3 TOP things to improve the game

After reaching campaign level 25 in some campaigns, I think I have spent a decent amount of hours playing the game and I have a solid base to give you guys some feedback on the game.

The game is great already at this stage. I can comment on a lot of positive things, but the main ones are the following: I have the feeling to be immersed in big battles. Vehicles are fearsome, and realism seems a priority for development. I always feel a sense of danger, because any exposed movement can get you killed. This is something I didn’t experience in any other game in this way, only in Military Simulation. So before anything else, congratulations! I really enjoy playing enlisted.

That said, what would I suggest for making this game an A-class game?

AI
I love the squad mode game type. Despite the AI is now much better than at the beginning of the game (thanks!), the weakest part of this game mode is the fact you still can’t count on your squad to do things, and sometimes the most effective way to use it is to leave them behind in a concealed position, and use them as a “pool of lives”. I know improving the AI is not an easy task, so here are some of my specific recommendations that can be more easily applied:
-Improve survivability of the AI: this can be done by making them always look for cover and concealing like real soldiers do unless specified otherwise.
-Improve AI aim: they seem to almost always miss the first shot. Make them more fearsome!
-Improve AI awareness: they should always try to be looking for enemies in the cone they are covering, and detecting the moving ones.

Physics
At the current stage, human models make sometimes very strange movements. They can change directions very fast and do other things human beings can’t do. If you play a couple of minutes as a sniper, you realize how hard is to aim sometimes when enemies change fast the direction and break your waist. This makes the game feel much older than it is. We are used to seeing human-based movement technology since Call of Duty 4: Modern Warfare was released in 2007, and this technology should be used instead. In addition to that, models should also adapt themselves better to the environment.
-Improve model movement with human-based movements technology.
-Adapt model positioning to fit the environment well: the model should find by itself the position to shoot through a window wen crouching or over an element. Perhaps, when touching the wall, it could adapt to that position.
-Avoid the ability to spin while laying on the ground, compressing against walls, and similar unrealistic behaviours.

Destruction
I’m pretty sure this is on the roadmap, but for me, it’s important anyway, so I will leave it on here. Some elements are already destructible and shovels can deform terrain. This should be game-wide for an immersive experience. Players will then understand how a city can get reduced to smoking ruins after a few minutes of intense combat and bombing, and make every session really different.
-Explosions should be able to destroy the terrain: tank shots should leave holes in buildings, and heavier bullets should cross weaker terrain elements.
-Buildings overall should be completely destructible. It would add a very immersive tactical feeling to the game when you can blow a wall to make an entrance to a building, or planes can erase completely a building. Debris shouldn’t disappear from the game.
-Artillery, mortars and explosions should leave holes in the ground, similar to the ones that can be done with the shovel now, which could later be used to get cover and to add more realism.
-Could you also add an option for the corpses not to disappear? That would be even more realistic.

I hope the comments above are inspiring, and I wish some of these suggestions can be implemented on this game, which personally is giving me lots of hours of fun, to make it a world-class game!

Best

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I agree with most of your suggestion.

But one thing i dont quite agree is

Building to be completely destructible? perhaps a good idea perhaps no, because destructible building means less cover for infantry and more exposed CP by the end of the game (for conquest especially).
Debris dont disappear from the game? No, i think it will be quite a burden to both the server and the player PC.

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Actually it’s in the game already. Go to practise mode, crautch in front of a slit in a bunker and spin a bit. You will see that camera moves up so that weapon is over the logs.

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Yes, you have a point here! Perhaps the debris after the destruction wouldn’t be enough. Then perhaps… a part of the building that isn’t destructible would make more sense? Like the founding, or strong columns

Hmm I will have a look! This issue had to do with the little holes you can find in some houses of the eastern front campaign, and sometimes in other buildings too: in some of them there’s no position, standing or crouching, where you can find a right angle to shoot through :smiley: but thanks for the comment and I’ll give it a try

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I think better is make destructible roofs and last upper floor,IMO.

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+1 to thiiis, maybe they can polish a little bit the destruction idea, but in general what you suggest seems reasonable, i totally agree :slight_smile:

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I am for the destruction of buildings,but it is better if you were able to make their partial destruction or the destruction of non-key buildings.
The garbage should remain,but also not all of it,at least not immediately so that it disappears.

I agree with all but Destruction.

Also, what about Gamemode selection?

I think destruction to the level of 1 of the Moscow maps for wood, and Berlin for stone/brick would be fine.

Don’t recall the name of the Moscow map - village, conquest only, C point is in a church, B point off to 1 side in a trench - but many of the buildings have roofs partially destroyed and some of hte houses have fires in them.

In Berlin “destruction” means rubble :slight_smile:
In both cases at least most of the walls remain standing, albeit with severe damage, more holes in them than just the windows, etc.

All good recommendations

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I guess it’s Birch Grove.

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that’s the one :+1: