Suggestions of new and interesting features

Hello, I am an old Enlisted player who really enjoys the game since its launch, and I always had an eye on this game when it was announced years and years ago. I am also a Japan main and I also do some suggestions for this nation on this forum. Today I want to suggest a lot of new features that, in my opinion, could greatly improve the game experiance. I apologize in advance if there are some mistakes here and there, english is not my native language.

So, here we go :

Suggestions of new features :

-Asking for an assistant/loader for MGs and anti-tank weapons (rocket launchers) while immobile or when the weapon is mounted. It is historucally accurate and it would help with the problem of the small capacity MGs, but you would also have to manage your ammo carefully !

-Button for AIs to help you when you are digging, so it could help you to build trenches faster, because you are generally supposed to be very close to a firefight to make a useful hole/trench, but when you build fortifications/ammo crates, you are supposed to be in a safer location to protect the things you build from being destroyed. And there is already such function for asking help to your AI engineers to help you bulding things quicker. Because at the moment, very few people use the shovels ingame.

-Destroying small wooden object/windows/trees with axes, and give a buff (reduce time) to the dismantling time of enemy fortifications/objects for soldiers who have axes. And you would have to buff the knife accordingly, like making it way quicker than an axe in melee fights.

-Regular melee attacks with knives, axes, swords are slashing, with the possibility to do a heavy slash/thrusting attack when using aiming button while equipped with the said weapons.

-Possibility to adjust the fuse time of grenades which had this feature (to give some nations an equivalent to impact grenades, ex : Japan). Let’s be honest : a 2 seconds fuse is pretty similar to an impact grenade.

-Weight system impacting mobility (light, medium, heavy loads) with the lightest load being a soldier who has no backpack/ammo pouches/grenade pouches equipped, and the heaviest load being a soldier equipped with the biggest backpack/pouches. Of course, to counterbalance this, if your load is lighter, you will have more stamina and be faster than a soldier who is fully equipped.

Example of weight system :

Weight bar : _ _ _ _ _ _ (6)

Light load : _ (1) and _ _ (2)

Medium load : _ _ _ (3) and _ _ _ _ (4)

Heavy load : _ _ _ _ _ (5) and _ _ _ _ _ _ (6)

And of course, the bigger your load, the faster your stamina will consume and the slower your running speed will be.

Weight of the equipment :

Little backpacks/ammo pouches/grenade pouches : _ (1)

Big backpacks/ammo pouches/grenade pouches : _ _ (2)

It has always been weird to me that you had to choose between your backpack or your ammo/grenades, because normal soldiers are supposed to be equipped with everything, and it is well known that a soldiers’equipment is heavy and impacts its mobility.

In the same subject, we could chose between loadouts before spawning, because when you are a defender, you are supposed to have ammo/med crates built on the point you are supposed to defend, and attackers are supposed to carry everything with them when they attack.

-Canteen item with a passive effect to start regenerating health faster and regenerate the healthbar quicker, and use medkits slightly faster, and/or allowing medkits to give more health back, because right now the backback is just a bag for medkits, which is weird because it is called inventory, and it only serves for this item (and spare parts for tankers obviously), while IRL soldiers use the backpack for all their stuff, including their rations, so having this item in your backpack could imply that the soldier ate before the battle and has « more vigor » than a soldier who did not eat before (who has not the canteen item).

Of course the item would take a backpack slot, so you could carry less medkits !

-Airdropped ammo crates should give explosives (grenades) and mines back and also anti-tank weapons (specifically rocket launchers) and mortar rounds too (more resupplies than normal crates for mortars). It could give an incentive to use this feature more and make the radioman a more viable class.

-Exit place for planes (just like in War Thunder tank arcade battles) when you want to change squad or when there are no targets for you : for example when fighters have no plane to shoot down for a long time. It’s really frustrating when you have a fighter and no air targets pop up and you are just equipped with weak bombs that kill pretty much nobody, and the team don’t spot enemies either. On the same subject, we should really have the possibility to customize the planes loadout, and particularly to spawn with a fighter that has NO BOMBS.

-Killing enemies near a spotted point should give a little xp, just like when you spot a tank and it is destroyed when spotted. So it would give an incentive for some players to spot more, and it would help the pilots for not having to ask for enemy position over and over again, while also making the binoculars a more important item.

On the same subject, the smoke grenades/shells should erase the markings by the enemy or at least prevent the enemy from getting my proposed « spot bonus xp » . And of course, you would not know if you have erased the enemy spotting mark or prevented the enemy from getting a bonus, you’re not supposed to be directly informed if the enemy has spotted you !

-Hull mounted tank MGs or the ones that are mounted on the side/rear of the tank turrets should be playable, and you should be able to switch between auto or manual mode. An auto mode for MGs on vehicles already exists when you are in some APCs. It would really help some tanks that don’t have a coaxial MG, like the japanese for example.

-Make some new shells unlockable in the tank squad research trees : when you just unlock your tank squad, you just begin with basic shell types like AP or HE, and you can unlock more shell types in the squad tree, like APCR, HEAT, etc
 in the later stages of the squad tree. And give us the possibity to customize the number of shells we want, just like in WT (I know the devs said that they want to do that but they also said it was difficult to implement, but still, even if it’s difficult, I think they should not give up on this feature).

So, what do you think about all these suggestions ? Do not hesitate to write your thoughts !
P.S. : Sorry in advance for the long text to read. :sweat_smile:

Edit: strong text added for more clarity.

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I had chosen a different text size for each idea at the beginning of each point, seems like it didn’t work, sorry for the wall of text then. :sweat_smile:

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The game is too fast for these things.

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I don’t think these features would be particularly “slow”, for example the assistant/loader suggestion would be pretty much the same as the AI soldier helping you reload your AT gun. I think most of these suggestions would be to make some actions faster, like digging for example, and because it is not fast enough ingame right now, not many people use it, so I am trying to find solutions to make it more viable.
But of course, the fuse adjusting feature for grenades wouldn’t be done during a game, but before the game, in each soldiers’inventory in the main menu before joining a game.

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Thank you for your good post.

I really like the suggestions here, except weight. Weight is a valid argument and realistic but
 sod that I need my large ammo pouches and dont want to have to waddle around with them.

As for the rest though yeah really good ideas, Id happily see implemented.

Assistance loading weapons and digging trenches really should be added. Maybe even an icon for tanks with lower crew like we get a repair icon but to know okay this guy only has 2/5 crew I could hop in and help cause otherwise we dont know.

Digging trenches is obviously a team effort in real life so yeah and I 100% agree the shovel is under utilised in game.

Hull mounted MGs, Ive never understood why Enlisted and WT includes them but you cant actually use them??

Making axes actually useful beyond a ‘cool’ melee weapon is good like removing annoying trees.

Any addition to the game that means more marks I support. I wish tanks were marked for longer.

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Thanks for the feedback. It’s always been weird to me that you had to chose between more medkits or more ammo. It always felt off when you could not equip all the small backpacks, ammo pouches and grenade pouches at the same time. I would like to use smoke grenades more, so I would like to have it with a regular grenade in case I need it, but then I would have to give up on any additionnal medkit or ammo, so it’s kinda weird and unrealistic.
As for the axe, it would be more a passive effect, you wouldn’t have to have it equipped in your hand, but have it in your inventory would suffice to get a buff in dismantling an enemy construction. Because right now, the axe is just a glorified knife that is a bit slower, and nothing else, and I think it should have a bit more like a “tool effect”, if you know what I mean.

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theres perk already for this

This already is sort of a thing, AT & MG soldiers move slow as fk.

Yeah, no.

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1)Canteen would accelerate the recovery, the perk allows for more recovery.

2)When you swap to your melee weapon, you are fast as fk, no matter if you are AT or MG.

Edit: fast*

3)Why not? 2 grenades, 2 medkits, and a bit more ammo, all this with a nerf on speed and endurance would be balanced in my opinion, don’t you think ? It doesn’t seem particularly crazy or gamebreaking in my opinion.

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Would render the perk technically useless.

You can go and try the differency between regular inf & mg troop.
It is rather significant.
And german officer sword actually grants you speed.

P2w is already rather notable issue on the game, this would just enhance it.
Allowing ppl to have 2 different set of builds, defense terminator with all the shit you can imagine and more nimble builds for attacks.

And top of that the current grenade system is somewhat well balanced.
More grenades - less ammo
More ammo - less grenades.

both have theyr ups and downs.

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I guess changing a few perks wouldn’t be too much of a problem for the devs, they just have to give back the perk points on the perk they change.
For the sword, slight mistake from my part, I mixed up “slow” and “fast”. I know when you switch to your melee weapon that you have a huge boost in speed, and I don’t see much difference between all the classes when you switch to your sword. A weight system would be active no matter what weapon you have in hand.
As for the pouches, there’s a bit of a problem in my opinion, why would I equip a small pouch, when I can buy a big one that gives you twice as much stuff with no downsides apart from the price ?
There’s nothing terminator-esque to have a lot of stuff and be slower as a result: during WW2 having 20-30kg of equipment was pretty much the norm, and all soldiers have to be resupplied when they were not in a firefight.
As for the P2W, there’s always going to be downsides in a F2P game, I’ve been playing WT for around 10 years now, so I know there’s always gonna be downsides about that. The thing is: we have to be vocal when something is way too much P2W, and I don’t think my suggestions would encourage too much this type of practice, but that could be a looooooong debate.

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I dont really see the reason or need for it.
The perk already exists, canteen as it is grants you stamina for fairly notable time.
Both works as intended ?

I think it used to be like that, regardless melee or lmg in hand you were slow as fk.
Thats fine for all I care, regardless running around with knife in hand to gain some speed has its downsides.

Progress ? I dont really use the Mp18 in BR5 either when I can use stg44

Detpack for tanks, molo / nade for caps & more than enough ammo you could ever need.
Sounds bit like terminator.

Then again, as said already. Imo the current system is fine.
Either take more ammo or nades but cant have both.

Sure, but as theres already more than enough of it, I dont really see necessity to add more of it.

Ah yes, it’s true that the small and big pouches are not unlocked at the same time. But if you play well, you don’t have to wait for long until you unlock them, and silver is generally not a big problem, so when you unlock the big backpack/pouches, you pretty much have zero reason to buy the small ones after you’ve unlocked the big ones, so I would really like to see more upsides/downsides about what you are equipped with.

About the running thing.
I tested it in CBT and generally more weight = faster stamina drain. So it doesn’t decrease speed itself but shortens for how long you can sprint. I don’t know if it’s still in the game, I asume it is.
Overall it’s quite meaningless mechanic because of stamina perks and of course the flask that gives you huge stamina boost.

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And this is imo the holly grail of what enlisted should be. Or at least a part of it.

Sadly I don’t know if devs are capable of doing this as it sounds quite complex to code. Also I assume they don’t want this in the first place, judging by how AI works in general.

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For the stamina mechanic, well I don’t know if it’s still in the game, because I never really noticed any difference between my soldiers, but I saw that items have their weight indicated in the menu, so, maybe ? But any difference is really not visible, so they should at least rework that mechanic if it is still in the game.
For the assistant/loader, I got the idea when I saw Helldivers 2 videos, and I thought it was a very cool mechanic, and it could be also historical for a WW2 game, so I’m pretty sure it could be implemented. Would it be difficult for the devs ? Well, that’s likely, I’m no dev after all, but if Helldivers 2 can do it, then why not Enlisted ?

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I’m glad other folks see the need for this. Would fix so many current imbalance issues. Would also cease the recurring topics asking for specific load outs for different aircraft.

It’s somewhat mind boggling that something like this has not been implemented yet. Once again, would go a long way in making the game more balanced.

A lot of good suggestions here. Hopefully the moderators forward this to the devs.

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Thanks, I will update this topic if I have other ideas. I might have some, but these are more “long-term” ones, and the game would need to have a bit more content than it has right now. I’ll try to refine these ideas.

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Then it needs to be slowed down, and many in the community have been saying this for years

New suggestions :

-Small ammo pouches should give 50 % more ammo than the actual 10 %, it would fit well with my proposed weight system.

-Adjustments to my weight system : one good point in the feedback received on this topic is the fact that you could choose all the perks to reduce the nerfs applied to stamina and speed, so I suggest that perk points should no longer be tied to a certain category : thus, for example, if you are a « heavy weight » (equipped with big backpack, big ammo and big grenade pouches at the same time) and you decide to max the « mobility » stats to reduce the nerfs applied by the weight to try to get your « normal » mobility back, then the fact that you have spent all your perk points in mobility would mean that you have no perk points left if you want to upgrade your « health » or « gun handling » perks. Right now, the perk points are distributed between the three categories : « mobility », « health » and « gun handling », and you can’t spend points from one category to another. My proposal is to remove this limitation, but the approximate total amount of points for soldiers would probably have to be changed for balance reasons. Right now, each soldier can have around 45-50 points or a little bit more when all categories are combined.

-Pressing the aiming button when equipped with a shovel should allow to do a « big slash » attack, just like in my previous suggestion about knives/axes/swords when pressing the aiming button. Obviously, shovel are made to dig, but it could also be used as a last resort weapon (particularly during WW1). But of course, pressing the « shooting » button would still allow you to dig, just like it is right now, it’s just that when you press the « aiming » button before the « shooting » button, this would make you do a big slash, just like in my previous suggestions about knives/axes/swords.
The difference is the fact that you dig with the shovel instead of attacking when you have other melee weapons equipped, which would do a « regular attack » instead when you are not aiming.
P.S. : I repeated myself with this one, but like this you clearly understand my point.

-The spotting mark should last longer when you play as a sniper, a radioman, and maybe a rider.
These classes are not the most popular ones right now compared to the engineer for example. Historically, snipers could do a recon role, the radioman had to coordinate with HQ, fire support, aviation, etc
 And the riders were also used for recon too, so I think these two or three classes should have a significant buff for their spotting marks durations. And maybe the binoculars could also get a slight buff of the spotting marks duration time for the ones that you did when you are using them ? But it wouldn’t be as big of a buff than the one the soldiers classes I mentioned above would get.

-The medics should be able to pick their crate back. It is really frustrating, and doesn’t make any sense why you can’t do that right now, especially when you are in an attacking team and you captured a point where you deployed you crate : you can’t take it back, and you are forced to abandon it there while you are supposed to attack another point, and the crate would be way more useful near the new point to attack, instead of staying on the old point that the defending team can’t take back anymore anyway. But of course, take your crate back wouldn’t refill it magically, the number of medkits remaining inside it would stay the same, and if your crate is destroyed, you wouldn’t get it back in your inventory either.

-Finally, for the « long term » suggestion I evoked before, it would be to better separate some lines in the trees. It would be someting like this : Tanks line (lights, mediums, heavies), Self propelled atillery line (TDs, SPGs, Assault guns, SPAAGs), APCs and bikes line, machine guns line, flamethrower line, antitank line (AT rifles and rocket launchers), and mortars line. It’s really not well organized when you have MGs, antitanks, flamethrowers, mortars, and even trucks and bikes in the same line. But as I said before, it would be a more « long term » suggestion, because if the devs do that right now, a lot of lines would be very thin, that’s why I would like to see more content added to the game for that to happen.

Like before, feel free to leave your thoughts. :slight_smile:

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I noticed something when using a radioman in another squad that is not a radio squad: you can’t change the shell types. I guess this is for balancing reasons, but I think that the radio class should have the capacity to ask for an airdropped ammo crate even when a radioman is not assigned to a radio squad. Because when I made my previous suggestion about airdropped ammo crates being able to refill the explosives, mines and rockets for rocket launchers, I thought that the radioman could ask for a crate regardless of the squad he is assigned to. So this way, the radio class should be more viable, and as a result, it would be chosen more often in the squad trees by more players.