Do away with infantry classes

Suggestion:
1/ Do away with the “Classes” of infantry (Sniper, Assault, Bomber, etc);
2/ Strengthen limitations on weapon use by linking the ability to use more than the initial weapon (usually a rifle) to perks, rank, and weapon modification.

The “Class” system is unevenly used in Enlisted – tankers are exempted having no differentiation by role (driver, gunner, radio operator, loader, commander), but infantry and airmen do have strict limitations. The limits on airmen are not unreasonable, but those on infantry serve only to stifle the game in an unnecessary manner.

Allowing a more unforced and realistic progression for soldiers in Enlisted will encourage players to develop their own styles, and be a unique selling point for the game, alongside the multi-soldier squads.

Limits on weapon use and squad composition can be made much more subtle and relatable to how such things were limited IRL by strengthening some other “realism” related features.

Weapon use:
• Start each soldier with the capability to use the basic weapon type – in Moscow this will be a bolt action rifle for both sides. In other scenarios on the Eastern Front there may be SMG squads where SMG’s are the basic weapon, and soldiers have to learn to use rifles! (But see below about linking to a historical prototype for weapon availability);
• Allow use of other basic infantry weapon types (Rifles, carbines, SMG’s) as perks. Use of captured basic weapons (rifle, SMG) should be a separate perk, and use of more advanced captured weapons an additional perk on top of that;
• Require higher rank for use of more specialised infantry weapons - ATR, LMG, flamethrower, sniper rifle, rifle grenade, mortar. EG those used in an infantry section or in multiples at platoon level (LMG, Rifle Grenade) could require 2 star, those used in specialised units at Company level or specialist section in a platoon (eg 50mm mortar, ATR) require 3 star, etc. Also require expenditure of perks in addition to minimum rank.

Weapon availability:
• Weapon availability is already heavily restricted by the reinforcement system – maintain this;
• Restrict and require primary weapons in each squad to be in accordance with the TO&E of a historical prototype. Additional weapons must be secondary, representing individual soldiers’ preferences;
• Lower the unimproved performance of some of the more desirable weapons, to make the improvement of such weapons more attractive. This will encourage breaking down more of the unimproved weapons, further restricting total availability.

Soldier recruitment and progression:
• Receipt of a new squad type will require it to include at least 1 soldier with the required rank and perks to use any new weaponry, as is done at the moment;
• Allowing soldiers to improve their rank and perks to use new equipment will allow progression of squads as a whole. An example would be a militia squad in Battle for Moscow that starts with only obsolete rifles. As it gains experience and the war (scenario/campaign) progresses it will be able to be designated as regular infantry and equipped as such – with a “normal” compliment of heavier weapons in accordance with a changed historical prototype. This was the case historically with several militia divisions that were reorganised into regular divisions in 1941, and smaller parts of militia units that were absorbed into various other regular formations;
• Allow a historical range of prototype squads and progression between them, but limits on overall force composition – eg Soviet infantry by 1942 had “heavy” and “Light” squads – the former having a TO&E of 2 LMG’s, the later only 1. The heavy squads were supposed to be used as a firebase for the platoon. So you might allow 1 heavy squad per light squad fielded, and a player can upgrade a light squad with another LMG into that role if there is a “slot” for that squad type in the line-up.

So there will be assaulters that “learn” how to use bolt actions. How exactly does this change anything? Other than making all soldiers start as rifleman and have to “train” into becomming the other specialization types? Aka lengthening the already tediously long progression we have? No thanks

I do not think soldiers would start with a rifle, then due to combat experience suddenly know how to use a weapon they were not trained in, instead of being deployed to the front/reservers by reinforcement already trained with specialized equipment.

No, they should be removing the loot boxes. RNG is not fun. If you want immersion, logistics divisions would not supply frontline squads with random gear. They would give the LMG squads LMGs, SMG squads SMGs, etc.

Not quite sure what you mean here.

More war thunder styled stock syndrome, no thanks.

I do not wish to have to sacrifice 100s of the already more desired weapons to equip all my soldiers with what would be the “basic competitive” statted version of the gun. The upgrades are all mandatory as they do not have any drawbacks. Who in their right mind would say no to +20% fire rate and +20% damage? You are only making the grind worse for newer players this way.

How exactly is playing with obselete weapons fun? No thanks.

Overall the bottom line of this thread is to increase progression and make it even less fun for new players (at an arguable increase in immersion), so I can not approve of this.

4 Likes

Wow dude, your suggestion is absolutely opposite from mine.
Better squads! (with poll)
How are we going to balance this?
If someone loves spamming mortars he could train all his squads to use only mortars?

Now even if I main soviets how is this realistic? Im pretty sure SMG is more complicated to use than rifles so how is it normal to begin with SMG only and then learn to use rifles?

There were squads like those but adding them in Enlisted will brake the game.
Maps in Moscow and Berlin are very, VERY small and narrow. People already got enough pissed off from having to fight in such narrow maps where SMG rules and I dont think giving everyone SMG will fix it

Edit: dont get me wrong, I could agree with some of the things you pointed out and Im a huge fan of realism and realistic imbalance between teams but I just think some of your points give to much POWER to individual soldiers

to individual soldiers that were made that way after months of grinding, that is. New players would not be able to do jack shit if this came through.

1 Like

tru

Not a single thought as to what it might TAKE to balance something if you think that is a problem.

As expected.

Well if we think it will be unbalanced, come up with ways it can be balanced. It’s your idea, we aren’t responsible for it.

1 Like