I saw someone talk about how “toxic” mines were and it got me thinking I kinda wish I could use them more but maybe limit them to a class specifically for mine detection defusing and placing
Enter the sapper squad.
Traditionally elite and specialized engineers, sappers employ tactics that deny or degrade the enemy composition, disposition and strength by strategically exploiting weaknesses and destroying key assets.
Imagine a class that can visibly detect mines on the mini map, have a means to defuse them and have extra slots of their own to mine target areas while still maintaining slots for the engineer class in their squad. Or you can make them like paratroopers and have them chose their type of build before deployment.
Add a new soldier perk for see mine in 3m from him and allow all soldier to disarm them if they are sufficient near to them, there is no need for this class
They are already something to consider and hard to manage, because you cant see them in hearts of battle and cant disarm them withaut fire at them
Lol
People already refuse to build a rallypoint and ammobox, the basic thing a player have do at least 1 time per battle, and you think to add another class can stimulate roleplay?
Like medic,paratroopers and raider do oh wait! No they dont do it those are only assaulter with extra step for almost all of us
I wouldn’t mind having a seperate class for deploying mines. But detection and defusing should be possible either for all soldier types or for those, that lead the attack: assaulters.
Enlisted is a fast-paced game and faffing about with switching between your soldiers and using specialist tools, while you are in a hot battle zone, just doesn’t seem like such a good idea in practice.
Unless the sapper’s ability to detect mines works even, when he isn’t selected, just close enough to a mine and then it gets highlighted for everyone. Then his teammates can shoot the mine or set it off with explosives or even just circumvent it.
From a gameplay experience I understand your struggle but from an accuracy standpoint Lol you know how difficult it is to defuse an explosive in RL especially when there’s so many variations of them. the military has EOD assets for that reason. If any joe was authorized to disarm an ied, all hell would break loose. Prep your targets and tred with caution. It’s not supposed to be easy. It’s what is known today as asymmetric warfare and it’s a hazard we encounter in the modern battle space. At the end of the day, even in WW2, both sides had specialized technicians and engineers that accomplished the mission.
I know this game has strayed from realism but we have to hold on to what we have in order to prevent it from becoming yet another arcade shooter where you lead some super human soldier that can perform any task and oh btw he’s just some guy in the 1st ID that was likely drafted.
My point being, the army is diverse and everyone is dependent on each other to accomplish a mission. having a class designed to combat the mine problem while placing defensive counter measures to secure their objectives is a good addition and if it’s scarce because everyone wants to be assaulter or paratrooper that’s ok. Who do you think dose the bulk of the fighting then and now.
That never the less dose not reduce the roles of support personnel who facilitate the mission of your door kickers
Sapper, demo what ever you choose to call it the effect is the same.
build a class designed to combat mines and use them expeditiously while still holding slots for engineers to do their roles in the squad.
Frankly If you wanna go crazy with ideas I think you should be able to cammo things up by placing foliage on positions ( for example: a gun emplacement or a tank)
Also this class could get access to demo charges that blow up obstacles like tank barriers, AA guns and already destroyed tanks that otherwise block the path for AI.
This mechanic could be extremely helpful at fixing some of the “cheese” that exist in this game.
Imagine the introduction of something like Bangalore torpedos that could clear the roads of obstacles that block your tanks and impede movement. That’s literally rout clearance and it’s in important part of warfare; making sure your tanks trucks and support vehicles make it to the fight in time to amass fires maneuvers and effects.
sapper as more combat version of engineer would be good as long they get some class specific abilities. like laying minefield, clearing minefield, breaching obstacles, fast clearing barbed wires (bangalore?).
engineers could be used as more defensive/supportive class, while sappers as more offensive class.
but then again, who cares about engineers when you can take 3 smg/flame squads and just kill everything.