One of my biggest gripes with Enlisted is the ever conflicting game pace, you have a squad and squad controls, which become useless when you realise that 1. your squad is stupid 2. the game is way to fast to be min managing your squad.
TTK has the same problem, the time to kill is fast but the game isnt as slow to compensate, neither is as fast to have a slow ttk.
Lets take a look at the options :
A fast paced slow ttk makes so the game feels more arcade, less realistic and more skill based ( more focus on headshots and tracking )
A slow pace and fast ttk makes so the game feels more authentic, positioning and squad tactics become more prevalent
EDIT #1
Yall have been amazing at giving ideias, one of them is how small the playable area is, the game would really benefit from a bigger " map "
If you want that to happen they’re gonna need to slow the game down decrease the capture speed and increase fortification so they don’t break so easily and let defenders know where second objective is so they can fortify it.
Now that there are transport vehicles in game, the 2nd option is viable.
They just need to re-balance inf vs vehicle movement, taking into account elevations and terrain types for both inf and vehicles. Atm only vehicles suffer elevation and difficult/rough ground movement penalties.
The other important consideration is the respawn timer on current spawn points. That needs to be worked in as well with the overall movement of inf and vehicles.
Those are the two key variables underpinning the dynamicism of the game atm.
this is my biggest issue regarding AT squad for example, you have like 3 at soldiers in squad and they’re already dead once you’ll come across a tank to destroy.
the pace might be a little bit toned down by increasing respawn distance, everything is so fast rn because you can spawn very close and rush to the point with little thinking because you can repeat that if you die. Devs once tried to do that so I hope they didn’t just bash this idea.
imo enlisted pace is counter logical, all I see is people advance really slowly, scouting the point first which is really not the way to play this game since enemies can get back to the point in no time.
The fast pace gameplay is not due to the TTK. Two major factors that influence the pace of the game are the size of the playable area and the minimum distance allowed to build the rally point to an objective.
Essentially a smaller playable area and a short minimum rally point build distance that is allowed will result in an increased chance that the opposing players will run into each other, thus influencing the pace of the battle by forcing players into a combat situation more often.
old suggestion on forum aka make maps/playable area bigger with bigger caps and with bigger distance between caps. new campaigns actually incorporate most of those elements, but then you have paratroopers that jump on next point as soon as one is taken making those changes pointless, or even detrimental for defenders.
TTK should be taken into consideration when rating gun’s BR and balancing them.
A weapon with much quicker TTK than all other competitors in the same BR indicates a mistake which has to be fixed so players don’t get hopeless outgunned because enemy faction has better meta.
we cannot have bigger maps right now if the paratroopers arent reigned in. there is no point in 2,000 kmt distance to the next objective, if you get multiple paratrooper squads drop on top of it the moment it becomes active.
and i really literally mean multiple, lately been visiting the cesspool that is BR5 and its actually a constant rain of people from the sky, hell i seen 3 paratrooper squads drop at the same fkin time directly on the last cap the moment the one before was taken, it is kinda hilarious, ridiculous, painful and disrespectful for the entire game premise, all at the same time!
That is true, that part requires more skill, but is double edged. High ttk Is also waaaay more forgiving as you can make mistakes and get away with.
I remember when BF 5 changed their ttk to high to try and make it easier for the casuals…all it did was make them get dumped on so much harder because
casuals couldnt land consecutive shots
if they fired first, a vet would survive and snap on and waste them
I recall I saw an article that in general, competetive players actually preffer high ttk due to this. If enemy is bad, you have time to punish them.
Meanwhile with low ttk, the enemy can be lucky and just onetap you.