I Hope this is readable and understandable between the players and the developers cause make this hard for me to collect as much as possible
FG42 Nerf from 20/80 ammo to 20/20 because of its possible 100kills from 1 bullet kills of the head or neck area.
After the nerf it’s now 40kills from 1 bullet which makes German Infantry(Axis) now harder to rely for ground Offenses and Defenses.
Average Players and Outliers. The average players base who has a FG42 wouldn’t get a 100 kills because it’s the best Weapon in the game its how they utilize between how many shots they made and missed.
The Outliers who are good at FPSshooters is like the easy mode when using this gun it’s as effective then to most rifles.“But not Game Breaking”.
Between Large Backpacks and Ammo Pouches
Any Trooper weapon is option for Semi-Auto Rifles
M1 Garand
M1 and M2 Carbine
SVT-38 and 40
AVS-36
Gewehr 41 and 43
ZH-29
and maybe the Experimental Semi-Auto Rifles.
But the FG42 is the only weapon to have a Double Edge Sword.
the options of carry backpacks or ammo pouches is more of a restriction than a helpful resource.
if the player carry backpack(Small or Large) running out of ammo is as quicker than the squadron(s) engagement.
if the player carry ammo pouches the AI Squadron(s) wouldn’t last half way maybe the player but still wouldn’t last.
And the Update 0.1.22.13
or 8 on Consoles.
Say “FG-42 - The initial amount of ammunition has been increased to the average ammunition for semi-automatic rifles.” Its now 20/20 in reserve.
Before its was 20/80 in reserve.
Shotguns Nerfs
Shotguns at CBT and OBT was effective with the Submachine-Gun Combination for the Assaulter class
after the Nerf Shotguns are less Effective for Breach & Clear and Run & Gun Scernarios. the Damage is set at 345.6 10%+ more if Full Upgraded 380.2,190.1,38.0,3.8. For all Shotguns Set Default.
Before Nerf (TOZ-B)2592.0 at 10meters 1296.0 at 40meters 259.2 at 100meters and 25.9m at 200m
After Nerf (TOZ-B)345.6 at 10meters 172.8 at 40meters 34.6 at 100meters and 3.5 at 200m.
Before Nerf (Winchester Model 1912) 642 at 10meters can’t find any source but i have experience a change from the CBT and a week of OBT.
After Nerf (Winchester Model 1912) Set Default 345.6 at 10meters 172.8 at 40meters 34.6 at 100meters and 3.5 at 200m.
Before OBT (Browning Auto 5) 642 at 10meters.
After OBT Not Available.
Results of Shotguns Before Nerf 1 shot at 15meters if possible
Results of Shotguns After Nerf 2-3 shot at 5-10meters if possible
Realistic Shotguns can ranged from 15-25meters kill or neutralize its target.
This nerf made Shotguns off-meta from the 1-3 Shot(s) Weapons and making it this the Most Useless Weapon Category in Enlisted.
Artillery Strikes Overall Usage before Nerf
Its one of the most effective blockade for any team to use against the enemy team.
its was unlocked at level 6 for Battle of Moscow.
Unlocked at level 7 for Invasion of Normandy.
and Unlocked at level 7 for Battle of Berlin.
There was no limit for how many players can use it.
but its was depends on how many players who have it at level 7+
its was the greatest tool for matches that could change the game(s) outcome its was reliable enough for players to make a winning chance(s) “like Tug of War with a bit of Mud throwing.”
VolleyTime was Preparation Time 5-secouds, 20-Secouds of Striking and 10Secouds Cooldown. everyone use it smartly and carefully.
After the Nerf
Its a Weak Blockage for Players to go around and has to be used 1 one at a time for each team making other players who wants or need it the most nothing but a afterthought making the player disappointed just because he has to wait his turn and if he it wouldn’t as effective now.
The First Minute of the Artillry Strike needs to be activate. is a OK Nerf.
Artillry Strikes take least Damage. Don’t know what to Say.
VolleyTime Between Artillry Strikes for Players usage is 30-secouds now.
Meaning preparation time is 10-secouds, 20-Secouds of Striking and 30-secouds of cooldown. Thats 1 Minute Per Person of Artillty Strikes.
Radio Operator are Just Troops without Artillry Strike Combinations.
Making This the 2nd Useless tool of offense and defense.
Mortars
Mortars are the EXP layback Killers defending with little effort but play smartly and predicting the enemies whereabouts for simple defense.
The Mortar carry 10 mortar bombs and use it take enemies out 1-by-1 the will land and BOOM! on too the next bomb.
But if you get a Engineer on the squad you can resupply the Mortars with a Ammo Crate(s) limit is 3.
This is Greatest thing for Mortars and Players to find.
Because this game is about Long EXP Grinds and can be the easy to get EXP.
but if missed those shot the opportunity go in the Enemy’s Favor.
After the Nerf
Mortars are just a thing without much help.
1 Ammo Crate resupply for Mortars only. can be resupply once. before the nerf it was 10.
But Mortars are just there.
Now was all of this Game Breaking?
No Its embraces All the Weapons like they’re real
it make World War 2 blush from the potential of Chaos.
Its a love letter to Video games and World War 2 Fans.
Whats Game Breaking is how much has change from every update that was Nerfs for the worse and break Immersion to a held.
and Respawn Timer take too long for the Defensive Team.
Forward-Risk
Supporting Offense and Defense
Scouting Positions
This game is about Infantry with Vehicles and Other Weaponry.
Thank You