Wow thank you for that insightful information that I never would have thought of myself
Really an absolute eye opener bro
MGs really don’t make the problem any worse because braindead people neither use nor counter MGs.
Just like War Thunder, you’ll find yourself being the tard-wrangler regardless.
I agree, but I also am realistic enough to admit Darkflow will never remove the weapon upgrades, so all I can do is advocate for sidegrades, which are not mandatory to have but still offer that progression they want.
I don’t see enough halfway-realistic sidegrades to encompass every weapon.
No, plenty of mongrels use them, but no one counters but maybe one or two. It’s a godsend when I play with my friends since we aren’t troglodytes.
if they’re using them, they probably don’t eat paint.
We only need a handful, like 2 or 3 (sets in case of lighter/heavier)
heavy bolt, light bolt > increase/decrease rate of fire in return for velocity, recoil and damage over range
different ammo types (see H&G, they did a pretty decent job at this)
then maybe a third I haven’t come up with yet but we can probably come up with as a community
I like that the 50mm HE is pretty much a nuke with 170g but the 45mm in Moscow is a firecracker with 135g.
I’d love to read the massive difference in shell composition that give it such a boost
Also second to last point in Le Bre Invasion needs the defender playable area expanded towards the previous point. As it stands they can be spawntrapped by a tank outside their playable area.
Literally 10m between the point and the Defender’s bounds, come on guys.
You can easily kill 5-6 targets with a single 45mm HE shell - but to be so close you really need them to be AI or catch them at a choke point - here’s a great example 
So… here it is.
- What I like
New permanent campaign
New swamp map (I can imagine this map having more potential in invasion or assault mode tho, but surprisingly this is one of the first maps that I say that domination is not a bad mode for it)
More weapons, more variety
Game kind of feels more alive (more balanced matches) but that may be just my feeling.
More open maps (aside of Ver-Sur-Mer that is pure cancer to play)
- What I don´t like
Ver-Sur-Mer is absolutely horrid. Map is small meatgrinder that is not even fun. Thanks to the dark
inside the building, it also provides insane advantage to church defenders and can often be almost impossible to conquer. Cap distribution is also bad, caps are too close to each other.
Copy pasted design of premium squads… it was met with extreme criticism first time, why anyone would think it would work second time? Because it doesn´t.
It wasn´t necessary to cut down size of Normandy beach Invasion. Now Both attacking and defending team lost many offensive and defensive options. I already criticized this approach in new Moscow Manor map so I wont go into details again. However, current D day invasion is still something that can be lived with even after changes.
Weapon variety certainly works a bit more than with Moscow, however cap distribution still needs some work.
- What is so bad design decision, that it boils my blood (none of the listed below is surprising a little bit and was probably expected from me)
Progression system still being draconic bullsh** that is to be expected from scammy mobile games. Again Darkflow, this is FPS game not a casino! If gaijin demands game build on frustration, it is doomed to fail and devs should do their best to eliminate as much frustration as possible. Otherwise Enlisted should be renamed Infantry Thunder. Current progression system is easily one of the worst I ever seen in non EA game.
Progression system AGAIN… this time research tree. Why should we have multiple types of same squad? So we can pay for premium, equip THREE SMG SQUADS and LMG squad to literally ruin everyone´s experience and day, and eventually ruining Darkflow´s day as well with turning Enlisted either into ghost town or absolute meatgrinding sh*tfest without any semblance of realism or combined arms gameplay. (thus completely destroying what is Enlisted trying to achieve in the first place…) By supporting this kind of gameplay further Darkflow is shooting itself in the foot (with a bazooka, and acid bath to fall into right after).
As mentioned, current meta is still not changed. SMGs generaly rule the world with some Normandy maps being a good exception. How is that a problem? Problem is, that all nice models, type of weapons and variety (and all Darkflow´s devs hard work) in general is now effectively useless which renders EVERY non full auto squad obsolete and pain to play. Playing as trooper squad may be a bit less painful in Normandy (but still very painful), but it is absolute hell in Moscow. The only solution is to support map design that will make other soldier classes useful, there is no other way around that.
Final verdict:
There is no other way around that… I have to say it. Enlisted had good start and I still do believe in it, but it is slowly turning into Infantry Thunder (game that looks nice and detailed, but is built upon multiple layers of player frustration, casino mechanics gated by more casino mechanics).
I do not want to refer to Enlisted as “Infantry Thunder” (which is pretty much mark of shame) but if Darkflow keeps this approach, I and many more will be forced to do that).
I really want to like this update… I really do. But progression system alone spoils most of my positive feelings about it (and there are plenty) by giving it a very sour taste.
I pretty much agree with everything you listed. I do hate the slot machine model, I criticize that a lot. It feels like I have to gamble to collect some pokemon. What I did suggest is turning the progression from what it is now, into a research-oriented model. Similar to WarThunder (since we’re already headed that way).
Everyone should start with crappy bolt actions and have to research parts (weapon upgrades which change the stats in positive and negative ways eg. faster fire rate for higher recoil). That way everyone could work towards the guns they want and we’d be on a levelled playing field. The same goes for vehicles.
Squads honestly are alright the way they are with their progression even though I dislike the squad mechanic in itself. Feels like a leg shackle attached to an iron ball which you need to hurl around the map
About SMGs, they should dominate in close quarters. That’s their peak, don’t think you can work around it. The issue might be lifted with my research suggestion
Gotta catch them all, those SMGs! 
Now in all seriousness, simply bigger, more open maps that do not enforce small meatgrinder areas (such as Manor map B point if it is moved into courtyard) is enough to put an end to SMG only meta. None of the weapons should be entirely useless (especially if certain classes are bound to use starting ones as secondaries) and I do not believe SMG would become useless if maps and caps gets adjusted.
on that new church map you hate, I found I can lay in the top of the belltower of B and snipe both A and C.
Is that to you an appropriate application of long-range lanes?
I only hope the given feedback is taken into consideration.
I’m new to enlisted, only got into the CBT a week ago so I’m not sure how the devs work with feedback. I know they have to earn money and whatnot, but I don’t believe this slot machine model will fly in europe. Starwars Battlefront 2 got slapped hard for doing their lootbox scam and if you can buy those cards when the game releases, we’re pretty much in the same situation
That is hard question to answer as you can do the same in Kamenka but nobody gives a damn about it because in Kamenka these snipers are easy to be dealt with. Also, Ver-Sur-Mer is something I do not even consider a long range. I already pointed out in my main post, that cap distribution is off.
It’s a LOT more favorable to the sniper in the new map. the caps it shoots into have very little cover, it has a crystal-clear line of sight on them, the climb up is much better protected, and you can go prone on the high board running across the middle of it so you’re a harder target than being forced to stand on Kamenka.
The only reason I died was because I ran out of ammo, ran out of ammo with the next gun I picked up, then accidentally fell down.
Also it needs to be pointed out, that church is so easy to defend, that sniper is pretty much safe from getting intercepted from the point itself. Perhaps more natural obstacles to other caps should be implemented to make sniper´s life a little bit harder and give the rest some protection (skilled sniper however should be rewarded for his effort just like any other class). I hope I somehow managed to answer your question.
My question was to get an idea of what a long-range map should look like to you.
A map that does not make any of the weapon classes utterly useless. The closest to it was the swamp map in Normandy campaign because despite it being a domination mode, action bolts and SMGs still felt useful there, yet campers were relatively easy to get rid of.
So it is a map that provides enough cover and side routes for squads with automatic weapons (aka already mentioned obstacles), but also maps that are open enough to utilize gameplay with rifles.
How to apply it specificaly on Wer-Sur-Mer? That is something I sadly have no answer for yet but I have no doubts that such suggestions may also appear sooner or later and with proper detail.