Part one
1.Show its position on the map for everyone.
2.Reward the builder squad some points to encourage players to bulid it.
3.Make it provide a very small amount of explosive, so it maybe helpful for those guys who bring no explosive to bomb a tank on their face
Part two
1.The time of building chain link fence is too short and the amount of them which are allowed is too much for each one engineer. Which may lead to a situaion that a defend point is covered by so many barriers and its impossible to be attacked.
2.The chain link fence should not be allowed to get so close, u can set a minium distance for building another one
3.The ammo of the mg point should not be unlimited.
4.The ammo of mg point, AA point and anti-tank cannon can be supplied by each other engineers once
I’m pretty sure that ammo points are visible on the map for everyone once they are built.
Sure, rewards for engineers building constructions for teamwork etc. should be rewarded (for example some points every time someone takes ammo form your box or uses your spawnpoint)
I’m not sure that ammo boxes should provide explosives. That could lead to even bigger grenade spam (each team has engineer + each engineer can build up to three ammo boxes + they can be destroyed and built again after taking all explosives from them). I have some idea on getting additional explosives (and other mechanics) including armored vehicles like Sd.Kfz.251, but need more time to rethink it and clarify all its aspects.
Part two:
Barbed wire is destroyed by every explosion, and there are a lot of grenades flying when it is fight for capture point. So they do not last long any way and definetly do not make point impossible to attack. In my opinion time to build is adequate to barbed wire performance right now.
I don’t agree. This is the way barbed wire should be used - put a lot of it in one place so enemies can’t just walk over it.
Totally agree
Agreed, there should be some way to supply them to avoid absurd situations in which engineer “reloads” by destroying previous structure.
yeah… unfortunally, from newer updates you can’t see them. like some of the tanks, rally point and mg points.
everything works that now, for markers, they have to be in your line of sight and not at the sides of your screen. like, you have to look at them. ( for tanks, and friendly infantry )
while if you want to recognize enginner stuff you have to aim at the objects with your rifle and see if a blue X ( cross ) appears in order to tell you that is friendly. ( but the markers from the map are gone )
from a cert point of view, it’s somewhat realistic, making you a bit on the defencive insthead of rushing. but on the other hand, it’s too much strange to understand how it works,
because sometimes, friendly tanks, you can see the mark on minimap but not when you look at them
and others, happens to opposite. you can see them through walls, but not on the minimap.
perhaps they are just tweaking those. so it’s earlier to judge.
but you, you were not wrong, until they decided to tweaks the markers and stuff.
but unfortunally, you cannot see them on the map.
I got a mortar unit and noticed that with the ammo box it can fire semi-permanently.
This is a rather dangerous gamble. My firing tens of thousands of mortar rounds at the flag will render the invasion non-functional.
Engineer ammo thing, something needs to be done, it sucks that you often need ammo, and can’t get any, unless u got engie yourself. Maybe allow us to mark ammo boxes?
Barbed wire, yeah maybe too many units are allowed, but debatable. This is like main fun of engineers, to build up crap.
Removal of mortar shells from engineer ammo supply has been asked for since the new builds were introduced. We haven’t seen a change until now and the devs have been dead silent on the topic. An acknowledgement is too much to ask for I guess.
Thx for ur careful reply XD. About the Part1 tip3, i mean the beneficiaries are the begineer (they usually have not much explosive) not the old brids with 3 more explosive lol.
I agree that ability of engineer to provide unlimited ammo to mortar is a problem that was discussed many times over (almost as much as health perks).
However, I think you are giving barbed wire too much credit. It is easy to build but also very easy to be destroyed and creates a temporary area of denial at best (if carefully defended).
Usage of hedgehogs inside trenches and buildings is far worse than the barbed wire that does almost zero damage and can be simply blasted away by a random grenade. More than that, the current way of how barbed wire is used in the game is probably the only way how to use it with any effect.
All Barbed wire can be blown up by regular grenades from 10m distance.
It also deals almost no damage, it’s usage in this game is mostly just to scare enemies as most players don’t know how weak this trap is.
It actually does damage, but it is so pitiful that it does not pose any threat (unless you are already dying). The only reason why it is built is to block doors/windows temporarily. I agree that barbed wire should cause more damage and be more resistant (but still destructible).
It’s also very loud when someone is stumbling through it and getting slowed down by it, so it’s a nice early-warning system. I’ve seen it put up in some pretty clever places just to counter flanking rather than trying to block off an area.
But yeah, it should be more resilient, not sure about causing more damage because irl it’s more of a hindrance than a direct threat. Maybe it should just slow you down further.
As for the chain linking and putting on top of each other, as long you can use explosives it should be ok.
But the current problem is explosives are not accessed by everyone and very much tied to character unlocks, so has you mention if explosives could be equipped/looted ingame. I think it would fix the issue without reducing the creativity and adding more restrictions on building things.
Because I think this would take some of the fun for some people.
They were intended for all sorts of things - but htey were not precision weapons - their high trajectory and low projectile velocity means any atmospherics can substantially alter the impact point between 2 shots fired on exactly the same bearing!
They make up for this by having a high rate of fire, and that trajectory is also good at landing behind obstacles such as walls or into trenches, plus giving much better fragmentation pattern than regular artillery.
But with 10 rounds you’re in the hands of the RNG gods getting any significant hits - even less chance in Enlisted where a couple of casualties are probably meaningless (unlike IRL).
All that said - 50mm mortars were quickly replaced by larger ones due te being ineffective anyway - the British used theirs almost exclusively for smoke!
Mortars with 10 shells is far from useless in hands of someone who has good experience with it. I haven’t used Mortars a lot since unlocking it but I’ve played Enlisted long enough to know enemy positions. I’ve had zero issues scoring kills with 10 shells from the mortar. This will only get better when I get more familiar with the aiming.
Limiting to 10 shells also forces players to start getting involved in the frontline after depleting the shells. Fire em’ quickly and get to fighting. This way, we can have mortar troops in all support squads like radio, sniper, flamethrowers and anything else in the future.
Simply put, mortar is high skill, high reward. It’s unlocked very far up in the campaign. The virtually unlimited ammo creates a huge gap in what newbies can do to counter such a weapon. This is one of the major issues in the game right now. Equipment unlocked far up in the campaign shouldn’t stomp newbies with zero effort from the user. Which is exactly what mortars are doing at the moment.
Maybe add 5 extra shells. But the engineer business should have been gone long back. Or reduce the shell number to 7-8 and make aiming easier. That way, you can spam only if you bring the mortar squad. They shouldn’t have LMG or SMG troops. The ability to spam is the reward for bringing a squad that is fully limited to infantry support.