I would like to suggest adding buildable anti-aircraft Flak guns for Engineers in Enlisted.
The goal would be to give players a better way to defend their positions against aircraft while also adding more tactical possibilities.
Proposed Functionality
Engineers could build anti-aircraft Flak guns.
Different models could be available depending on the nation and historical period.
Light Flak guns could use calibers such as 20 mm, while heavier models could use 37 or 40 mm.
Building them would require construction points to prevent players from placing too many on the map.
The guns could have limited ammunition and require resupply.
They could also be used against infantry and some lightly armored vehicles, but with balanced effectiveness.
Aircraft could naturally destroy Flak guns using bombs, rockets, or machine guns.
Why Add This Feature?
This would make Engineer squads even more useful and provide a real form of ground-based anti-aircraft defense. Players would have more tactical options when defending objectives.
The number of buildable Flak guns and their effectiveness would of course need to be balanced so that aircraft remain useful and effective in battles.
What do you think? Would buildable Flak guns be a good addition to Enlisted?
The problem was, it was the only anti-aircraft gun in the game used by all factions. The same went for the MG-42 machine gun nest. When the developers decided that factions needed national anti-aircraft guns, it turned out that the other factions simply had no answer to it. So the German anti-aircraft gun was also replaced for balance reasons.
Of course, not everyone has comparable anti-aircraft guns. The Soviets would be the weakest in this regard. The best they have is a twin-barreled version of the anti-aircraft gun they currently have or a three-barreled DShK. Overall, I’m not too opposed to using captured flakvierlings.
Simply improving anti‑aircraft guns isn’t interesting; I’ve already suggested on the RU forum changing the lead marker, but it didn’t catch on there. Maybe this idea will be more popular here.
For example, a shrinking circle.
or the deviation vector
I suggested them so that the skill of shooting at aircraft would depend more on the player’s skill, but apparently, the aircraft should suffer.
If we introduce improved versions of anti‑aircraft guns and make aiming more difficult, the progression will be more fair, in my opinion. On the one hand, anti‑aircraft guns will have increased firepower, which will allow them to shoot down enemy aircraft with fewer hits. Also, the aircraft themselves will be faster and more maneuverable, which will make it harder to hit them.
While reading, I was thinking about where to make the separation. If the reason (which I doubt) is for balance, I would start with something more subtle, something slightly better than the AA we already have, and separate it into BR3, with BR4 and 5 being the main focus of these supposed new AAs.
And, in the future, when they add something better (or if it becomes necessary to incorporate another new and better AA), modify the BRs again, creating a separation every two BRs (1 and 2, 3 and 4, and 5 independent).