Options to slow down the "run & gun"

Yeah, its old school stuff straight out of Advanced Squad Leader where your designated leaders affect the morale of the overall squad.
In this way you can then develop morale rules as to whether the squad follows your orders or not, or even stands their ground.

This would be particularly useful for the Japanese since they had some extreme cases of morale > incoming fire, but again some of this may be myth as well.

Irrespective of this, if you develop squad morale rules to high levels of detail then the reliance on individual weapons should decrease, because if your troops are either suppressed or even demoralised then their fire can become inaccurate by some other arbitrary margin, and so even troops with automatic weapons will be quickly routed.

The squad game will then be more about squad management and ensuring that you take the time to give proper orders or change them as the combat situation in front of the active player evolves. This would naturally work itself into slowing the game down, all be it commensurate with the complexity of the C2 interface.

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Been playing Hell divers 2 this month. Love how the AI are just onto it. Always engaging, firing, flanking. But not just instantly lazering you. Often force you to cover just by winging you and sheer volume of fire.

that would slow down “run and gun” enlisted. good AI

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We had good AI in beginning, games went much longer, was no zerging, because bots played apart in slowing it down.
But AI shoot someone, 100 meters away apparently and through a bush, and they cry, with there brand new premium, and complain, bots never been same since.
Once bots were nerfed to crap, and wont even look at a marker, then the zerging happen.

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The AI in the initial games was “a lot rougher, less reactive and accurate”, so it kind of worked out.

The current issue with all FPS games is actually balancing cover/concealment vs players video card capabilities to optimise game performance/FPS.

When you think about the AI coding, this is equally problematic, particularly as Enlisted has destructible terrain. So the bots would have to know when they can’t see something because the bush/structure exists vs they can now see it because the bush/structure has been degraded/destroyed.

A specific case in point are fallen trees/bushes which completely obscure the active player but not so for the bots, which can now “see” you clearly because your concealment has been destroyed. That sink into the ground mechanism is probably some player vs player balancing aspect, but if you run ULQ or for the bots, it only affects the legit players.

Once the coding improves and DF/Gaijin have enough resources to pay for the server infrastructure to run this, then we might see some more positive changes in game.

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Well when i finally came to game in sept 21, because was still playing WT,
They were till pretty good, Playing as Germany faction i Remember them being awesome, i didn’t even have to shoot, would just lay a marker and all would turn to watch that direction, and engage anything that came through door.
Now even in practice range they don’t turn towards a marker, unless i turn to look it it as well.
But, i am hopefull after new update, they may be better than now :smile:

Don’t try to change a stuff for I like to play this game. If you are not into action and intense gameplay, go play different game.

I really don’t know why should this game change for people who do not even play it properly.

I have spent mor than 31 days of game time in this Enlisted. And If your changes would be implemented, I would quit the game. Since it would no longer be the Enlisted I loved.

hehe, what is your forum time, is it, more than game time :stuck_out_tongue:

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True lol xD

Screenshot_20240312_065934_Samsung Internet

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I saw this happening 2yo
Majority of console would have a hard time, and just be spamming forums wanting to change everything.
So i suggested we split forum in to console and a PC forum, so we wouldn’t have to watch all theses posts asking for change.
Alas it didn’t go down well :rofl:

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That’s why I suggested to split the game to arcade (what we have now) and semi realistic/historical. But I don’t know if it’s still worth it.

At the beggining there were many players who were hooked up by the game being semi realistic but still fast enough. But stuff changed for more arcade like (well, not really changed but that’s the direction the game was developed) and a lot of those ppl are no longer here, or at least they are slient. So at this point this customer group could have vanished.

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Yeah i was here at the beginning and enjoyed the feel more. I dont remember the AI being supermen, but i do remember much longer and fun matches.

I guess i just thought it was back when we were noobs. But maybe it was AI

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good point, as you play bots become easier and easier to the point you just run through them, wish there would be something like progressing difficulty or whatever to keep you somehow challenged

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And which faction has basically disappeared?
And how many campaigns did they have?, how many premiums for each campaign did they have?,
then you put all those into one and all of a sudden all those prems you have bought, and could slot 10 prems in each campaign,
is reduced to only taking 10 of the 70 odd premiums you once could use, also chuck in locking certain prems to diff BR’s
and i totally understand, how they could of just vanished.

No because it would be unfair, somehow. That’s what ppl told me.

imagine whole game’s potential goes to waste only because people want it to remain a meaningless farming simulator

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Not all want farming sim,
We want players, if each side had 10 people, they would meet in middle and fight begins,
but with 10 v 2-3 and rest bots, there is none to meet in middle and zerg just happens, wouldn’t happen if both teams were equal.

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