Hope we can make Enlisted a better place together.
Feel free to add stuff to the list or make suggestions how to solve things, if something comes to your mind.
BUGS:
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hitreg is really bad (most Berlin rounds soak 50% of bullets without collision or damage)
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related to that, serverload in lobbies spike at 160-180% every few moments, especially in Berlin where hitreg issue is most common (so probably a dynamic tickrate issue here)
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lighting/shadow issues, especially with lightscources on the screen such as flames, basically turn your monitor off on 80-90% of your screen
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colouring and contrast issues (always feels like too much gamma, grey filter on top of everything that kills contrasts) [as far as I have seen this has been fixed on the new client, and it looks way better. Quite excited for this one]
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depth of field problems related to shadows (looking into a building from outside or entering a building will cause huge contrast and colouring issues, to a point at which you can’t destinguish foreground and background anymore with point3 related issues).
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Arisaka sniper rifles have bugged single round reload animations (slightly misspositioned hand and feeding no bullets into the rifle)
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Bipods are way too hard to place down and are way too restricted, to a point at which it is basically impossible to use on anything but perfectly even ground such as street concrete.
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Animation of construction while proning is not properly looped and looks off
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invisible walls around buildable AA guns in pacific and heavy MG constructions are very common
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AT Gun construction needs perfectly even ground most of the time (needs same treatment as rallypoints)
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vehicle marking with pinging straight up doesn’t work against tanks half of the time if the tank is on distance and should be looked into
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hitting ppl that are operating constructed weapons (Engi heavy MG, AT gun, AA gun) or open top tanks (GMC, Scott) sometimes behave as if you would hit them through a wooden wall with severe damage reduction on hit, resulting in you needing 3 headshots with a bolt action rifle to kill said target.
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tank track point of contact and acceleration should be looked into.
It is really common to get stuck on literally every single object or uneven ground to a point of unmovability or needing more than a full minute to free yourself again. -
“fall down recovery - animation” triggers way too easily, to a point at which walking over stones and rubble or even going down stairs (even crouching or slowwalking) is triggering it like you would jump down from somewhere (which makes your weapon disappear for 1 second) and needs to be way less sensitive
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lower positioned windows in tunesia and moscow maps are still triggering “climbing on the windowframe” instead of “climbing through the window” when pressing space-bar way too often
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AI soldiers are still constantly getting stuck in upper building spawns in berlin or under bridges in pacific or in houses around the ship objective on the new ship map in pacific
DESIGN:
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map design issues on new maps (open spots paired with 150-200 meter from main spawn so it becomes an absolute explosive fest is frustrating. That maps commonly share this issue on the entire Tunesia map, Monestry and coal mine on Moskau, Ver Su Mer south on Normandy, Moltke Bridge on Berlin, is very bad for the health of the gameflow.)
That map reworks or new maps all commonly share this designproblem is worrying to me. -
flamethrowers and ignition need a complete rework, since everyone just uses them without care while spinning 180° and muting counters (ignition needs to be harder to prevent spinning flamers or it should be really easy to ignite yourself. Damage and aimsway on ignition needs to be torn down, since you basically always die to flames on instant tag when you don’t instantly start to extinguish yourself without the perk)
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mines need a slight rework (especially in berlin lobbies, ppl with 50 mine kills and 10+ mines on the same objective or house by the same person is really common. Either the lethality of mines need to be torn down or it should be limited how many mines you can have active at the same time per player. Feel free to make other suggestions)
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tank repairing is unnecessarily iffy right now, since the range of the repair collides with the size of later tanks. Repairing some modules or the barrel need way too much finetuning in your character position and therefore feels low QoL
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tank armour powercreep to leverage out AT weapons and AT guns can get problematic with regards to the recent long range mapdesign choices and should be looked into.
Tanks not penetrating each other (Tiger vs Jumbo) or AT guns simply being useless constructions (Anything that is T50 and above on Moscow for example) is not a fun and makes the game feel way less rock,paper, scissors to me than it should be.
Maybe just an overall look into how AT guns work in regards to lategame tanks would already go a long way here, since they seem to be close to useless in most of the lobbies but for some spots with HE right now. -
HP perk is really unhealthy for the game, since it straight up makes you tank 1-2 more bullets of every weapon in the game but bolt actions for the most part.
Leveraging out the core gunplay like this doesn’t feel right to me and I would like to see it either severly nerfed, so you might tank 1 more bullet to the limbs or 1 more MP bullet (so from 35% to maybe 7-10%), or utterly removed. -
heavy MGs (buildable by engineers or as 12.7mm on GMC) should looked into in regards to their penetrating and damage dealing capabilities.
That they oneshot everyone through multiple wooden obstacles or strawbuildings in pacific, while also being able to pen 20-40mm of effective armour seems to cover way too many roles at once.
Sidenotes:
I still think Enlisted is one of the best shooters I have played to date, but I find these points severly decreasing the quality of the experience I got in the game for years at this point.
Feel free to add stuff to the list if you find any more bugs and problems.
Hopefully we can make Enlisted the best game it can be.