The real solution is to find another means of spawn protection and remove the variable/alternating grey zone entirely. There are a lot of other methods of controlling the available play area and protecting spawns
I agree, and Iâve written many long winded, thought out posts on how to do it.
The problem is, it is a complex issue with people on both sides.
That makes it even more of a challenge to the Devs, whom in honesty donât want to stir the pot too much with risk of upsetting the player base.
They probably look at the complaints about it, and see there is still good population growth and retention, and decide to just let sleeping dogs lie for now.
Its a harder thing to quantify with server side information though, I can say that.
Tanks in an infantry-setting are always going to be problematic by their very nature. A tank is essentially an armored, mobile pillbox that, by and large, is supposed to be highly resistant to infantry attack, if not nearly invulnerable, theyâre explicitly designed that way. The problem that presents in a video game is that unlike in real life, we want our virtual wars to be balanced, and a tank is the complete opposite of that for infantry. If you make the tank as strong as it is supposed to be and it becomes frustrating to fight against, if itâs too weak it canât really function as a tank.
Or put another way: in a hypothetical match where all players are the best players in the world, what should a fight between the infantry and tanks look like? How many infantry should that tank be able to kill before itâs taken out? How do we make sure skilled players have a chance against a skilled tank? How do we make a tank act like a tank without it being annoying to fight?
Nowadays tanks are like that (though even the vaunted Abrams succumbed to determined infantry resistance)., but historically in WW2 , tanks un supported by infantry could be killed by so much close range.
The Germans learned this with their Ferdinand, their Brumbars, etc.
Tanks being taken out by infantry was a very real thing. If it wasnât they wouldnât have devoted so much to certain tanks to have AP defenses.
American tanks learned this the hard way in the Pacific Campaign with Japanese troops with nothing other than high explosives sacrificed themselves to take them out.
Tanks were highly vulnerable to infantry.
That is why combined arms is essential to their success.
Just let us move AT guns and actually give each faction a decent AT gun. Camping is only a problem if there is no plausible way of killing the tanks. You know there is a problem when more players suicide bomb tanks than build AT guns.
Killing a tank up close in Enlisted isnât a problem, itâs when a tank is at a distance that it becomes very difficult for infantry to deal with, and thatâs kind of the issue since thatâs precisely what a tank is designed to do. Maps like D-Day in the Normandy campaign let tanks do what theyâre designed to do and itâs hell for infantry. Tanks are either incredibly vulnerable like in Berlin or theyâre godlike and nigh untouchable like in Normandy, itâs very hard to find a good balance.
IMO the best compromise right now would be to add a short respawn timer on the tanks so it doesnât feel like thereâs just a constant slog of tanks like there are sometimes, same with planes.
Proper optics for the Pak/AT guns built by Engineer squad would go a long way.
Also perhaps the Pak/AT could be upgraded accordingly ending to campaign. Pak 43(mid war campaign), Flak 88, 16 pounder(late war).
No, the game mechanic is fine as it is. If you canât reach a tank with your foot soldiers (which has been the case pretty often in the real world) your army has to use other forces to take out the tank. You are able to hop in a tank yourself⌠You are able to use a bomber or attack plane⌠Damn, if you are good enough you can even take out the tank with a good shot from an AT gun or in a lot of cases sacrifice one soldier of yours and run up to the tank with a det pack. You just have to use another spawn point or create a flank yourself by using the engineer classâŚ
Damn, nowadays people are ruining great games by crying out loud as soon as THEY FEEL in a disadvantage. Most of the time itâs their own fault for beeing in disadvantage by not beeing able to adapt properly.
I love the game in itâs current state and I play all campaigns with all armies involved. I never felt underpowered in a way that ruined the fun for me. Never! Not a single time.
Sure AI needs an overhaul, there are some glitches but all in all the game feels really good to me. Unfortunately a lot of crybabies will ruin the fun with their demand for nerfing everything.
This leads to a biased picture because the majority of people, who just enjoys the game, will never come to any forum / reddit / discord or whatever to tell the world how great the game feels at the moment.
This is just how it is / has been in real life back in the days. This game is about war and war always makes people feel uncomfortable and in danger. Think of Dresden beeing bombed to ruins.
There hasnât been a respawn timer for planes. As long as the enemy has planes to fly and bomb the heck out of the opposing force - they will keep sending them without a pause.
Again - This is a war game. You shouldnât expect to feel comfortable and expect safe zones. Even spawn bombing is part of the war. Even with two planes constantly spawn bombing there is enough time for an some engineer to slip out and build AA batteries or a machine gunner squad to take out the plane(s).
People just need to get good at this game. And all the written words here come from a mediocre player. Iâm not one of the best.
So⌠Just my two cents. Git gud!
War is war, the goal is to kill, a game is intended to be fun. Spawn killing is not a fun experience because players have zero ability to prevent their death; taking away playersâ ability to control their situation makes a game less fun, thatâs why RNG is generally bad in games because it replaces skill with random chance. Hence, games mimic reality where it is fun and do not where it would not be fun: guns kill players, but we can come back to life, planes obey the laws of physics but also magically rearm in midair, etc etc. Tanks in Enlisted are indeed realistic, and thatâs precisely the problem.
Ofcourse⌠Iâm with you - A game should be fun.
And enlisted still is fun to me cause I donât get spawn killed very often. Itâs a small portion of my deaths that result from spawn killing so to me this adds to the fun of the game.
The limiting amount of planes allowed in the air at the same time keeps them away from constantly getting spawn killed and if there is a tank somewhere in the grey we can just get into our planes and destroy the tank / tanks.
To me this feels very balanced. If your team consists of noobs / stupid people that donât know how to deal with a hazardous situation and some guys keep spawning and spawning in front of the same tank well idk
Itâs not the games fault. Use another flank if you canât destroy the tank
You must be misreading something because all youâre saying is that tanks are dangerous in Enlisted which is a paraphrase of my original point, that tanks are dangerous and difficult to balance. It would help if you actually bothered to read my original comment. Do you actually have a point to make lmao