Bring back emphasis to specialists and stop catering so much to generalized infantry

After the change tanks will be almost invincible since can only have 1-2 AT gunners in a single squad, they may die accidently since ai is awful at taking cover,so more tiger spam but this time they can just drive through the map uncontested and they won’t die amazing just amazing.

Do you really think we will have time for that during firefights? Game is too fast paced for minesweeping or using tnt tubes (you can use demo packs much quicker), they should buff hand at weaponry a lot since atm they are weaker than demo packs

You can destroy sandbags with explosives, especially tank HE so it won’t change anything

WP is barely spammed on EU server it’s only NA problem where you people only have to tyrhard every match you need to chill it’s only a game. They only need to fix it coming through walls (concrete but it should work through wooden walls and floor but with less of dmg per tick) and lower it’s aoe radius a bit

impossible to do since you can’t stand in a same spot with 2 crewmen unless you want it to be misaligned every time you shoot with 2nd mortar

Only engineers can build, only medics can drop medkit boxes, only snipers can snipe, only flametroopers can use flamethrowers, only mortarmen can use mortars, vehicle squads too, how are they not special?

I see bunch of horrible suggestions one worse than the last one i’m impressed.

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They need to introduce AT grenades that kill tanks and keep detpacks that track tanks or damage the engine

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  1. No

That’s my point though. You can have 1-2 AT gunners per squad, but nobody uses them, because det packs are excessively OP. Currently, most players don’t even bother putting 1 in. If you want them to survive, use them as the player rather than expecting the AI to survive.

Smoke exists! Hardly anybody ever uses it, but it would work great to give you some space to use the tubes!

My whole point is that I’m not looking for something to use “quicker”, but rather something that was specifically designed for that purpose!

Yes you can destroy it with tank shells. However, in most games I lose majority of crucial fortifications to players breaking things down by HAND, not by explosions. If its inside a building, its a lot more difficult for tanks and such to get at.

We play predominately on EU servers… its spammed in both places honestly.

These are significant changes that I’ve been told are “extremely difficult to do”. I’m not disagreeing with you, but until they CAN make that change, I stand my ground on my suggestion.

If your second soldier fires in ROUGHLY the same location, it is still effective.

Agreed

Eh, I don’t think we need a new class of engineer. I think we need to specialize the engineers we already have.

This I disagree with. It doesn’t take a soldier with specialized training to blow up sandbags, or use wirecutters to cut barbed wire, or kick over a rally point which is essentially some supply boxes and a helmet or two. If this is to be messed around with, at most I would grant an engineer the ability to perform these tasks in half the time that any other soldier could.

Agreed.

Isn’t that what you’re whole post is about?

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I didn’t mean “engineer” as a class type, perhaps I worded that poorly. Essentially a class with the unique ability to disable mines, and use bangalore torpedos. I’ve been working on an idea to pitch in this regard. I know historical accuracy has been put on a backburner, but one thing that interests me with it is that infantry were given the bangalore TUBES to carry, making its effective range higher for the sapper to put together according to how many actually made it. My thought as far as an “engineer” is that this unit is the only one that can activate the bangalore torpedo, but the generalized infantry can carry a tube in their mine slot. Making them work together to make this thing work better. It sounds complicated, but that’s why I’m taking the time to refine it before its posted.

I’ve put up this post in the past, and I think it still holds as far as its use. Engineers should be the only ones capable of doing it at no additional cost, however, generalized infantry should need to take a tools consumable to be able to break the fortifications down.
This would help not only make fortifications more VIABLE by making them more difficult for just anyone to tear down, but it would also greatly help against things like grenade spam by making players choose if they want the extra grenades or the tools consumables from backpacks.

I can agree with detpacks to break tracks. However, damaging the engine and such from a balance perspective is rough.

The way I would do this, is have your generic “Engineer” trooper. But have gear that only he can use and equip depending on your style of play.
For example, if you want to be an engineer but don’t want to just sit back and build stuff all day, you can equip Body armor (For Soviets and Japanese) Anti tank mines, explosives and anti fortification equipment.
Or, if you’d prefer not to get mixed up in the frontline chaos and prefer a more defensive playstyle. You can equip your engineer with the usual toolset to construct our current fortifications, build static machine gun posts, dig trenches and so on.
These things would be engineer specific, and could fall into the single “Engineer” class.

I can only partially agree with this. I reiterate what I said. It doesn’t take a rocket scientist to walk up to a rally point and kick it down or to use explosives to blow up pillow forts. (Sandbags).
I suppose I can meet you halfway, that youd need to bring a tool with you to cut barbed wire, or to dismantle a czech tank obstacle.
But otherwise, I would just use my grenades or molotov to eliminate machine gun positions or Rally points.

I like your idea here. I’ll include that when I make the suggestion on that.

Rally points still break with a single bullet hit, i have no issues with that. The sandbags getting blown up with HIGH POWER EXPLOSIVES, I again, have no issue with. My issue is that players are walking up and removing them by hand. No explosives required.

  • Tools or explosives should be required to take down sandbags walls, barbwire, (H)MG nests, Czech Hedgehogs, AT field guns, and AAs.

  • Rally points and ammo piles can still be shot to be destroyed.

It is because most starter at weapon are very bad, they have bad penetration or low damage. I see a lot of people using good at weapon such as panzerfaust, Ofenrohr, type 97 at rifle.

It is because mortar squad have completely different play style comparing to most of the squad. They need to stay behind and fire mortar shell. While no one is willing to mark enemy for them, they will still be obsolete because they can’t find and hit enemy.

Engineer can build sandbag and barbed wire in few second, infantry can break those with hand. It is a fair trade.

LOL no, the only engineer in squad may die quickly. How are people gonna break the fortification then? Using explosive? Then every people will carry a large grenade pouch to spam explosive.

The main reason of people not using specialist squad is there is lack of slot. A free to play player has just only 3 slot. It means that he need to use all his infantry squad during the squad rotation. Do you wish to be forced to use mortar squad when you are fighting in the reich chancellery in Berlin?

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Damage but not kill, so like a blown radiator etc

No! This will only make the infantry be slaughtered by tanks without restraint, so people will only use AT teams. What’s the point?

The point is that on average, only a small percentage of the team uses any AT soldiers at all, despite them being “ANTI-TANK”. You can put AT soldiers into OTHER squads besides just the AT squad as an option.
Right now, with the existence of explosive packs, you rarely see tanks pushing up, especially out of the greyzone. Simply because the explosive pack is TOO POWERFUL and TOO SPAMMABLE, and it can be given to ANY soldier type.

There are plenty of other ways to kill tanks, so removing explosive packs from generalized infantry would help to get tanks to move forward, and help in ways that they were originally intended to, rather than just sitting in the back like an artillery unit.

The game was originally designed with a rock, paper, scissors type format, where each thing has its strengths and weaknesses. Unfortunately, it has conformed a lot to players that have come from games like COD, that want generalized infantry that can just have a bunch of strengths and basically no weaknesses.

  • Assaulters and riflemen should have their place, as they are the only ones with access to certain weapons like SMGs and GLs. They are by original design supposed to be more susceptible to tanks, artillery, flame, etc., while their strengths are pushing against INFANTRY at close and medium range, while maintaining decent agility.
  • MGs are meant to deal high damage against INFANTRY at close and medium range, while giving up agility for higher magazine capacity.
  • Flametroopers are meant to primarily be good against INFANTRY at close range, and capable of cleaning out fortified positions.
  • Tanks are meant to be strong against INFANTRY, OTHER TANKS, AND FORTIFICATIONS. The tradeoff however being that they don’t have the mobility that infantry does and they cannot capture objectives. They are there to support the infantry.
  • AT soldiers are specifically designed to deal with TANKS and some FORTIFICATIONS. Everything else about them is mediocre, because their sole purpose is to remove heavily armored targets.

I could go on and on, but my point is that by giving an extremely effective AT option to any type of troop (the explosive packs) the entire balance of the system goes down the drain, making generalized troops like assaulters, riflemen, and MGs far too powerful, and completely cutting other troop types out of the loop. That type of gameplay is good in COD, but not for the future of ENLISTED.

It is difficult to expect your teammates to help you solve the tank in the present environment. You can see that there are very few players in the Axis camp, and they must have teams capable of all tasks. As for AT soldiers, they already have the means to kill tanks remotely, which is better than explosive charges. You can see how horrible iron fists and rocket launchers are. No one will use AT soldiers just because this team has only six people and there are no automatic weapons. Their offensive ability is too weak. Instead of demanding that the explosive charge be revoked, let them add one or two commandos and one more person to the anti-tank squad and the engineering team.Tanks are almost endless. Without enough anti-tank measures, it will cause a devastating blow to the game balance. You know, even now, tanks can still kill quite a few soldiers.

I don’t see what you are talking about, it must be a regional time thing. Axis is very popular when I’m online.

Explosive packs with the increased throwing distance perk has some VERY good range, especially considering that infantry have the mobility to move through houses and cover in order to flank and get close to a tank.

Again, I disagree, they are actually quite good, however, in order to use them you must use an AT soldier. Most players don’t because they have the option of assaulters with auto weapons and explosive packs.

IDK how new you are to the game, but there are options to get AT soldiers on other squads.. Almost every squad can have at least 1 if not 2 AT soldiers.

That’s because the whole point of an AT soldier is to kill TANKS. Not infantry.

  • AT launchers
  • AT mines
  • AT field guns
  • Tanks
  • Aircraft bombs
  • Direct hit to the top with artillery
  • High caliber weaponry including some aircraft cannons and HMG fire
  • Non- Lethal fix is to use Czech hedgehogs (if change was made where they couldn’t break them down as generalized infantry)
    THERE ARE OPTIONS BESIDES EXPLOSIVE PACKS.
    But because explosive packs are so busted OP, thats the only thing people really use!

That’s their job! Though unlike INFANTRY, they can’t capture or prevent capture of objectives!

Time and region are also problems. You can’t ignore those players who face a huge number of T-34-85s in Berlin and KV-1s in Stalingrad. Their numbers are often even less than half of each other.

This update makes it easier for the explosive charge to bounce off. You need quite skilled throwing skills. Of course, if you don’t have the skills to increase the throwing distance, it’s almost the same as climbing the opposite car. Houses and bunkers have always been places where tanks should stay away. There is no problem. You need to shoot more high-explosive bombs before driving, or wait for your teammates.

QQ截图20230311010431
I will, because the rocket launcher is really easy to use, and the explosive charge is completely insignificant compared with it.In fact, my companions and I will do the same, without taking AT soldiers, only in Moscow or Stalingrad, because their anti-tank weapons are not powerful.


Good, if you are a novice for more than 40 days. If you do as you say, then you and I will pray every day that this AT soldier will not be killed first. If I were in Tanqueray, I would hit your AT soldier first, because the things on his back were too conspicuous.If you don’t have a rocket launcher on your back, I don’t even care about you! Furthermore, our team should not only be competent for the anti-tank task, but also attack as the main force of the battle. AT present, the AT team (3 AT soldiers, 1 commando, 1 machine gunner and 1 engineer) is obviously not competent for this job, and they will be severely cleaned up by the commando and the machine gunner team, so I hope they can have one more person, one more machine gunner or commando, and at least have enough fighting capacity, but there are more anti-tank weapons.

Pray with me to let thAT at soldier live longer.

People use explosives only because they have no choice. The fighting capacity of AT troops is too weak! The only AT soldier in the team dies every day!You can’t let everyone be buried with him just to make use of AT soldiers!

Each of us has a tank. If the infantry doesn’t have the only strength to fight back with explosives, who will be willing to risk their lives to attack? They’ll all be the meat of the tank! By the way, I will be very happy, because I can bully the infantry with three tanks, but this is not what I want.

You act like TNT charges and AT mines don’t exist. There are still AT OPTIONS for infantry, but they require either premeditation in the case of the mine or requires you to get close with a TNT charge. Both are possible, just more difficult than throwing an explosive pack at a tank. My whole point is that the ranged option that makes the AT soldiers unique is completely outweighed by the explosive pack that any soldier can carry.

Also, the “nerf” they implemented removing the auto-throw function acts more like a buff, considering that it is now easier to AIRBURST an explosive pack above a tank. If it detonates above the turret or the rear of the tank at all, its an instant kill. In addition, you can cook it even more to where the tank doesn’t even see the icon before they are dead. That’s not a “nerf” thats a buff.

at close range machine guns are a WASTE
machine guns should be used at long range, cause you are a sitting duck
you will get wiped out by bots in seconds.
problem is the massive disspersion they have even with this update.
and the lack of a bipod system.

Again, I can only partially agree with this. Because in real life, you could very well take down a pillow fort with your bare hands. It would take a while, but you could do it. So I disagree that a Comrade average can’t walk up to a pile of sandbags and disassemble it. Though, I would say again that if Comrade average werent an engineer, that maybe it should take longer for him to do so.

Now, I can agree that walls, barbedwire, HMG nests and so forth should either be blown up with A: Explosives or B: an engineers toolkit. Not Comrade average with his bare hands.

The weight of the mine will make your physical strength quickly consumed, so it is useless. As for TNT explosive, I don’t see how much more difficult it is to use than explosive charge. By the way, almost no one will choose the ability to increase the throwing distance by 50% because they need to choose the skill to reduce the recoil.One more thing, exploding the explosive charge in hand is ineffective for most tanks (T=34,KV1,tiger), because your explosive charge needs to explode beside its track or above the car body, what’s more, it is not as good as TNT explosive. You can try it at the training ground.Obviously, the explosive charge has been quite useless after being weakened many times. I don’t know what’s good about it.