I have tried to get some folks involved in Enlisted recently, they’re all vets of various other historical FPS, and the consistent issue they bring up, is how “hyper dynamic” Enlisted gameplay comes across.
These are some comments from our discussion in no particular order. They are all WT vets and understand the Tier/BR/map rotation non-sense that’s now in Enlisted. We accept it and so the suggestions are more about how to improve other aspects of the game.
They don’t seem to have time to build, give order to troops etc… now that’s understandable since begining players will still be messing with their k/b set up and trying to understand the implemented game functions.
N.B. a separate tutorial should be made for command and control of soldiers and how then to modify the aggression or non-aggression or dispersion of squads. All those concepts should be explained properly in accordance with what the devs have coded, not what they actually mean because we now know that there is a translation issue from Russian to English and some of the concepts diverge. So its best the devs explain what they have implemented.
The easiest way to slow soldiers down is to implement terrain effects vs infantry, taking into consideration what the soldier is carrying. This is critical for elevations !!!
I can’t stress enough that soldiers outrunning vehicles irrespective of terrain is just stupid, particularly in winter / mud conditions.
The second more important aspect is to re-develop/improve the position changes and crawling aspect of the game. The AI when taken under fire needs to allow the soldiers to go prone. I get that the devs have created a stat for the speed of change - make it useful. This will also create the idea of suppression, where soldiers taken under direct fire will go prone, seek cover where feasible - ie within some sensible range, and return fire. This also has an impact in how you design the maps, which can now be more sensible, flatter and less cluttered, because the soldiers stay lower to the ground.
The soldiers should crawl around more when closer to the line of contact, unless ordered by the player to charge. This should be developed further as part of the AI C2, there is something like this being worked on for the Japanese Banzai charge, but in reality it should work the same for all nations. The difference here being the AI “morale” score based on troop quality or fanaticism, where a charge can withstand incoming fire and not go to ground. This can be nicely programmed behind the scenes and the players merely have to issue orders.
I think the game is heading in the right direction, but there is a lot of work to be done.
The wrong automatic weapons are dominating the battlefield atm, no one fears MGs they all fear SMGs. These need more work and SMG squads need to have cooldowns between use. They should be applied tactically to a final push on objective etc, not spammed throughout the game.
In order to allow people to use more squads. Some consideration should be given to splitting up the available slots between types of troops or equipment - so for example some slots for assault troops like Rifle, assault, flamethrower, radio squads, and some slots for support squads like MG, Eng, Mor, Sniper squads. Similarly vehicle slots could have a light, med, heavy sub category, so that you can use the appropriate vehicle in the appropriate phase of the game or just go for broke when desperation calls for it.