Enlisted eventually failed at trying representing historical aspect

What I suggested years ago is:

Also, a ancient suggestions from me to dev: Limit those not massive deployed weapons in game by limit how many a player can get.
If one player only can get 5~10 FGs, then I 100% no doubt at its strength.
Also, this game has far away from being realism. IRL, the strategy for two factions is different. And their position is also different.
What about give Soviet endless man power, but a attack timer? And German get limit respawns but a better defending position?
Lots of things needed to let weapons positioned correctly like its history situation.
MP43 and MkB - #63 by 98438685

:face_exhaling:
Enlisted is now after Warthuner’s BR mechanism.
Completely derailed from being close to bring up immersive historical battles.

In fact, lots of game’s has a pretty good balance between bolt action with automatic, and tanks and planes.
But now… Completely E-Sported.
Same BR’s weapons/vehicles must perform almost the same. Unlike previously, Soviet can be better at SMG and tanks, while German has better planes and LMG (Tank are also pretty decent).

So you are not aiming to take same years/battles equipment to match, but their performance, their BR.

Also, automatic, without limitation, really ruined the game.
Now, no one cares if that weapons has been produced and used for how much, because BR, you only need to care if that match other weapon’s performance at same BR.

(Some) powerful equipment were certainly less common in history, or how the history has its own other way to compete with it.

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Here’s some fitting quotes with a unique twist ( pun 100% intended )

“We live in a timeline.”

“Be careful what you cry for.”

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If this is a purely infantry skirmish. Limiting the number may be enough one way.

But in Enlisted you have more possibilities

Soul Score/ Spawn Score will be more Programly Scalable.

For example, You can call in a Katyusha shot for 500 scores, or drop a paratrooper squad for 200 scores.

You can also deploy points with Soul Scores to make returning planes and skydiving meaningful, and players can redeploy as infantry in airfields.

Radio drop napalm, which costs different scores

Spend scores to deploy a powerful flame-breathing tank and clear buildings of enemies, here’s a screenshot from the game by playing players.

…

When you have a lot of things, or will have a lot of things, it’s not enough to limit the amount.

What if you want to weaken or enhance the performance of weapons, turn them into laser guns or marshmallows, then the players would “consciously” chooses these weapons? Even more whimsical. They just abuse everything they can without limitation.


Finally you need some thing like

image

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well, it does kinda upset me that enlisted decided to sacrifice historical accuracy or to the very least, the fraction of a shadow that it used to have ( like the current version pre system ).

though, you can’t really blain them.

making it br it’s more convinient for them, and technically, for us.

as, to be fair, i cannot see how to make work the current system. too much of a hussle.

let alone trying to balacing this mess without a total rework like they did.

and, well, custom matches and mods are still gonna be a thing so, i don’t think it’s going to be that bad.
i just wished for a pve to lunch with it as well.

so it would sort out many issues and stuff. at least, imo.

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So when will I see the KV-2 in battle for Moscow?

In order to do what you call historical accuracy. Such historical accuracy left the game a long time ago.

And There are also those iconic transport vehicles, such as the iconic sdkfz251 armored vehicle of the German army, which have not been added to the game for a variety of reasons and reasons.

As a game, you ultimately need something that limits the deployment of these things.

I don’t pretend to fully understand it, but I also don’t really like what I’m kind of hearing with regard to this, either, but to be fair, all of the existing campaigns were so far off the market is far as reality goes with regard to the equipment that was being allocated to them that it wasn’t really very realistic anyway

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The flamethrower KV1 would be insanely cool

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Its a problem when there are only retarded games with WW2 setting around (CoD, BF), and all you get is just another one, which absolutely spoils the immersion, turning WW2 into return to castle Wolfenstein, while on the start promises historical campaigns.

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Well, why won’t you play some korean shooter game not dedicated to WW2 instead?

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then go play other games and leave us alone in our ww2 fantasy

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But I am okay with enlisted, you are crying nonstop xD

You are crying at everypost. Every time there’s a new topic you jump in and cry even if the post does not concern you.

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I mean technically it’s not because everything in game is from the WW2 era, yes they blur the lines here and there but it’s all toys for the sandbox

That’s simply not true. And I will not argue with liars, sorry not sorry. :man_shrugging:

get a life dude

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what do you expect from someone that is full of fart and can barely contribute to anything remotely useful or productive.

doesn’t take you long to go on his profile and search for something that is merely interesting or well put together to actually make sense.

alll you are gonna get from this one, are random skill issues or whater he moans just because he disagrees yet can’t actually articulate a response on why. btw,

anyway.

once again, i love your dedication to this… soul system.

but in a game like enlisted i hardly think it’s gonna work.

there are many factors that kinda negates or directly make the whole system suck.

just as an example, you do good in the battle, and by the time you actually get to use what you grinded for, most of the time you are not gonna use it too much because there’s a high chance you are gonna use it for 1 minute and a half just to get blowed up by some airplane suicide bomber, mines, or long range anti tank weapons ( for example related to the tigers or any other tank that has a higher score system ).

which again, i don’t see why people that grinded stuff should get punished for then having to use this restrictive system.

at least, that’s my opinion.
or perhaps we should dive further for a conversation about it.

too many incognitas.

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I understand your concerns, but in my opinion these are no worse than limiting the amount or not limiting anything, it’s only better, depending on the details of the implementation.

They don’t get penalized, they just can’t be abused or spammed.

It’s like in Dota2 you can’t launch any skills as you like, or in RTS games you have to save a certain amount of resources to build something, everything is strategic and choice. Cheap things can be deployed in large numbers, while powerful things should be used sparingly.

Of course you’re in some modes where you can fire abilities or build things as you please in those games.

Everything can be reversed here, and the respawn score mechanism will be implemented in a special mode.

You don’t want 100 KV2s on the map, of course, limiting the number is also a way. If you can replenish these numbers through a cooldown, it is essentially the same thing as the spawn score.

Spawn score also helps manage and avoid players abusing transport vehicles one day we may have or something like that.


This will make everything in the game usable.

You think about the current ba-11 and Stug III A they are nothing compared to the free open vehicles in Moscow, these things are players, I paid for them, in order to fund the development team, they should be useful, as in their history same role.

Stug III A should cost less respawn tickets, well now apply that shared respawn ticket to every player and what do you get, you get something like Spawn Score.

In this way the Stug III A has become useful, and he is no longer a suffering thing, only to gather dust in the warehouse. Players in every community advise you not to buy it.

Even from a historical accuracy point of view it fits perfectly, the Stug III was a cost-effective fire support mobile artillery that acted as some sort of tank to provide fire support to infantry.


This feature can start with radio support, and building resources for engineer.

Imagine one day you could build a 17 pounder AntiTankGun or something like that, maybe you shouldn’t be able to build it at the start of the game, or misuse it build it everywhere

You’re an editor gamer, you know the 2-pounders and the 17-pounders, and I have no doubts that these already-crafted content will make it into the game one day, officially. So how to do this properly? Let them be abused for being too powerful (17prd), or ignored for being too weak (2prd).

It can be just some simpler scores, or something more specific. Anyway here are just some brainstorming examples.

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in my opinion, cooldowns do the work just fine. because it’s similar, yet does not punish you too much for using it.

as with your system, once you lose your equipment because you got wiped out, you will have to somewhat score again tons of score to re use it.

( or so i understood. because you mentioned it, but changed it various time. so i’m not sure with what you decided to stick ).

so, by a cooldown you are able to use it, but less frequent.

reminds me the system of battlefield 5. though, there, it worked similar to our current artillery system works.

if someone called a super vehicle/ability no one could use it until was over.

and in the bad hands, could results in a serious defeat upon a victory.

which, with enlisted always dwindle in the individualism and team play.

well, the issue lies in the differences.

usually, in rts or MOBAs lies in the fact that there are usually some sort of equal balance. or, you have the stuff from the get go.

you would apply a similar system in one asymetrical balance and grind game.

which MIGHT work, but is it really worthed to spend and grind just from being locked and not being able to play it?

because a cooldown is kinda neutral. you use it, if you die, you can use it again.

with a score system, you have to make those points by killing alot of things and capture the point, and then you are able to use those heavier/better squads. and then might die prematurely ( relatively earlier because X or Y reason ), so you have to restart again WITH a cooldown on top. so you might not be able to get it back at all before the match ends.

so yeah, it’s a bit… tricky for alot of aspects.

whether i get the though behind, and can somewhat agree.

a total historical accurate settings would… kinda defeat the whole purposes.

such as USA against germany.
historically, the USA were better equipped, and had much more manpower.

so… would this mean USA gets majority of the beneficts and less spawn cost system?

idk. doesn’t sounds fun to me.
( and i am guilty or thinking like that. )

yeah, would require quite a lot of that

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Unless they have different cooldowns for different vehicles. But this is only for vehicles.

From a procedural point of view, SpawnScore is more general and extensible.

What I appreciate is some kind of general mechanism. I’m certainly happy to discuss and study the shortcomings.

There’s a lot of ways they can do it, like these values can be incrementally increased by time, so that you get something like a CoolDown.

By contributing in battle, adding scores so you can reduce these CoolDown, well, it can all be fun.


The scary thing is that you can abuse these super vehicles in the game now, and as you play more and more advanced players, you will find that these vehicles are everywhere.

Well, there are also players who can personally play the role of suicide missiles, precisely focusing on every corner of the map. They complain about what will happen if they don’t.


With spawn scores, you won’t be unable to play, like I said your first deployment is free, even if you’re a rookie you’ll get at least one second chance to play. But you can hone your fighting skills and contribute more to the game so you can play more.

And now the current game mode, that’s the case you are UNABLE to play something.

For example ba-11 and Stug III are now really “UNPLAYABLE”, you have to suffer yourself to play them. Other players will tell you that these things are crap and useless, and laugh at you for buying them.


Depends on the exact spawn score numbers. Balanced implementations can be flexible.

But here they can solve the unplayable problem of M10 and Hellcat.


I don’t think the lack of teamwork is what the devs want to stay here. They may gradually improve communication between players.

Even in PvE mode, you will need to cooperate and communicate.