Hello, readers, I’ve been playing Enlisted, mostly with Battle of Moscow campaign, axis army, finally reaching level 25 (without premium account), generally a few times a week.
Previously, I played war-thunder, so I know about flying the planes…
Speaking about planes and performance, until about level 20th, I didn’t have a dedicated graphics card, so flying planes was extra challenging, as fps often stayed somewhere at 6. Bombing accuracy was low, especially with smaller bombs. Dog-fighting was near impossible. Battles on the land weren’t that much better either. So, if by any chance You’re analyzing my stats, You know the reason why.
Despite that, I played. Why? It was fun. And still is fun.
And I have to admit, there are a few niches, where even volkssturm-grade cripple could actually contribute to the team.
The most notable of them: radio operator. Just stay out of trouble - in a building or a bush and keep calling the artillery strikes in. Works especially well, when upgraded with faster artillery strikes in squad upgrades menu. Occasional peeking out of the windows/surroundings could help prevent from stragglers paying a visit.
2nd being mortar-man - similar to the radio operator, staying out of trouble is the main goal. At least at first. Ammo is limited however, so unless You’re able to coordinate with the team (at, possibly, borrowing time from the attacking (or actively defending) portion of your team) to build some ammo boxes, You’ll have to get closer…
And that brings us to the 3rd best option - engineers. Yes, while Your allies are buying time (or space, if attacking), you build an elaborate fortress (Or try to - there’s not much you can do with limited build points, engineers in squad, or generally not knowing (in invasions when defending) where the next capture point will appear…)!
For actual things that engineers can do - sandbags are useful in many situations, same with ammo boxes and rally points, while barbed wire is viable when defending. Yet it can be a friendly fire liability. Tank traps (Czech hedgehogs) are similar, though they can serve as an expensive and ineffective form of cover.
The more advanced options like AT and AA guns… bit of a mixed bag with risks - remember that the enemy can use them.
Same with static machine guns… Well, a bit to a lesser extent, as their firing arc is severely limited.
4th option is sniper. But, it may depend on the map. Remember that in squads mode, you can request ammo from squad-mates… Hm… I don’t remember trying this out with mortar-men… The actual command can be accessed with command chart (default alt button on keyboard).
5th option is tank crew. Tanks are more bulky than infantrymen, and you typically need to worry less about return fire and other hazards, but, again, it depends on map. Tank-v-tank duels are tough, but doable, at least if vehicles are comparable (don’t bother trying to fight Generally, the classic rule from Panzer General describes the intended behavior:
Infantry is king of restricted ground, while armor is king of open ground.
In this game, however, there will be more urbanized and otherwise restricted ground maps, limiting the usefulness of vehicles.
To make sure that it’s not too big wall of text, I think I’ll be posting several parts of this review/feedback.