prior to this change, Rally Point deprived the game of tactics. There was no need to defend the detachment, build defenses, or look for interesting ways of attack. It all boiled down to running into a room with a gun, death, rebirth and a new run.

In the Invasion mode, you simply could not clear the point from opponents. The dead man returned after 10 seconds and this broke the balance. And it just looked like a pointless dog fight.

By moving the engineer points away, we increased the value of life, discovered more opportunities for ourselves to balance missions - to create new interesting routes.

Of course, this is not the final change. We can reduce it from 30 to 20 meters or completely change the logic of the calculation so as not to establish problems at some points.

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And the main thing. We love engineers. But we also love shooters, machine gunners, submachine gunners, snipers, tankers and other classes of the game. And we want the battle to depend on them no less than on a well-placed Rally point.

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As you said it seemed to hurt the defenders the most. I played Berlin this morning and discovered that once you were pushed off there was simply no way of getting back in time. The attackers would easily shoot you from the point/building as you attempt to cross the danger zones that the closer rally points shielded you from such as streets or open areas. Very few people play on the point as is but I had seen even more stopping around it now

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Ah but the engineers ALLOWED those people to get in and do the job without getting shot to pieces on the way to the points. It allowed for assaults to flank and for snipers to set up safely as a team effort. The blanket distance has crushed the ability to use rallies in conquest and vastly limited them in every other campaign

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@Keofox this updata is good.
but it didn’t means all map/all points/all mods needs a constant: +20~+30
some need +20~30
some need +10~15
some need +0 even -10.
some maybe need -20
pls dont only add a same constant
pls Differential treatment for different mods/different points/different maps
pls Hire a qualified expert in mathematical statistics。

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They generally need to hire specialists.
Those who work for them are clearly not specialists.

they always waste too much time. but only write a constant,then add it to all map/all points/all mods/all camps。
many things is good for the game and good for players。 but they didnt Differential treatment 。then they make good things to bad

[anti-fever medicine its good and useful for person with a fever . But its bad to give person with a fever about 100 pills of anti-fever medicine . And anti-fever medicine is useless for cancerous person without fever。 ]

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I see your point here.
But I (and other people too) rather see this rather as map/ cp issue. For example the first cp in the Tunisian fortress map where defender were able to build the cp like 30m behind the cp which made it a lot easier for defs to defend (unless the attackers use bombs, artillery or tanks which acutally happens a lot).
Wasnt there any possiblity to fine-tune the “broken” maps / caps (like just increasing the zone where you cant build) or isnt that possible due to the codes etc. (idk I am not a expert in game development) or maybe saying that on those maps the spawn beacons have a higher cooldown?

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That is a pretty good explanation and it partially answers my actual hopes about this mechanic and Enlisted overall.

With slowing down the pace of the fight maybe you will be able to make other mechanics (like digging) more usefull in an actual fight and somehow break the meta of rushing with SMG or other automatics to the point. Because right now even with a rally point setup on some sneaky flank, in the end we all must end up in a rather small circle to capture it. We are also often trapped on really small parts of the maps, so tactical choices are very limited. (luckily the newer ones (Quarry, Fortified District Invasion, Tunesia) keep getting much bigger)

So “tactical” aspect of Enlisted still needs a lot of work.

But now you really look closer at capture times, reinforcement points and the other mechanics. Lack of close rally points will change the whole balance of those things (for example defenders may not have enough time to run back to the zone before it is too late). So please act as quickly as possible to make it work.

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Everything strongly depends on the physical size of the point itself and this has caused confusion. We will figure out how to solve the problem.

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Good update in general, pretty much every added fixes are welcome.

I’d tweak the rally point distance a bit however, most here seem to agree that 70-80m might be too far. We’ll see how it goes.

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So far in Berlin I am not happy. Some are fine being further out but others you might as well spawn at the main spawn point. This shouldnt of been a one size fits all solution. Terrain, cover, roads, fields. None of it was taken into consideration when the distance was pushed

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Think before doing something?
Why, it’s better to torture the players right away.

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