Actual game problebs - a complete collection (ru branch translation)

At the moment, there are clearly outlined problems in the game that can be identified and on which you need to work. Let’s get started
1: Tunisia. And specifically - Italians
I can’t help but remember the macaroni without malice. I understand that Darkflow don’t like nazi, but what they did to Italians… mamma mia, yes, it’s rape
The absence of a normal tank. It literally doesn’t exist. The AT is not a tank if something
Accordingly, the Grant is out of balance, because it does not have a symmetrical counter from the spaghetti guys.
Why not a German tank then ? If their weapons are available, then go to the end, and give them a fourth panzer at least.
Carcano is laughter and sin. Let’s leave this shit.
And for this, sin on the soul, every balancer who made the decision to add this to the 26th level of the company will burn in hell, where he will be shoved against 10 units with Thompsons of one with THIS (yes, this is what is given for the 26th level).


2:Linearity of progression. Especially technical
We have a clear problem of direct progression in the game - the technique of the initial levels is a piece of scrap metal compared to the technique of the levels above. It is not a tool for other functionality - no, it is worse. It shouldn’t be like this. And this creates the problem that the technology of the highest level is banally invulnerable to the technology of the lower. It’s not that it’s hard to destroy - no, it’s just invulnerable. PZIIC and T-50 send greetings. And imagine what will happen when the T-34 is introduced? Here panzer 2 will have fun living…
Accordingly, it will be impossible to play on the technique until you receive competitive samples - you will
A - spend a slot of squad that could be occupied by a person with better vehicle
B - trite useless on the battlefield
Accordingly, either the technique should be in a Vertical-Horizontal progression - for example, T-28 and T-50, or Pz 4E and Pz 3J. Now, this is the only non-standard example of tanks implemented in the game, on average similar in quality, but with different functionality. And it’s done right - we want the same in other companies
3: Dead classes
So, please, an essay on the topic “Why snipers are malicious”
The meta-idea of snipers directly contradicts the meta-ideas of the regimes. What do we have? Capturing three points, capturing one point, storming two points at the same time, undermining a point.
Is there a place for a sniper on the point? The answer is obvious. They go against the concept of game modes, so even a productive game in this class is harmful, because you are not at the point, and you are sitting away from the point, and you cannot participate in micro-moments occurring at a distance from you, as well as contribute to the capture of the point. Which makes camping with a rifle malicious and useless.
Obviously, the developers balance snipers with top weapons. Sniper MkB, AVS, FG42 II - clearly hint that actually, well, in a good way, they actually know about the problem. But they don’t want to do anything with her in the meta, so they add crutches in the form of super-powerful weapons, which leads to comedic situations when I have three squads of “assault snipers” with automatic weapons in my setup, which makes them essentially stormtroopers with sights.
And these are no longer snipers. These are stormtroopers.
There is a proposal here - to give the bolt rifles to the radio operators, which will allow them to conduct their meta-game and stronger auto devices to the stormtroopers as a HORIZONTAL ANALOGUE of the existing models. And buy additional sights separately, so that life does not seem like honey.
And snipers should just be removed from the game.
They are outside the game meta, and there is no mode in which they are useful.
Let’s get away from the snipers
Flamethrowers 1 should just be removed from the game as a class. TTK 4 seconds for an enemy who can fire at you - this is from the category of suicide.
I propose 2 solutions - either a person engulfed in the flame of NAPALM - as in reality - will not be able to shoot, or the fire will knock down the sight very much, which will not make it possible to shoot them at close range.
Historically, flamethrowers have always been killed from afar, and up close they were a machine for the destruction of all living things. And in the game - they have a stream of urine that lightly touches one person and gently warms him up
Remove the first-class flamethrowers, replace them immediately with the flamethrowers of the second-rank flamethrowers. This is a necessity
Mortars after Nerf require a small reinforcement. Say, slightly increase the explosion radius. Not much, but it will slightly raise their relevance
Radio operators need a complete rework of the art strike model. Not a nerf, not an improvement, but a rework - the mechanics themselves are initially broken.
Fighters 2 - can be safely removed from the game. Even discussing them is ridiculous - I think if you have statistics, then you know that these squads are the most unpopular in the whole game and have a minimum pickrate in the game
AAF (anti-air fighters) has too low a reward for too skill-dependent gameplay, in addition, they are also extremely random for enemies, unlike ground combat - the sky can be either just clean, or only suicidal people can appear and die in the ground - accordingly, the flight will be useless, time is wasted, points are not received. Let’s give 300-400 points for the downed plane, this will compensate for the pain of playing on the fighter.
4: Premium Squads
They’re still slag, but thanks for level 5, it’s not so bad now. Unless it’s still a squad of 3-4 people (mostly) unable to be competitive at the later stages of account development
I devoted a whole topic of laughing at them to the topic of premium technology. This is not a technique, but a shame and a disgrace
5: Beginners
Everything about new players here is terrible. Online lives on oldies, and if they leave after seeing where the game is going, there will be no online and the game will die like Artifact
The new logistics system is harmful to young players
Vertical development of technology is harmful to players
The lack of a pool for beginners - we send new players immediately into battle with a bare ass, they see that they can’t do anything in the game, they don’t need such a game, and they delete it. Do you want to play normally with a new account? Buy a premium squad buddy… oh, we’re looking at number 4
6: The game is unplayable without a premium account and a BP
There are no sources of silver applications, except for achievements at the beginning, there are literally no sources of anything except bronze applications in the absence of BP.
And now all the logistics are hanging on silver.
The progression (grind) is too slow even with a premium account, especially requires a rebalance of the amount of experience to swing top squads - grinding out third-level squads is incredibly long, even longer than grinding an already long company.
All exp limits should be cut in half.
7: Lack of marketing. Complete. There’s not even anything to add
Correcting points 4-7 will make the game live again.
Correction 1-3 will make it playable.
The essay was long, and I tried to make it comprehensive regarding the objective problems of mechanics. I did not touch the things like bugs, a little new content in old companies, etc. These are diseases of the beta stage of development, not the game itself mechanically.
Thanks for reading

11 Likes

i pretty much agree on everything, you should perhaps consider the option of spaces and perhaps funny text and format features, but it was clear and on point.

although, i feel like i have to disagree on:

now, i don’t bloody proclaim my self to be the next Lyudmila Pavlichenko of enlisted, but snipers, are extreamly usefull. ( to a point where the german ones have becomed the meta over normandy… and moscow due to their weapons ) but tactically speaking, once i’ll get additional slots, snipers are a must.

especially when it comes to attacking high defended positions, take out machineguns ( more in normandy ) and in defence, take out engys that are building stuff or flank and reduce opponent squad strenght.
i can’t stress this enough, but people that thinks snipers are useless, they don’t truly understand their strong point. which at the end of the day, can also be simplified by saying " dudes with scopes " which are important. and you can still use the AI on the point while you can stay near, or somewhere far so that the manpower is not lacking on the point.

i’m sorry, but i don’t see nor understand how this is supposed to be a solution, nor related to be any near to one.

this my friend… is not very money friendly towards the title. so that you have to go through.

do you think we need pilots type 1 and 2 ? absolutely not.

although, hey! more grind for y’all.

so the FT should be buffed instead of removed just like you suggested ( in my opinion of course ).

could you define a bit better?

but for the rest well, we are on the same page ( more or less ) and there are some good suggestions.

2 Likes

I’m just after the lectures from 9AM to 8 PM. Brainlags

Yes, but they are still worse than any other meta class on the point - holding/Attacking point with the LMG squad are way too profitable, so everyone would prefer them basing on meta.
Snipers are good, as i mentioned - i have 3 sniper squads for Axis in Normandy. But not because of their functionality, but simply because of the great FG42 II scoped autorifle. And that’s bad

Since there are 2 ways, I’ll agree on both buff and removal. RN FT 1 is an unplayable joke

It requires a 1 more essay. Wait a bit

well, i see this way too much as argument but, the meta is not supposed to be the evergreen and only option in the game. just because something it’s not the meta, does not mean it doesn’t have it’s own place in enlisted.

like, options. it’s what i love the most out of enlisted, because i have alot of choises.
my line up doesn’t always follow meta, but i like them because i can have fun with it.

lol ok

1 Like

Very much disagree, Flamethrowers are much more useful at clearing points than most guns are.
Many a time I have taken a point because of a Flamer, rather than having to pick them all off with a bolt action or SMG.

Honestly… what would this even do?!
It is not a necessity…

1 Like

So, The Big Art Problem
RN art strike have this mechanic
: If we starting on the 60th secs (reload) for the 5 Seconds there are no shots at all. When it shots 1-3 times randomly in the area. Powerful strikes, but 1-3 of them, on 55 seconds
And when there is the silence. For the 15 secs, there are no strikes in the area at all. Free zone, just scaring bots. In these 15 secs, you can simply reach the circle end, and leave the firing zone.
And after the silence, there is the big shitstorm from 40 to 35 seconds, that kill everything in the circle
So, RN art strike functionality - is to “Kill everyone in this area after 20 seconds”.
See the problem? This is just retarded mechanic - kill enemies in the circle after 20 secs. It shouldn’t work like this
IMO Strike should be less powerful, but striking all the time but first 5 secs, that would make good use - it will make art strike a blocking weapon, with a strong strategical mechanic - blocking some area for all side troops, that will make art strikes much more meaningful

I see flamethrowers not more, than a 1 game in 10. They are useless because of huge TTK, and you can be shot by enemies that fired up. Mainly - bots, don’t forget that they see through the flame.

i see.

personally, i don’t really have much to discuss about the arty from radio. i like it, but it could surely work better.
although, i’ll be honest, i never actually thought about improvement to it. i’m just so used to and had to think about other things.

sounds like a plan but artillery should also kill so the current one works about right for the damage part.

but perhaps should be discussed with many other members

2 Likes

It depends on the campaign, I see more on Moscow than I do in Berlin.
I used the M1 extensively on Tunisia.

They are much easier to kill AI with, as they auto try to extinguish the flames.
I normally run out of fuel long before I die.
It’s all a matter of opinion, but I find flamethrowers very useful.
And I believe they patched it so AI can no longer see through flames

So, as is said - it requiers full rework with a dedicated topic.

Nah, they see. I tried FT 2 in Normandy on axis, got shot a few times by bots that are fired, and removed this squad from my setup

Again you about arty strike… He is normal work.

1 Like

Grant does have a counter. It’s called Stuka/TNT/ whatever that fixed gun tank is.

Grant doesn’t have an analog

I rotate 3 infantry squads and have a single sniper who uses a sniper rifle with no scope.
To me, it’s the overuse of snipers by players coming from other games that want to brag about their K/D ratios that I don’t care for. They are a situational weapon and enable too many players to hide in the safety zone.

1 Like

So they don’t take part in the point competition. Problem

not sure what you mean, but personally I leveled up one sniper so that one day, when I’m bored, I can re-attach the scope and knockout the “Sniper elite” achievement, 20 headshots in a single game.

Fun, agreed, sad that our game is not about fun mainly