Suggestions of new and interesting features

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.

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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.

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A bunch of new suggestions :

-Periscopic view for tank commanders when they are in a tank with a cupola : This system would be similar to tanks with a periscope, but it would be with the “view” of the commander inside the cupola, you could then move freely your view between the slits of the tanks’cupola, and you could also maybe “zoom your view”, just like IRL if you approach your head to a specific slit. But of course, when you are turning your head freely between the slits, the spaces between the slits would be blind spots, just like the frame of the aircraft right now.

-Cycle the bolt of bolt action rifles with cranked bolts while aiming down sights : This could be a good way to “buff” some bolt action rifles, and it would also be historical, because when the bolt is cranked, it is very close to the hand, and when you are cycling it, your hand doesn’t obstruct your view when you are ADS, as opposed to the rifles with a straight bolt, which should still keep the mechanic of exiting ADS for cycling the bolt, because your hand would obstruct your view when you are cycling the bolt. This suggestion would then allow the snipers to cycle the bolts while ADS, because pretty much all sniper bolt action rifles had a cranked bolt.

-Allow the assault class to use pistol caliber and intermediate caliber semi-auto carbines : These light weapons were very handy, and historically were often used instead of SMGs by assault troops, because of their high capacity magazines and their manageable recoil due to their small caliber, the M1 carbine being the best example. You could also give the possibility for assaulters to use some bolt action carbines, more specifically the carbines that were reserved to the cavalry, which were also some kind of shock troops made for assault, like the japanese with their Type 38 or Type 44 carbines for example.

-Fix the Beretta M1918 and make it a semi-auto carbine : This would tie in with the previous suggestion, and it would fix the inaccurate depiction of the Beretta M1918, which is currently a SMG ingame, but it wasn’t historically, and maybe add one of the variants of the Beretta that was actually a SMG to replace the M1918 that should be fixed and become a semi-auto carbine.

-Nerf the rifle grenades by making them more realistic : Pretty much all the rifles with a grenade launcher had to be loaded with a wooden bullet before firing the grenade, because these specific bullets were needed to launch the grenade (instead of making it explode with a normal bullet, lol). This way, the reloading of the rifle grenade would be longer, but it would be more historically accurate, and there would be less “rifle grenade spam”. On the other hand, the rifle grenades should do as much damage as regular grenades if they do not already, and the rifles that did not need wooden bullets for firing the grenade (there were some, but it was not the majority) should keep the current animation and reload speed.

-Unlock new accessories for weapons instead of the same weapons with small differences : This would mainly concern the SMGs with all their different magazine sizes, it is quite weird to have to unlock the same SMG again with a different mag capacity, so instead, I suggest to just unlock a new mag in the tree, instead of a new weapon, so that you wouldn’t have to upgrade the same weapon with a bigger mag again (like Thompson or PPSh for example). This would work just like the bayonet ingame right now, you can decide to attach it or remove it, and the basic version of the gun for example would be the version with the smaller mag. For example: you unlock the Thompson with a 20 round mag at rank 2, and further down the tree, you can unlock the 30 round mag at rank 3, and you can buy these mags that you attach to a gun in the menu, just like bayonets that you can attach or remove in the menu right now.

-Unlock other accessories in addition to the bigger magazines : This would tie in with the previous suggestion, because the same principle could be applied to other weapons, this would include :
-Different scopes for some sniper rifle, for example the Kar98k was fitted with a variety of scopes, we could have the possibility to change them, but not for some rifle that were specifically designed for one type of scope, like the M1903A4
-Grenade launchers for some rifles that could have these attached like the japanese Arisakas for example: pretty much all the rifles could be equipped with a grenade launcher; but not for some rifles that were specifically designed for this use, like the rifles with a sight for the grenade launcher (like the Kar98k) or the ones specifically reinforced for that use (like the SMLE)
-Unlock different types of grenades for the rifle grenade launchers
-Unlock different types of rockets for the rocket launchers
-Unlock different types of shells for the mortars
-Unlock the detachable mags for the semi-auto rifles: historically, the semi-auto rifles had a detachable magazine, but very often they were reloaded with stripper clips, because mags were expensive to make. This way we could lower the BR of some semi-auto rifles, because the reload time would be longer, and we could unlock the detachable magazine option further down in the tree, just like my example for the bigger mags for the SMGs (this way, we could probably considerably lower the BR of the Fedorov Avtomat, because the reload time would take forever and it is weird to have a WWI weapon at rank V, and the option to have detachable mags for it should be further down the tree, it was historically reloaded with stripper clips, and we should also put it in the Machinegunner class, because it was used as a MG historically).

-Promotion system for the soldiers : This one might be controversial, but I find weird and annoying the fact that you have to unlock and buy new soldiers of the same class, like Rifleman I, Rifleman II, Rifleman III, etc… Instead, I suggest that we remove the I, II, III, IV, and each soldier is basically a “I” at the start, and then you can promote the soldiers to being a “II”, then a “III” after that, then a “IV” at the end. It would make some sense, because we can see the soldiers rank badge ingame right now, for example a Rifleman I has one rank bar, a Rifleman II has two rank bars, etc… It would be pretty satisfying in my opinion to see our soldiers becoming better, and I suggest that for every promotion, the maximum number of perk points for a soldier should be increased, because our soldiers would become experienced veterans. Accordingly, the actual maximum number of 50-60 perk points in total right now for each soldier would be increased with each promotion.

Sorry for the wall of text. :sweat_smile:

As always, feel free to leave your thoughts. :slight_smile:

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Hi, it’s been a while. :slight_smile:
I have new ideas of features to share today, I hope some people will see these and that my topic won’t be buried under the new ones. :sweat_smile:
Anyway, here it is:

-Allow the rider squad to go behind the enemy lines just like the guerilla squad, because the tasks of these motorcycle units were often reconaissance tasks, and it would give more versatility to these squads, instead of being just moving machine gun nests and resupply points.

-Give the option for shotguns to choose between buckshots and slugs types of bullets (this could be tied to my previous suggestion about weapons’accessories in my previous post), because the shotguns right now are completely inefficient outside of close range combat, so it would make this type of weapons more attractive and versatile. This would work a bit like tank shells, where you can switch ammo in battle, but of course, you would have to empty your rifle if you want to change the type of ammo, and so, maybe we could have the option to unload the bullets that have not yet been shot to change the ammo type ? This would then require a new animation where you unload the bullets that have not yet been fired from the rifle. This would of course be in addition to changing the type of bullet after you have shot all the ammo in the magazine, just like you do when you change the shell type in a tank. I do not suggest to load different types of bullets in the same magazine, because it would be very messy, and probably way too hard to implement in the game.

-On the same subject of shotguns : give the M30 Luftwaffe Drilling the option to switch between the two types of barrels : as you may already know, the Drilling had two barrels for shotgun shells, and one barrel for a « conventional » rifle cartridge. Adding this feature would make the gun more unique and versatile, and it would also be historically accurate.

-Give the rocket launchers their real penetration values from real life : this would be a better option in my opinion than giving the americans a Panzerscheck, which I find very questionable to be honest, especially when you play the americans in the Pacific.

-On the subject of battlepass improvements : a good suggestion in my opinion would be to choose between the different rewards during the three short seasons. If the devs have chosen to give rewards every three months during three short seasons that you can’t get in the next three months’period, then so be it, but a good improvement in my opinion would be to choose between the rewards of the three short seasons: for example, right now we can get a maximum of 4 M1907 carbines in this short season, then we will get 4 Hino Komuro rifles in the next short season, and then 4 PPSh-45 SMGs after that.

My idea is to give the players the ability to choose between these three weapons during these « three months’seasons » : you can choose which ones you want, but of course, you could not get only one type of weapon during the three seasons : for example, you could choose to get 2 M1907 and 2 Hino Komuro during this 30 days season, and then you could choose different weapons (or the same) during the next season, but you still could have only a maximum of 4 weapons of each type, you could not get 12 M1907 carbines during the three short seasons for example. This means that at the end of the three short seasons, you would still have 4 weapons of each type maximum, but you would basically have the option to choose in which order tou want to get them, and this principle could also be applied to the battlepass soldiers and vehicles. And of course, after the three little seasons are over, the next three little seasons would have different rewards, and then the weapons of the previous season would not be obtainable any longer.

This would be a good way to give more freedom to players, while also keeping the same battlepass format.

That’s it for today ! Do not hesitate to share your thoughts and give a like, because likes give more visibility to these posts, and so there are more chances that the devs will see these posts ! :smiley:

Note : I haven’t forgotten my topic about japanese equipment, I’m just a bit busy IRL right now, but I’ll finish it, I promise. :sweat_smile:

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It’s been some time since I haven’t posted here. Hope this topic won’t get closed for necroposting.
But for now, here are a few ideas :

-The binoculars should show the distance of the markers and marked targets when looking through them : I know that this object is not a rangefinder, but I feel that this item is underused ingame, and this would help to make it more usefuln especially when you want to adjust your aim with the anti-tank weapons that have several range options.

-The markers or targets marked by the radio operator class should stay indefinitely until the radioman who marked these is killed : This class just feels like a subpar rifleman when not using the radio, this change would make the class more unique, and a bit more accurate to its real life role, because this type of soldier is also supposed to transmit the coordinates of the enemy to its allies. This option could also be applied to the rider class, because bikers were meant to be recon troops.

-Carbines (bolt action and semi-auto) should be available to the assault class : Historically, carbines were used by shock troops (especially cavalry) to assault enemy positions because of their lightweight. The game has several carbines in it, and it could make the option to choose a second weapon instead of a backpack more viable for the assault class, because this option seems a bit useless right now due to the fact that you can only choose SMGs for assault, which makes the second weapon option a bit redundant right now for the assault class, due to the fact that SMGs are close quarter weapons. Please do not confuse carbines with short rifles, which were used by second-line troops, artillery crews, etc… Short rifles should stay a rifleman weapon, not an assault class one.

-Decals and decorators should be unlocked once, and be able to be used on every vehicle of the nation concerned : That’s really one of the most annoying things in game right now, because if you apply a decal/decorator on a vehicle, you have to remove it from said vehicle if you want to use it on another vehicle. It is completely useless and extremely annoying, with the fact that you can own multiple copies of the same decal, which is completely useless too.

-An idea from War Thunder: make the lamest vehicle skins unlockable by playing said vehicle (this only concerns tanks in the case of Enlisted) : I am talking about unicolor vehicle skins (the “lamest” ones). Right now, if you want to purchase a skin, you have to pay gold for it, but there is a catch : if I want to purchase a skin with gold, I am going to buy some of the coolest ones, and not the unicolor ones, which are the “lamest”, and I am pretty sure that everyone who wants to buy a skin thinks like this. That’s probably why you can now unlock by playing these “lame” skins in War Thunder now, because they were probably the skins that players bought the least, and I’m pretty sure it is the same case for Enlisted : why buy a lame skin if you can have a cool one for the same price (by the way, don’t increase the price of the cool skins as a result of this observation, ey) ? This would give players a bit more choice in vehicle customization, because if you don’t want to spend gold, you’re pretty much stuck with the base skin for every vehicle ingame. And this option would likely be appreciated by the playerbase.

That’s it for now, I also have other big and interesting ideas, but these might need a separate topic.

But in the meantime, do not hesitate to share your thoughts and give a like, because likes give more visibility to these posts, and so there are more chances that the devs will see these posts ! :smiley:

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Little correction about my first post proposition about “canteen item”: I did a mistake, I mixed up canteen (which is already in the game, but I call it “flask”), and mess tin. I was talking about a “mess tin item”, and my post is too old to be edited, sorry for the mistake.

Another thing that is very infuriating that I noticed when playing the rider squad, and also another suggestion for tanks:

-Make the gunner in the rider squad an AI that you can switch on and off : The rider squad is really annoying to use, because you control the driver and the gunner at the same time. While on a tank, this is very manageable, on a bike with a side-car, it is insufferable, especially when you are driving around.

A tank is very easy because it is slow and armoured, you crew risks nothing against small arms, but a bike has zero armour, and your armour is supposed to be your SPEED. When you drive around with a bike, it is already annoying to have to dodge all the obstacles and bumps on the road, because you can be instantly stopped if you hit one, so using the machine gun while doing so is nearly impossible, especially if you are at full speed ! My proposition would be very similar to my other proposition about hull machine gunners on tanks : give us the ability to alternate between automatic mode (AI controlled) and manual mode (controlled by the player). It is already hard enough to find a good spot to park the bike to use it as a MG nest, because the crew is very exposed, and the bike obviously cannot take as much punishment as a tank, when you stand still with your bike, you generally are just a big juicy target, because as I said before: your speed is your armour. It is already hard enough to score kills with your bike when you stand still, and it is nigh impossible when moving.

There is a driver and a gunner for a reason: the driver drives and the gunner shoots ! You can’t do both when you are at nearly 100 km/h trying to dodge obstacles !

-When you choose to exit your tank alone without the rest of you crew, the crew should at least shoot the enemies with the coaxial machine gun : When you exit your tank alone to repair it, because you obviously don’t want all your crew to die if they all exit at the same time and enemies happen to be nearby, the tank is just a big target while you repair it, but there is still the majority of your crew inside it ! The crew should use the coaxial machine gun inside the tank against infantry while you are repairing it.

I don’t ask for the AI crew to use the main gun while the player is outside, because there might be other annoying problems that could arise as a result : for example, if AP shells are selected and the crew shoots at infantry, or if there is an enemy tank and the crew shoots at it with HE shells, and also the fact that the number of shells you carry is limited, so you don’t want AI soldiers to waste them with their questionable aiming skills. But for machine guns, you rarely are short of ammo with them. With my other proposal about AI hull machine gunners, this would give the tanks a reasonable buff.

That’s it for now, I also have other big and interesting ideas, but these might need a separate topic.

But in the meantime, do not hesitate to share your thoughts and give a like, because likes give more visibility to these posts, and so there are more chances that the devs will see these posts ! :smiley: