Each issue of our weekly series focuses on a certain aspect of the game or a particular mechanic, in which we correct smaller, but noticeable bugs and add new interesting features.
Engineers
Engineers can now spot planted enemy mines. A red notification icon will appear within 4 meters of an engineer’s field of view representing an enemy AP or AT mine.
- This has been an incredibly requested feature on this forum, reddit, youtube, literally everywhere by everyone who’s ever played the game…
- Another option is simply having a 5 sec deployment mine for AP mines.
- Increases immersion, is more realistic, low dev cost, requested by players 1000x of times.
- Makes engineers more relevant
With introduction of BR restricted paratrooper weapon crates we’re now ready to spread this feature to other squads. Engineers at battle rating 3-5 now build enhanced types of nation-specific Anti-aircraft emplacements where available:
- Nation-specific ones like Turning the Tide - Operation Citadel & Bagration 43-44 Campaign Concept would be great but we already have working Quad-AA mount in game.
- Enlisted should pursue higher BR heavier-AAA when better, more deadly planes come along.
ANTI-TANK TEAMS
•We’ve heard your calls about heavy tanks hiding out at the edge of the map. AT squads now have the option of building nation specific heavy AT guns at BR3-5. Note that the heavy AT gun must be researched and is only usable in high tier battles when built by AT squad engineers. Remember soldier, these guns are bigger, thus harder to place in urban areas but feature powerful anti-tank potential.
•AT Gunners now gain +20% AT-gun loader speed perk, increasing their lethality with the lethal emplacements. Now u can specialize your troops in these powerful tools.
•AT Gunners now can gain the “Can-Opener” battle award for most vehicle kills as an AT soldier (Minimum 3).
- There is a forum/reddit post every other day complaining about random OP tank or constant posts about greyzone camping vehicles, esp at high tier. 17pdr model already in game could work as a stand-in (w APCR).
- Makes AT squads more relevant ingame, since it gives them a unique mechanic.
- Gives agency to infantry players, they have a way of reaching out to a camping tank 200-400m away.
- Nation-specific models add more immersion but add dev time Turning the Tide - Operation Citadel & Bagration 43-44 Campaign Concept
- Why are we not allowed to call artillery on off-map positions?
HQ SPAWN POINTS – RADIO SQUAD EXCLUSIVE
Are you tired of waiting on other team mates to build more rallies? We hear you soldier!
Radio squad engineers now have the option of building HQ spawn points; these larger more noticeable spawn points require more resources than the traditional ones but spawn units faster, by requiring a shorter cool down. As well they boost the players own ability to call in bomber strikes or artillery strikes by 30% allowing for faster explosives on target (as long as they’re not destroyed).
With the addition of this specific class restricted spawn beacon players can still build their regular spawn point! That means that a player commanding a radio squad now has the option of having two spawn points out at the same time as well as an APC spawn point! (For a total of 3max at any one time.)
Maximum control of your team’s avenues of advance as well as free score from your team mates using your points. This will definitely please the (big-brained) strategy focused commanders in Enlisted.
- Idea from For King And Country - Op Mercury, Monte Cassino, Market Garden. New Style Campaign Concept
- Repurposing old model destruction cap point, ie no new models
- Making radio squad more relevant in game
- Outside of greyzone camping, lack of cap points by players being built is the #1 most complained about aspect of the game. Playing as a dedicated engineer, Im only capped at 1 APC and 1 spawn point to support often a new player squad and its simply not enough.
- Why not have a feature that further enriches the Radio squad into making them a quasi command/HQ squad?
- An HQ point would be a large vulnerable comm radio as shown above; it would be harder to build than regular spawn point, also harder to protect with sand bags etc. But would allow dedicated enginer/support players to be better at supporting their team.
AIRCRACT BALANCING
• Powerful aircraft play is being balanced by more immersive features. For battles in the higher battle rating of 3-5 aircraft rearm points are now a further 1km away increasing time for rearming. Plane speed is now a more important consideration than ever.
• As well we want to limit unrealistic mechanic such as mass aircraft crashing. Players who loose an aircraft will be limited by a increasing 1min timer increment before being allowed to pilot an aircraft again. Practice flying these valuable machines in the training field pilot!
- Aircraft should be very powerful, but should also be realistically played, not suicide charged 22 times in a battle by insane players. Ruins immersion,
- These balancing numbers can be made smaller (+500m/30sec aircraft time out) or larger depending on strength of airpower.
- QOL change but also will allow for introduction of more deadly aircraft and make players play more realistically (vs kamakaze gameplay of today).
RIDER CLASS UPGRADE!
As Enlisted has evolved we further wanted to modernize and differentiate each specific class. With the addition of the motorized and mechanized infantry (APCs) the Rider class has become less relevant. As well some event vehicles and squads such as motorized anti-aircraft vehicles or scout cars fit in an awkward place of not being as important as an armored tank, but take up a valuable tank slot. As such we have merged the rider class as a multi-purpose motorized reconnaissance and anti-aircraft unit, able to equip fast reconnaissance motorcycles as before but now having the option of riding in dedicated scout cars and AA vehicles to aid your team. Here are the changes outlined below.
• As mentioned above Riders now mark targets for 1 minute long increments, and receive assist score on target vehicle/aircraft/emplacement destruction.
• Rider squads now feature up to 4 crew members, depending on equipped vehicle.• These squads can now equip scout cars as well as anti-aircraft vehicles (SPAAGS). The following vehicles have been reassigned as rider vehicles with their respective crews:
o Soviets: BA-11 premium scout car, GAZ-MM (72K) event AA vehicle.
o Allies: M8 premium scout car, M13 MGMC AA halftrack, Daimler Mk2 scout car.
o Axis: AB41 scout car, Flakpanzer 1 event AA SPG, Sdkfz 234/2 scout car.
o Japan: Ta-Se AA SPG.• Rider squads have been added to Soviet as well as Japanese factions.
• Due to increased power that these vehicles with Rider squads now have, most of them have seen their battle rating increase by 1.Based on feedback we might control the number of rider squads allowed to spawn at any one time, but currently it stands at 2. Now players have the option of replicating a true motorized cavalry force, with nimble APCs, light scout and anti-aircraft vehicles and valuable tanks while not depriving their precious vehicle slots. Motorized cavalry is now here!
- Taken from Turning the Tide - Operation Citadel & Bagration 43-44 Campaign Concept and Feedback on simple Rider class re-work? add Scout Cars & AA and make it motorized cavalry?!
- AA and recon vehicles see almost zero play, tanks and firepower are simply more important.
- This makes premium scout cars and recon cars much more realistic (you actually want to flank with a Daimler MK2 or 234/2 to set up a flank spawn point or recon the enemy tank)
- Increases sales! (I actually would buy the M8 or BA-11 scout cars, I can SCOUT IN THEM NOW!
- Long term healther for the game, As AA vehicles and scout vehicles add new avenues of play, but players arent bullied or abused for using Tank slots to run these vehicles.
- Potentially lower rider cap to 1 if too many vehicles are on the battlefield.
Air craft/ordinance Rework
- Lots of ordinance options from pre merge make no sense in current Enlisted.
Making Enlisted a Better Place №62 - #353 by IceySmooth
Making Enlisted a Better Place №62 - #377 by Myrm1don - Example: I want to buy the P63A premium, but as currently stands Enlisted developers make these premiums uninteresting to purchase Pleaze for the love of Snail give P-63A-10 its bomb loadout, we want our fighter-bomber
1 Iconic/ FLavorfull/ Necesary weapons to add per nation:
UK Ordnance, RCL, 3.45in Mk 1 BR4; 88mm recoiless gun was developed as a successor to the PIAT; it was issued to units for extensive trials at end of war. Primary HESH round damaged armor up to 180mm thick. Also optional 120mm penetrating HEAT round.
- Saw limited service in WW2.
- Not M20 super bazooka or it’s T74 prototype, this saw production
- Everyone and their mother knows USA suffers from poor infantry AT.
- Giant recoilless rifle for its era, looks badass/cool.
- Make sure HESH actually works, if not use HEAT warhead.
- Taken from For King And Country - Op Mercury, Monte Cassino, Market Garden. New Style Campaign Concept
Soviet BM-37 37mm shovel mortar BR3; “When the mortar grenades started falling around him, Hans finally understood why all the Soviet troops kept assaulting with shovels in hand. Would his descendants?” – Battle of Artemivsk (now Bakhmut), 1943
A novel shovel variant, able to fire 6 light fragmentation grenades. Requires placement like a mortar and is somewhat inaccurate. Soviet riflemen never run out of things to throw at the enemy.
- Taken from Turning the Tide - Operation Citadel & Bagration 43-44 Campaign Concept
- Actually saw service in 1st half of war.
- Meme weapon, makes USSR more disctinct as they were the only nation to attempt this
- Weak 37mm rifle grenade round, no sights to aim gives a large spread as a mortar, short range, likely mostly wounds
- Capitalizes on current UA/RU War memes , ie helps with advertising/marketing.
Axis 100rd MG
Bergmann MG15na machinegun BR4: A 100 round drum magazine vintage machinegun with steady 500rpm rate of fire
MG-81 belt-fed machinegun BR5; A replacement for the already powerful MG-15, the MG-81 comes with 100rd belts and a monstrous 1,400rpm rate of fire.
- Taken from Turning the Tide - Operation Citadel & Bagration 43-44 Campaign Concept
- At this point the player base has been asking for a 100rd MG for years
- Goodwill gesture to Axis playerbase, no longer balancing issue if given old weapon like MG15na or BR5 weapon like MG81.
Type 97 20mm ATR with Ju-Te Dan 200mm AT Rifle grenade BR4; Famous anti-tank rifle now equipped with ultra-heavy AT rifle grenades.
- Taken from August Storm - Soviet-Japan New Style Campaign Pack Concept & Japan Small Arms Balancing Discussion Thread - #66 by Killerwolf1024
- Japan is the other nation lacking high ther strong AT weapons.
- Rather than just another tube AT thats a bit boring, an oversized giant rifle grenade is available for the Type 97 ATR.
- Flavorful, meme-worthy, iconic.
- Type 97 ATR still remains usable as a anti APC/ scout vehicle weapon.