⭐ About the new progression and matchmaking

Please don’t sacrifice the historical accuracy of the gear and vehicles in each campaign, this will take the unique historical mood aout of the game. PzII’s and BT-7’s in Berlin, Tiger II and IS-2 in Moscow in Winter - no, that would be wrong. I like the feeling that the opponent’s army is from the same time as mine - it gives more immersion and satisfaction.

Also, considering that this is a major update - please bring back the realistic flamethrowers that were just before the Stalingrad upgrade and looked like real gasoline stream turning into a real flame and not light blue neon marshmallows turning into a wall of orange light blinding the user.

8 Likes

I love the game in it’s current state even if their are many things that could be improved. This update does not seem to address the real issues that need fixing, such as AI. In an attempt to “fix the game” it seems they are changing it completely. For some of us that means killing the game.

Depending on how this big update gets implemented, it will either hook you again, or make you uninstall completely :stuck_out_tongue:

Like you I’m hoping for average BR. Or a point total system, where each item has a set amount of points, gets additioned, and THEN matched vs similar point total. But I dream.

3 Likes

Please keep the campaigns, but redo the progression. Let me say that once more, keep the campaigns. I do not want to play Tunisia maps. I do not want to play Pacific maps. I do not want to play Stalingrad maps. I want to play the campaign that I choose, not call of duty.

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I doubt it.
There are 2-3 other major issues (including techincal one) that prevent me from playing.

But I’m curious how the situation will develop nonetheless.

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So, the other guys in my group avoid the forums like the plague unfortunately, but I’ve compiled their questions with mine, and here it goes:
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1.1. Will explosive packs be removed at some point from all classes other than AT? There are tons of ways to kill tanks without their usage, and they seem to give far too much power to basic infantry, especially as they double as a standard grenade and do very well against infantry too. Tanks are barely able to push up because of them, leading to what appears to be repeated nerfs to HE as they just hit from afar.

1.2. There doesn’t often seem to be much close support with tanks because explosive pack spam is so potent and meta.
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2.1. While we are all for different squads getting specialty fortifications such as MG squads getting HMGs, and what we can only assume from the hints is a larger field gun for the AT squad, we wonder if there will be some much needed buffs to the Engineer specific squads? Perhaps allowing them to focus more heavily on defensive structures rather than just offensive?

2.2. Fortifications set up by other squads can remain as they are, but we would really like to see things like concrete filled sandbags, barbwire with metal frames rather than wood, more potent ammo boxes, Czech hedgehogs with barbwire, MG nests with a sandbag window attached, etc. To really set them apart from the other squads. As MGs are overshadowed by HMGs, and the basic field guns will be outmatched by whatever the AT squad gets.

2.3. This also brings into question the ability to “deconstruct” enemy fortifications at no cost, and with any type of soldier. While that might be understandable for non-engineer squad fortifications, those from the engineer squad should need a cost of some kind to break down. I’ve suggested in the past to make “tools” (the consumable repair kit for tanks) also have their use to break down fortifications as a balancing mechanic. It would mean if people wanted to be able to break things down by hand, they would need to carry these consumables, effectively cutting down the spam of grenades as well as ammo pouches.
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3.1. Giving defending players the knowledge of where the objectives will be for that game. Dumping all your efforts into the active point, then trying to fall back to a completely unfortified objective to do it again is an absolute recipe for disaster. There are fortifications to be set mines to be planted, and trenches to be dug. However, rarely do defenders have this opportunity to set up unless it is going to a location that is guaranteed, (like the second point on D-Day).

3.2. Currently, if a player does try to guess which objective it goes to, and is WRONG, not only did they waste their time and resources, but now all of those fortifications have to be broken down to be used again! This means either you have to spend the time breaking them down, or wait until you are pushed back enough that the greyzone destroys them.

3.3. Due to default spawn points being on some of the next objectives, we run into the issue that setting up before hand can be a hazard to players trying to run out from that point, often leading to them breaking a lot of it down, defeating the purpose. We put rally points down ahead of the area that’s being fortified, but due to the lack of teammates putting down rally points, there is often a que that people don’t want to wait for, so they spawn in default.
Can we perhaps get default spawns that are NOT in the next objective?
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4.1. Mines. As I stated above, mines need to be planted for an effective defense to be built. One of the biggest problems though, is that soldiers can only carry one mine per character currently! Meanwhile, people are allowed to carry up to 3 grenades at a time. Due to this, not many people even opt to use mines other than TNT, and that is just so they can run up on a tank and kill it.

4.2. Please add in a small and large mine bag. Making them closer to equivalent of grenades. You still have to take the time to manually plant each and every one. I know some people will complain about having to deal with mines, but stop and think about how much we already have to deal with grenade spam! Players would have to give up their grenade pouches for mine pouches, which I don’t see a whole lot of people doing. Especially because mines are really only useful for defense.
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5.1. TNT was introduced to all campaigns not too long ago. However, though many people pack it, its rarely used! The only time its really used is to run up and blow up a tank. It needs some major reworking to be viable.

5.2. First off is the issue that if the person with the trigger dies, that piece of TNT is useless. Meaning players need to babysit that soldier just for a single TNT explosion. We ask that it be made to where the trigger can be placed down like an object, that can be interacted with to set off the TNT. This makes it much more viable as a defensive measure or for ambushes.

5.3. In addition, if mine pouches were introduced, it would enable players to set up to 3 charges connected to one detonator, making it extremely valuable to a strategic player.

5.4. If it were made to be capable of dealing high structure damage in close proximity, it could be used as an alternative to break through fortifications. Therefore being the choice of mine for attackers.
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6.1. Artillery strikes and bomber runs. There needs to be more counter against them.

6.2. Bomber runs you have tried to balance out by making them worth considerable points to shoot down, and are easier to be shot down with AA. Both of these we feel is a step in the right direction. The problem however, is that they can still be called in pretty frequently. What we hope to see is a system that extends the time until another one from the same team can be called in according to how many planes from the last run were shot down. The current time between them is like 2 minutes and 30 seconds. If all planes were shot down, that should be extended to 5 minutes.

6.3. Artillery strikes. There is no way to actually counter an artillery strike. The best you can do is run away from the area, and if its bombarding an area, fortifications are getting blasted away with ease. As I’ve suggested before, artillery locations outside the map need to be identifiable and destroyable from the air. This would make a period of time that artillery strikes are unavailable, until enough time has passed and a new one is opened up.
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7.1. White Phosphorus. I’m sure this is going to be addressed anyways, but its one of the things on the list. Please remove its ability to hit through walls and floors. Its one thing if it gets inside, but it should not go through terrain, including sandbag walls.

7.2. Gas masks have been requested to deal with white phosphorus. We hope you take this suggestion into consideration if/when you put in gas masks:
Make the gas mask take up the backpack slot. This will help reduce the WP spam and make the gas mask option a lot more balanced. Otherwise, players will just spam constant WP and be the only ones able to be in it (and the objective) at that time, rendering almost all defenses pretty much useless.
8.1. Introduce a flare for marking? I’ve made this suggestion in the past and think it would help to incentivize more teamwork.

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9.1. A vote to kick option with a field for reason. There are tons of trolls, and they can be absolutely detrimental to the game. Can we get a way to deal with them? Whether its gassing team with WP, setting them on fire, breaking fortifications, or setting up wire and sandbags around a rally point so players and AI get stuck, and so much more. We need a way to deal with them.
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10.1. Win-streak bonuses. I get that some people just want to play casually, but there are those of us that try hard to win. Can we get some additional rewards for putting forth our best efforts repeatedly?
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11.1. “Ranking” rewards. Getting up to Marshal was made more difficult this season, yet it was still fairly obtainable within the first couple of weeks. Can we get some kind of additional rewards for exceeding that 300 point mark? The portraits sad to say aren’t really worth anything to those of us that obtained permanent portraits from events.

11.2. With the new currency coming in, could we perhaps see a bonus at certain milestones beyond the Marshal rank?

I know this is a long read, but as I said, there are the questions of multiple people here. @1942786, I really hope you get a chance to pass these on and answer them in that next devblog.

5 Likes

Yup, imagine a Panther G or StG44’s in winter in Moscow. Ugh, no, this is not what I enjoy in Enlisted. The fact that the weapons match the time you are fighting in is too precious to be taken away.

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But STG will be in Moscow. Insanity.

1 Like

good idea

this how ever i do not agree, back pack slot , takes more than just a gren pouch, it also has a ammo back pack, and a back pack for tools and health kits etc, auto taking of the back pack slot would, render all other, tools health kits, useless, do not agree.

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We are time traveling same with As-44 which will also be playable there. Ak-47 and Heckler & Koch G3 when?

It should take nade/mine slots you would be trading offensive for defensive capability

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why not just a new place for it like the Binoculars??

I know you want rid of the gren carrying capacity, but not everyone, runs a gren pouch, i use a back pack, and run tools/health on all that can.
Even my assaulters carry tools!!

1 Like

It should just take up same slot as Bino’s, or have seperate slot. Its not like soldiers were incapable of carrying around multiple items.

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The problem here is that then defenders have to take offensive equipment just to have a way to counter the other offensive equipment. That is why I suggested the backpack slot.

The backpack slot essentially acts as a modifier. Increasing carrying capacity, that is true. However, gas masks act as a modifier as well to. Theirs is efficiency through hazard. If you could have a gas mask as well as 3 WP grenades, there would be an absolute lack of balance, similar to what we see already, if not worse.
The only way to challenge someone in WP would be to also have a gas mask. So if there are tons of WP being used, it acts as a giant shield to stop players coming at you.

Having that extra ammo or healing on top of being able to walk through gas is extremely OP.
So I stand by what I suggested. Backpack slot for balance purposes.

I disagree. You can still use them, it just makes the tradeoff make people stop and think if using WP is worth it.

So how do i add a tool kit to toons if you take away slot? and health

Progression seems like a good idea.
Not so sure about the matchmaking…I think the matchmaking is fine as is but the progression system is a much needed update for sure.

Wow. Sorry for the absence. I went to visit my mom and dad. :slight_smile:

And so, we collected a huge number of your questions and use them in QA in the third devblog. We will try to tell you more. But there is something more important.

We did not just tell you about these plans many months in advance. We are collecting your feedback and will discuss with the developers the details that caused the negative reaction. While I can not say anything in more detail, but we will definitely discuss the issues with the developers and plans may change.

35 Likes

Nobody hardly uses binos to start with. You are suggesting adding in a VERY powerful piece of equipment, without the cost of something of equal value. THAT is how you get game breaking equipment! It needs to take up the slot of something of equal strategic value, SUCH AS backpacks. Otherwise, everyone takes grenade pouches and spams WP even worse than before, because now they can walk through it. Meaning if you don’t have a gas mask on, you automatically lose!

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A developer…and a game dev team who listens to a community? My my, like finding an honest man in parliment…

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This, is much appreciated.

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