And to pull a quote from today’s Making Enlisted a Better Place
First: Let’s give the paratroopers a historical NERF. Because at the moment, Paratroopers can magically spawn ontop of the objective (ahead of the defending team).
Part 1 of 2
Part 2 of 2
Second: Artillery that kills soldiers that are concealed inside buildings. Thus wiping the entire objective and making a clear path for the attacking team.
And also artillery spam is ridiculous in this game. The constant screen shaking/disorientation from all the various explosions, it’s quite annoying after awhile. We don’t need a PTSD explosive simulator.
Part 1 of 2:
Part 2 of 2: Another match, another perspective.
Third:
Toxic teammates who block shooting lanes (intentionally and unintentionally).
They are like one-way bullet sponges. Where teammate bullets are magically absorbed, but enemy bullets will kill both of you.
Part 1 of 2: When you’re on a killing streak, and then a moron comes along and ruins the whole match.
Part 2 of 2: Objective lost
Fourth: Joining matchmaking, and being placed in empty lobbies that are driven by A.I. controlled squads.
Why not just make players wait in the queue until both factions are at least 70% full?
The only people who want to play in lobbies that are composed of A.I. controlled teams, are the new players who are still trying to figure out the game. The majority of the playerbase is here to play against other people.
Para’s are annoying, not impossible to beat. Point makes sense though, should be a bit of a magic wall to prevent para’s from dropping on fresh capture points far before defenders have time to react. Defense in Depth is not a thing in this game, it can be annoying enough to build AA in the rear and have to wait for planes to come around again let alone sit on a “random building” waiting for the cap to swap to prevent para’s.
Arty, Fire, Phosphorous, some Explosion mechanics.
All of these can damage through walls, floors and ceilings. Not just wooden ones, full on concrete. If a flamethrower runs through the basement, the attic should not be on fire. Same goes for Phosphorous. It is ridiculous that soldiers, especially AI with their rather inconsistent path finding and cover seeking mechanics, get killed by something that happens on the other side of a wall or on a different floor of a building.
Dumb/Toxic players are hard to get rid of entirely, but Construction Thieves are a completely different level of annoyance. Preventing people from using your AA, AT, HMG etc etc would be great. Especially in the first 10 seconds after constructing something. Often I’ll find myself building a HMG or AT from cover, only to have a random teammate run by as it completes and take use of it, preventing me from using it myself.
I feel this part of the mechanics could use a decent look over anyway. As I find myself driving around a Tank quite often after getting one or multiple crew shot while peering out of the commander hatch. Only for players to shove their AI in thinking they are helping, or jumping in themselves and using the MG mounted on the top.
This often is a good thing, but sometimes…
Switching between the access levels of your vehicles, and hopefully in the future, constructed weapons. Takes Too Many Damn Steps And Takes Too Much Damn Time.
Most of the time I want people to be able of using my vehicles or constructed weapons. But when I don’t, switching through various menu’s and finding the option in the settings is something I dont want to do mid battle while someone randomly hijacked the Driver position of my tank and is now driving full speed into enemy infantry holding out their explosive packs and AT weapons.
The big problem with Paras in Enlisted is the maps are just too small, and the gameplay isn’t designed for them.
If you think about a paradrop in Battlefield V for instance; you’re just one dude who dropped behind enemy lines, and now you have to find a way to move to the objective.
In Enlisted, you can drop an entire squad behind enemy lines, grab a box full of weapons, and blast your way through the enemies like it’s nothing. There’s no risk to jumping behind enemy lines, there’s no risk vs reward calculations to be made, there’s no stealth-ing it etc.
That one only really benefits the allies with the Thompson and Vickers And they don’t really have to reach their supply crate to cause havoc behind enemy lines.
First and foremost, the paratrooper plane needs to spawn in at the rearm point for planes. YES it will be a much longer wait to get to objective than the current, but that is the point. They are CHOOSING where they land, so it would be a lot more balanced.
ALSO with the paratroopers, please remove the construction hammer (or at least the ability to build rally points). Its the PARATROOPERS’ special ability to drop in behind enemy lines, we shouldn’t have to deal with flamethrowers (and others) magically spawning behind us too.
Make sandbag walls immune to fragmentation damage and it will solve the issue. Sandbag walls to fortify windows will stop fragmentation that would otherwise magically hit you inside the building, making it a safe place to bunker down.
I think the NERF of the paratroopers should start from other places. The transport aircraft should take longer (maybe 30 seconds?) to arrive on the battlefield, and give the fighter planes and AA the heading marks to defend them, and also enhance the AI’s ability to target paratroopers(when the player sees and shoots paratroopers, the AI should fire at the same target).
I don’t think there should be any restrictions on where paratroopers can go, but rather let them know that they are courting death if they choose to parachute to a control point.
I don’t agree with this idea, you just have to pay more attention to what is happening in the air, and the rally points established by paratroopers are the best opportunities for AP mine free kills.
Let me guess… you like to suicide your normal squads the moment you determine the objective is about to move, just so you can quick-deploy your paratroopers directly onto the next cap?
I wouldn’t expect anything less from people who play the game with their wallet $$$.
Nope. I unlocked the japanese paratroopers for the pacific, but I haven’t played that campaign. The other paratroopers from the events, I didn’t play enough to earn any of them.
Nor am I willing to spend money on buying a premium para. squad.
For me, my game experience with paratroopers is entirely from a ground-based perspective. And they are the most annoying/OP squad-type in the entire game.
You forgot to point out Some people in our community like to bully players especially when they get new toys and they like doing toxic gameplay with it and not having it doesn’t mean you don’t know how it works When you have to deal with it in some campaigns.
And if I’m honest the allied paratroopers are the most cursed in Normandy If you have any bots which are still alive you can just ask for a spare magazine when you run out of ammo and 100 rounds is a lot of ammo just appearing out of nowhere just because you need to reload because you’re out of ammo.