Ideas for improving already existing classes

Do you think most of those suggestions could improve the game (it can include the suggestions I made in my previous topic now in the archives, it’s quite long so I won’t copy-paste it here, link below, check it out it’s interesting) ?
  • Yes (feel free to suggest some improvements if you want)
  • No (please explain why)
0 voters

I am back with new suggestions that could improve the already existing classes in the game. I have already made a bunch of suggestions on this topic : Suggestions of new and interesting features Feel free to check it out. I thought it would be a good idea to make a different topic specifically dedicated to suggestions for each class.

Fighter pilots and fighter aircraft :

Right now, fighters just feel like subpar attack aircraft, the difference between these two types of aircraft isn’t very noticeable, so I suggest to completely remove any ground attack armament on fighters. That way, people on the ground won’t feel like they are being decimated by jets. Most jets that were used during WW2 were used for reconnaissance or as interceptors because of their superior speed compared to the traditional aircraft with propellers. While there might have been exceptions (Arado Ar 234), at the moment, all the jets in game were designed as fighters. Stick with me, because this change will be linked to suggestions for other classes below. On the other hand , we are still waiting for the loadouts we were supposed to have years ago, and it would be nice to finally be able to select the ammo belts for aircraft to make strafing enemies on the ground more viable with more specialised ammo types. Additionally, the Meteor mk. 3 never used 500 lbs bombs, only the 1000 lbs one. I know it was changed for balance reasons, but now this thing looks cursed, it feels like the bombs will accidentally fall at any moment because they are just too small for the pylons,

Radioman :

At the moment, the radioman can call artillery, airstrikes, smoke and ammo. But I suggest also something else : Calling for a recon aircraft.

The radio is meant to communicate, so if the radioman could call a reconnaissance aircraft, the team could see where enemy squads are. It would work like this : you call an aircraft with the radioman (whether there could be several recon aircraft at the same time or not, or if these would be active for a short period of time and leaving the battlefield after that period or be active until they are shot down remains to be determined), the aircraft comes and does circles around the map, as long as it is active, you and your team will see markers of the approximate position of each enemy squad, not each soldier (this is still WW2 after all). These planes are still vulnerable, so they can be shot down by the enemy team, and it would also give the fighter aircraft squads « more targets to shoot ».

And it would also make another type of weapon more viable : Being in a smokescreen (smoke grenades, smoke mortar shells, smoke artillery) would remove the marker on your squad for the enemy team, and would give XP to the one who lauched/ordered the smoke.

Sniper :

While the radioman could transmit the coordinates of the enemy squads to your team if he calls a recon plane, the sniper isn’t equipped with a radio to communicate with the team, but the sniper could still show the location of the enemy squads to your squad only, because snipers also have a recon role.

Rider :

The rider is supposed to be some kind of vanguard that has a reconnaissance role, so I still think that the rider class should have the ability to go behind the enemy lines like the guerilla squads, and because they have a recon role, just like the sniper class, the riders could see the position of the enemy squads, but like the sniper, it would work for your squad only. I think this would make this class more unique, because at the moment, the rider class just feels like a glorified MG nest with an ammo crate.

Machine gunner :

I have already proposed to ask for a member of your squad to help reload the MG you are using here : Suggestions of new and interesting features
Additionally, I think the machine gunner could have the little indicator we can see when we use AA guns to help shoot down enemy aircraft. Machine guns were also used in AA roles, so it would be nice to have more options to shoot down planes, instead of just waiting for someone to build an AA gun when you don’t have a squad that can do that, or use another plane to shoot it down.

Assault :

Remove the nerf applied to impact grenades and make this exclusive to the assault class. These types of grenades are made for assault, so it would be logical to give it to soldiers specialised in that role. These grenades were nerfed to the ground because of the grenade spam of these grenades, so they are nearly useless now. We could remove the nerf if we make these grenades only available to the assault class. This way, the assault class could be more unique compared to the other classes, instead of just being a « rifleman with a smg » as it is right now.

Anti-tank :

Just like, the assault class, you could give this class a unique type of grenade : the magnetic or sticky grenades . I am pretty sure that these types of grenades have already been proposed on the forum, but giving it only to the anti-tank class would make it even more unique, because these grenades are specifically made for destroying tanks.

Engineer :

A choice between different shapes of sandbag walls would be welcome. At the moment, we only have one shape of sandbag walls that can be constructed by the engineer, and it this shape often has its limitations.

Other general changes (not specific to one class) :

-Significantly buff the phosphorus grenades and the molotovs, and make the phosphorus grenade only available to flamethrower class, and the molotovs only available to the flamethrower, guerilla, and saboteur class (because it is an improvised weapon).

-Let all the classes be able to use all the bolt action rifles (but not the tankers and fighters/attackers pilots for this particular type of weapon, because they were only equipped with compact weapons) and semi-auto carbines (this type of weapon could be used by all classes, because they are compact, and could be used by crews) of the tree. At the moment, when you have to choose between equipping a backpack or a second weapon, it doesn’t make much sense to choose the second weapon, because you are still stuck with the same type of weapon : for example, an assaulter can only take another smg or the base rifle if you select the option to carry another weapon, which isn’t really worth it compared to the backpack option, because another smg won’t really bring much. The bolt action rifles were the standard issue rifles for most nations during WW2, so giving these to the assault class as a backup could make the secondary weapon option more viable. The semi-auto carbines on the other hand (like the M1 carbine, the MP507 and even the Beretta M1918 which is still inaccurate ingame) were either used by troops at the rear that didn’t have a frontline role, so they didn’t need a « proper rifle », or they were used during assaults because of their small size, manageable recoil and the volume of fire they could provide due to their big magazine and high rate of fire. Please note that this suggestion would not apply to the bolt action rifles and semi-auto carbines equipped with grenade launchers.

-When using an aircraft and when you want to land on a carrier/airfield, put some « markers/rings in the sky » to help you with the trajectory during the landing. At the moment, landing with a plane feels incredibly difficult, and even if you don’t die in the attempt, it is very likely that your plane will be too broken to be repaired, and you will be stuck outside of the map with your pilot until you commit suicide. So I think that having some help during landing would be VERY WELCOME.

-Buff the shotguns damage at longer ranges. I know that these weapons are meant to be used as close range weapons, but they are just peashooters when the enemy is a bit far, and if you don’t have another weapon more adapted for longer distances, you are basically completely useless, plus IRL shotguns are still very effective at long range, I know it’s a game, but sticking a bit more to reality wouldn’t hurt.

-I still think that the binoculars should also indicate the range of the markers placed by you and your team (basically they would be a rangefinder for markers). This would be especially useful for calibrating the rocket launchers when shooting at a tank in the distance, because at the moment you don’t really have any means to know at which distance the enemy tank is, and it is very likely that you will waste a few rockets when trying to hit a tank that isn’t near you. I know that binoculars aren’t supposed to be a rangefinder, but this would make this item more useful, because I feel that the binoculars are still quite underused in the game at the moment.

-The flamethrower, radio and mortar classes should have access to the pouches for additional ammo and grenades but NOT the backpack, these classes already have something on their backs (flamethrower tank, radio or mortar), so it would be silly if they could equip a backpack, but they have enough space to equip the pouches for additional ammo and grenades, which are generally equipped at the front or the sides of the soldier, and it also doesn’t make much sense to give the radio class a slot for an additional weapon instead of the additional pouches, because the soldier stores his other weapon on his back, but it is already taken by the cumbersome radio, and we could also add that the second weapon doesn’t offer much, because it is going to be the same type of rifle as your primary weapon (bolt-action, semi-auto or battle rifle).

That’s it for now ! Feel free to leave your thoughts below. I could add more suggestions on this topic if others come to my mind. And don’t forget that your likes give more visibility to this topic, so more chances that the devs could see it. :slight_smile:

Thanks !

2 Likes

Okay, that’s indeed a very good suggestion. It would make Enlisted more closely aligned with the historical context of World War II. However, these changes are just as important as a major update before the server merge. I believe the developers will be happy to accept these suggestions and correct the game’s current shortcomings and flaws.

Give him his ammo bag like the real Radiomen had, or at least give the player the opportunity to change from secondary weapon to ammo bag.

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Hello your post is under Suggestions , which means you would need a poll, based on this new policy

Please add a poll, else this topic will be closed in 3 days

If you need the poll shortcode, you can edit your post and paste the shortcode below, or you can use the poll builder

[poll type=regular results=always chartType=bar]
# [TITLE]
* Yes
* No
[/poll]

Happy Posting

add a poll

The Radio should probably be in the secondary weapon slot, like with essentially every other specialist in the game.

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I’ll try to do that this evening/night. I’m on my phone atm and editing big posts from here isn’t great. I’m not used to this because it seems that the suggestions system has changed during my absence.

I don’t know why Gaijin would even give a Radioman a secondary weapon, all they had to do was a 30 second search to find out that Radiomen didn’t carry secondary weapons, they carried their rifle, a radio and an ammo pouch which was likely on a belt. Two rifles and a radio would be more cumbersome then one rifle and an ammo pouch.

I can kinda understand why the devs did that: the radio is already a big ass backpack in itself, so it would be silly to have the option to add a backpack on this class. The same principle could be applied to the flamethrower class: the fuel tank is also a fat backpack.

However, even if these classes don’t have access to backpacks, it would be nice for these classes to have the option to equip the ammo and grenade pouches, because you don’t equip this gear on your back.

I might add this in an edit this evening/night, thanks for raising this subject.

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Looks like we both thought about the same thing at the same time, lol.

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Here, that’s done. I have added a poll, I don’t know if the question is great, I am not used to make polls because my previous suggestions were made before this section of the forum was modified.

So, no mandated edict ?

Feel free to check my previous suggestions here: Suggestions of new and interesting features
It’s a bit old, but it is still valid, you probably haven’t seen it because it seems you have joined the game shortly before I wrote my last post on this topic.

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Alright, the auto closure is removed

As for what your poll needs, it just requires both an agreeing option and a disagreeing option

But for your poll which has multiple suggestions you could have used a checkbox, as to allow users to vote on multiple things

But still the post is compliant poll-wise, no mandated edict

2 Likes

I’m not very good with all the forum settings in general. I have never made a poll before, I wasn’t expecting to have to do one to keep my topic so I didn’t really know what question I should ask. The problem is the fact that I will probably continue to add some new posts or edit older ones to add new stuff, so I’m afraid that the question I put in the first post of this topic will likely be outdated when I add new things. For example, I am thinking about some mortar class improvements; if I had done a poll with multiple choices now, and if I add these suggestions later on the topic, I would likely have to update the poll’s answers, and I don’t know if it is even possible to edit a poll ? Are the votes from before the edit still kept or is the entire poll before the edit considered as “erased” ?

Once a poll is posted, you only have a 5 minute window to edit it

Well as for the answers, it should be resetted, since you’re adding and removing the old stuff, but then again in a 5 minute window, I dont think a lot of people wouldve voted in that short time frame

Also wym adding suggestions later?

I suggest for you to just make a new post, instead of adding something to an old post, that way you dont need to edit anymore polls

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If I understand correctly, it is better to make new posts on this topic instead of editing older ones (I used to do that before, and I just did a post that said that I had edited one of my “big posts full of suggestions”), right ? Also, I don’t need to make new topics for each new suggestion I can think of every few days, right ? Sorry for these questions, but I’ll need some time to get used to the new system/rules.

Yup, just make new posts

Also

Try to avoid big posts that combines multiple topics mate, thats why I dont recommend editing your big posts, just split them next time

Well if you have the idea, shoot your shot, just try not to post the same idea twice cause that would full under spam. So try thinking about consolidating your ideas into one post, providing they are about a same topic

It might not seem like it but making like 3 variations of how to improve this X class can provide diffculties in backtracking and less incentives for the devs to skim 3 posts

Ey no worries man, we’re always here to help

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Suicide vest

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So, to be more precise, the recon aircraft mechanic I suggest are liaison/artillery observation aircraft that would do circles around the map to spot the enemy squads that could be called by the radioman class. Because there would be one marker per enemy squad permanently following them, this would make the different types of squad formations more useful (standard/tight/scattered types of formations), because the marker would be placed kind of “in the middle of each enemy squad”.

So if the enemy squad is in a tight formation, the marker you see above them will obviously be way more precise, as opposed to a scattered formation, where the marker, which is still “in the middle of the enemy squad”, will be way less precise, because all members of the enemy squad are at a greater distance between each other.

The markers on the enemy squads will remain until the observation aircraft (one or several at the same time, it remains to be determined) leaves the area (maybe the aircraft will be active for a certain amount of time before leaving? it remains to be determined too) or is shot down by the enemy team with aa guns, fighters, or even MGs, the usual stuff (that’s why I have suggested to completely remove the ground attack weapons for fighter aircraft, and to give them more “flying targets” to shoot at).

The most famous and/or most produced liaison aircraft of WW2 for each nation are:
For the US: Piper J-3 Cub - Wikipedia
For the UK: Taylorcraft Auster - Wikipedia
For the USSR: Polikarpov Po-2 - Wikipedia
For Germany: Fieseler Fi 156 Storch - Wikipedia
For Japan: Kokusai Ki-76 - Wikipedia
For Italy: Caproni Ca.164 - Wikipedia

I have tried to find aircraft with similar specifications, mainly a low speed and a rear machine gun for self-defense as the only armament on the aircraft at best.

As you can see, the Po-2 is already in game, so at least that’s one less to make for the devs.

But anyway, would you be interested in this kind of mechanic ?

Edited my first post to add the pouches suggestion for the flamethrower, radio and mortar classes.

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