Game types and possible improvements

Keep in mind I’m a console player with crossplay turned off so personal experiences may be different from the majority.

After playing enlisted for awhile now I’ve had some thoughts on the game types and possible ways to improve them from my experience.

To start off, defenders should know at the least the next objective point they would have to fall back to so say someone on the defending team can set up defences with a engineer squad at the second point, the one con to this though is the possibility of too many people being on the said second point causing a guaranteed lose of the first point.

Second improvement could be with greyzone camping specifically tanks, one way to deal with this could be say for about every 45 seconds to a minute they will be marked (as in the mark they would get when a player marks them) for about 30-45 seconds, this would allow decent plane players to know where a grey zone camping tank is to blow it up or for another tank to blow it up accurately.

Third improvement could be additions to engineer squads, specifically with more sandbag options, barbed wire options or tank trap options (could replace the rotate button with a select type button for console players such as myself) and could bring the addition of say level two engineer squads being able to place a small area of anti tank mines or anti infantry mines with the con being a exorbitant amount of resources being used to build them or needing the required amount of mines in the squads inventory (using all of then at once for a area placement of said mines).

Fourth and final would be live targets for the practice mode, like say bots that won’t fire back and either stand in place and respawn or move side to side, changing poses or ducking behind cover. Also live targets inside the tanks to help anti tank troops who use the anti tank rifles to know where to pen a tank for a crew kill. This would also help players know how effective some weapons actually are and how to use them. This of course would yield no experience or addition to any stats with it being practice mode.

I would like to know other people’s thoughts on this, and these of course are not my only thoughts on improvements but my main thoughts that could help.

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no offence but every single opinion you have is invald

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No offense taken, I knew the consequences of that one sentence being added in there.

I like this idea, lets you at least have a chance to prepare if the point is already lost.

This is pretty highly requested. Not the mine part though. Personally I hate having to watch my feet for mines, slows the game down and isn’t fun.

A better pratice mode would be nice, having a way to test all the gold order weapons without messing with the editor or mods would be ideal.

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I like the engineer part. Every single opinion you have is fun!

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I’ve posted about this myself in the past. I obviously 100% agree. After all its not COD, you are supposed to be able to set up defenses, but in its current state that just simply isn’t feasible.

I like this idea a lot. I’ve tried posting other suggestions but each had considerable drawbacks it would seem. This however seems to hit the mark quite well.

Again, I’ve put up several posts with fine details about various parts of this. If you click on my name and look through my topics you should be able to find them rather easily. As far as the mines go, I’ve seen A LOT of pushback on this. I think the better solution would actually be to allow standard and large backpack options to increase mine carrying capacity, as well as an working on how TNT works. Being able to activate multiple TNT mines with one trigger would be great, especially if you can place the trigger somewhere rather than babysit the character with it.

Posted just the other day about this. Again, 100% agree. There are instances where you can’t actually tell how effective something is unless you are hitting live targets. The Hurricane mk4 on Tunisia is a perfect example for me. It lists that it has 40mm cannons, and it looks like a large explosion. Plus given that a lot of the Axis planes have 30-some mm HE cannons, I assumed the Hurricane’s were too, as they didn’t seem to do anything to tanks. Come to find out, they are only AP cannons, but its currently bugged to where it doesn’t damage tanks.
Had there been a live testing range, I would have known before purchasing that it wasn’t effective against infantry.

Great suggestions, I hope they are implemented.

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I can understand with mines, maybe if added anti-tank mine area construction could be added to anti-tank squads (to help make them a more viable squad instead of a dust collection squad) or add anti-personal mines area construction to sniper squads since they’re very limited and more of a niche squad, not to mention smaller squad size instead of the engineer squad if the idea is ever considered by DF.

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Thanks, engineers have needed a update to their abilities in my opinion or a revamp to help put more depth into them and their importance especially being a engineer main myself.

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I personally like the idea, with the exception of the wooden marker.

Perhaps for implementation, it would require mines carried by your squad as a material? Just a thought. This way it could be put up quicker than just going through and placing them manually, though it still consumes them from their inventories.
This way, if mine increase backpacks come around, you can build multiple with relative ease and efficiency.

For anyone that just outright says “I don’t like mines because they force me to slow down.” Consider the fact that this is their purpose! To be an obstacle! To slow down, or STOP enemy troop movement!

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As guardian reaper said mines required as the material is a great idea to reduce the chance of mine spam. Plus a wooden marker is a little effy although maybe a smaller stake in the ground like say the center of it would be nice but overall a minor criticism, looks like an amazing concept all together though in the video

Agreed on the mines being used as the materials and true with slowing infantry down, would definitely make people think twice about flat out rushing an objective and perhaps try a flanking route, and would work well if defenders knew the objective they would fall back to if the current was capped. Would add more to the defensive gameplay instead of what we currently have now.

Like I said, its there to slow or stop troop movement. I keep seeing posts cropping up talking about how busted OP things like flamethrowers are. Which, to some degree I can agree on. The thing is though, if we were actually able to put up capable defenses, and mine-fields, the power of those flamethrowers and such would be GREATLY reduced, as they would no longer be able to rush straight into the objective and torch everyone. It would give you the ability to stop them before they can get within lethal range.

If barbwire was buffed at least to where it couldn’t be deconstructed by hand, it in combination with AP minefields would make it a lot more feasible to hold the outer edges of the objectives. In addition, it would give tanks much more reason to push forward and help clear a path for their infantry.

  • Give tanks a bonus to points for destroying enemy barbwire, sandbags, and AP mines.
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After giving the minefield some extra thought, I think it perhaps would be interesting if mine-fields were given their own “build wheel”, perhaps a tab that opens from the original build menu. With this it would allow the tight grouping minefield like what you show, a wider variation of that, or simply a straight line of them.

@tommyZZM are you the one making the mod or whatever this is in the video?

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Flamethrowers can be very lethal especially indoors, but it also makes targeting them much more important. Plus if you’re lucky you can take a flamethrower out by shooting in th flames general direction or bayoneting them. They could use a bit of a fix though with the lingering flames suddenly causing you soldiers to catch on fire instead of say a meter or general indicator showing you’re about to catch on fire that would build up.

Barbed wire could use a buff, most of the time there’s barely a point of using it since tank traps take longer to deconstruct and can’t be destroyed by conventional means (I’m not for sure if TnT can already destroy them but I haven’t tried that) plus serve as both cover for defenders and a obstacle for attackers if put correctly in a doorway. Would ne nice to finally line the outside of an objective with barbed wire that would last a little bit longer than right now and could only be destroyed by engineers, tanks or explosives, could also add a wire cutter tool to take a slot in the backpack if it ever gets to that depth although that could be controversial to some.

Personally I’d like to see barbwire able to be used similar to how the static barbwire on maps like D-Day are used. In the open area to either slow and damage enemies, or force them to divert to another area. Right now there is simply too much focus on putting it really close to the objective so that players can babysit it. Imagine being able to have it in the field in front of the objective area. Damaging and slowing enemies dumb enough to attack head-on. It would be easier to clean a lot of them up at a distance if they opt not to use cover. This would also force them to attack from flank routes, that depending on the tactical prowess of the defense’s engineers, could be more manageable.
It doesn’t remove the attackers capabilities of bringing forward heavy armor tanks to clear the way through the front. In fact it encourages it.

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I agree, if a engineer player has the know how and luck to set up a barbed wire funnel for the initial head on attackers if no armor is with them then it would be a nice reward to that player, especially with the building assist points you get from enemies getting stuck in wire. Also puts more emphasis on rally points in flanking areas.