A continuation of my previous post: Part I
Dedicated Anti-tank grenades
Acknowledging not every class can be equipped with effective anti-tank weaponry, other than the Satchel charges, I would suggest a wider variety of grenades. In specific anti-tank grenades, some of them for all classes. From sticky bombs, light anti-tank grenades, bundled grenades, HEAT grenades and rifled-fire grenades. These new explosive types should allow a more reliable deterrent of enemy armour.
Removing satchel charges from all classes:
Going along with the previous point, removing these explosives would give more value to other types of grenades and serve for balance somewhat the current redundancy -Many people will surely equip TNT instead of regular grenades. The TNT charges would be available only for engineers or anti-tank regiments. My experience against this explosive have been mixed; from players spamming it because of the lethality against infantry, AT suicide bombers, or a complete failure to stop even tanks.
Intro cut scenes/animations
I understand this could be somewhat difficult or costly to accomplish. But I consider you guys should go for it and do intro animations/cut scenes. A history-based debriefing of the mission, from both sides of the battle. Letting the player know about how the mission should go and what are the objectives, routes, etc.
The map design and details are just beautiful according to me. So consider this should be used to add some cinematic to the beginning of battles, for example; All players squads arriving in animated Landing crafts instead of just respawning on the beach. This would likely go along with the ability to choose already started battles or join an already ongoing lobby, that option is missing right now.
Mechanized Infantry squads
Another suggestion would be the addition of mechanized infantry. This squad will be similar to what the motorbike squads already do, they will be equally mobile; having at their disposals half-tracks to flank and ambush through the map. AI Firing on the move from mounted machine guns and open compartments. Perhaps even serving as transport to other friendly squads in the battle.
The advantage of the Mechanized infantry class will be the number of troops transported. The high mobility and versatility of the squad inside and outside of the vehicle.
If players choose to play with the crew members only, the half-track could be free to transport friendly squads. Squads using machine guns, flamethrowers or even handheld anti-tank guns. Or several types of half-tracks/APCs/IFVs could be added for the diversity of this squad. For example, mortar firing halftracks or flame throwers. Possibly having bonuses when operating close to other friendly vehicles or tanks.
Improve commander outside the hatch
This one is a less significant suggestion yet quite important for players that enjoy tank gameplay in Enlisted.
The commander looking outside the hatch could be improved, more specifically on the modelled way he is exposed on the hatch even under heavy fire. Currently, it looks like he just wants to get shot, therefore I consider this could be improved. Adding a keybind to choose when to be less obvious outside the hatch or a more confident view (as currently) for greater visibility and awareness.
Teach AI to use ladders
Currently, they cannot either go up or down. I’ve found situations where players place rally points on high points only accessible by ladders. Then players will spawn with their squads and AI will jump to their death because of their inability to use ladders.
Ladders also could be placed in several locations, such as Gorge, to improve mobility but the AI currently could not use it.
AI soldier falls to his death while the squads are trapped up there.
Quadmount M45 for allied Anti-air
The current buildable anti-air emplacement by the allies engineers is German-made. I suggest changing this anti-air for a still powerful and arguably equivalent emplacement - The ‘meat chopper’.
Parachutes for pilots
To my tragic surprise, pilots do not have parachutes. Is unknown to me the reasons why they do not carry parachutes, but parachutes were an important element of pilots’ security during world war II.
The parachute could be added to the backpack slot on all pilots.
Issues with classes and weaponry
I’ve come to note that classes such as the German snipers, riflemen or engineers (perhaps even more) could be equipped with the light machine gun/automatic rifle FG42. While allies contra parts cannot be equipped with any significant equivalent other than the M2 carbine, which is a Carbine and not a rifle/light machine gun. Thus less effective in the distance and with a more significant damage drop.
The closest equivalent to the FG42, the BAR, is only available for the gunners, which is highly imbalanced in my point of view since many German squads can be formed entirely of automatic guns, while allied squads will be limited by semi-auto fire or short-ranged automatic carbines.
I am suggesting Allied classes be equipped with the BAR just like various German classes are equipped with the FG42 rifle.
Soviet riflemen already are capable of automatic fire from rifles, so allowing the same for Allies in Normandy seems a possible solution.
Alternatively, I suggest the FG42 rifles would be removed from all German squads except Assaulters and Machine gunners, for balance reasons and to increase the value of Manual and Semi-automatic rifles.
Improving the AI using ATRs
A detailed description in a independent suggestion: Improve AI using Boys ATR
Improve the AI command ‘defend this point’ during combat
I tend to give my troops individual orders attempting to increase their effectiveness. I place them on windows or corners but as soon as combat starts they change positions within a sometimes excessively large radius, in a random way. This is troublesome when I require them to fire from windows or stay behind sandbags. They will even attempt to exit the buildings in some cases, getting killed in the act.
I am suggesting a reduction in this random movement radius to a half or perhaps less. If possible a smaller radius when indoors and a regular radius when outdoors.
The troops are placed accordingly to the position i gave them. Combat is happening outside but they should remain where they are ordered to stay.
This disobedient soldier decides to go outside away from his indicated point and gets killed.
Danger close, troops were placed and ordered to hold the position behind the wall.
Where did they go? they started to move back and forth randomly away from their assigned positions. Instead of actually guarding by the wall as ordered.