I'm probably going to get a lot of hate, but:

The suggestion would be to change the logic and treatment of calculating points (which consist of the player’s actions) after the battle.

Usually it is a person who drags the rest of the team on his shoulders and they build rally points, destroy tanks, and stay on capture points (or several players), and of course they are rewarded with different battle hero reward badges for this.

It’s nice when this happens, but there are cases when a person who built rally points, and for example his strategic logical game was a key factor in victory - he gets the corresponding badge, yes, but remains at the bottom anyway. And no matter how you look at it, the first place will still be the person who collects the most kills. Even if they used the most squad slots, and did nothing else, but simply managed to withstand the point with their squads with the help of the infrastructure created by that other player. “Win is win” you can say, but who was the real “squad mastermind”?

So, some specific suggestions:
Depending on the battle mode you get (Conquest, Invasion ect.) the best players after the battle are determined by how much they played the mode itself, and used the right tactics needed to win in that particular mode. Not the overall actions. - So in the first place, for example, would be a player whose strategically placed rally point was a key aspect of victory, but he may only have 12 kills, and a person who has 112 kills, but did not contribute to the strategic game of the mode, remains at the bottom.
11111

Because this automatically goes to suggestion number 2:
that kills in this game would be counted based on whether it is squad mode or lone fighters mode. I suggest making it so that in squad mode, 1 frag counts only after killing one soldier from the squad, for others you only get additional xp. Because in lone fighters it is counted from the killed player. So it would be more fair, where the real victory would be determined by the good use of different specialists according to their functions.

In other words - we have a game like Enlisted, where the main sell factor is squad strategy gameplay - but at the end of the day, it’s still just an arcade fps shooter, where the one who scores the most kills wins table still. I think that needs to change.

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Since when?

Spamming rally points or barbed wires is no big strategy.

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That’s what I suggest fundamentally changing, not just “removing” the kill count. EDIT: camping kills is no big strategy either. Please read the point where I talking about different mode play

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I agree with the sentiment, however it needs a much more detailed and thought out suggest post for it imo.

But in general yes, rewarding teamplayers more would go a long way to improving the game, I mean we see it during task based events, like whenever there is a rallypoint/apc objective, all of a sudden, everyone is willing to build them.

But in the short term, this could jsut be incentivised by just buffing the amount of points given for the initial building of a rally up to say 200 points, and capturing a point up to say 500.

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The reason is quite simple.

Building rally points is extremely annoying and boring thing to do.
And even frustrating, if you are up against dedicated “rally point hunters”.

And the more you play, the more annoying the building of rally points gets.

I always prefer to just use APCs over rally points. And I am only building rally points if I think it has potential to influence outcome of the match.

People just want to play the way they have most fun with. Rewarding annoying and boring gameplay won’t make it more fun.

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No it wont, but it will at least make it less painful to do.

I did specify in the short term for such a system.

In the long term you should make such systems more comfortable, like the ability to order an engineer in your squad to setup a rally, the ability to tell all soldiers in your squad with a shovel to dig out the trench/hole you marked out (something that is already in WT), possibly requiring rally point destruction to take more than a single stray bullet, at least requiring a frag grenade, etc etc.

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You can already do that.

Just place the plan, and press X button for your soldiers to build it. (You need to press it individually for each engineer you have in squad)

But you need to keep hammer in your hand for the whole time period of them building it.

That’s why I created a medium for discussion, because what you said is the biggest problem with this game - that the created game infrastructure doesn’t work - we can then simply eliminate squad mode completely, and leave only lone fighters, and mods made by players. If what the game is “built” on is “not fun”, then the fact that something is wrong

i think you should get more than just a one time point score each time a spawn is used. just like when you get the kill if youre ally kills a downed soldier. you should get a bonus if an ally kills an enemy within a limited time after spawning. a bonus for building a good rally close to the battle. jus as you are penalized if you build it too close and the spawn does not work.

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Yeah which is extremely annoying, especially in a non engineer squad with only 1 engineer which is what 95% of the people in this game use.

So no, its not a feature we have, not in practice certainly.

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things can be fixed wwithout making to much problem (increase the number of xp you get whenever you contribute to the team)

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And … it doesn’t work. When was the last time you used commands extensively with your squad mates? That’s the point, squad mates are currently treated as “extra lives” in the game, not much else. We need to talk not about the current gameplay - but in general, find where the main problem is, which is why the whole concept of the game doesn’t work. And it’s a dev problem to be honest, we as players are raising it for a solution.

I am doing it literally everytime I build rally points, just to set them up more quickly.

But I keep building as well. As there’s no point to do anything else in meantime anyway.

Oh man, I’ve been wanting to say this for so long—the shovel can only be used by one soldier at a time! And the in-game voice commands and squad order systems are way too limited. The communication options here are easily five times worse than in War Thunder.

Sometimes I really wish I could position each AI soldier individually in trenches—let them set up their own firing positions and dig a three-shovel-length pit to form a proper trench system, instead of relying only on real players to do everything.

And wasn’t there a promised update where AI teammates were supposed to be able to operate light machine guns? Yeah… I’m pretty sure that still hasn’t happened.

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But as I said, this is a problem. Strategic play in Enslisted simply doesn’t work. We can’t even effectively use flanking because of greyzones and the moving battle zone. The game is too chaotic and fast-phased to effectively use squad mates, strategies etc. - But the game model itself IS built on “this” base by the developers, and they want to convince the players as much as possible that this game is something more than an arcade WW2 game.

But I think it can be fixed

Of course.

It’s a complete delusion to think of enlisted as some kind of heavily strategy-oriented game.

In Enlisted, death basically means nothing. As long as this is the case, there is no potential for any form of complex strategy gameplay.

Similar aspects should be fixed ASAP to save this game, and its original message, and promises. Now there is a lack of will, leadership and desire from the developers. But the players who still care are trying to shake them up and force them to make the game better, to potentially attract more players and success.

I am a realist, maybe this game now functions only to extract money for other projects, and all the promises have evaporated long ago. But we must raise these problems anyway, because - plot twist - maybe someone will buy the IP of this game, and use those ideas.

Good observation. I’ll repeat - I personally treat squad mates as extra lives. It’s very rare to be able to play strategically with them, because - another problem is that the existing game battle modes (invasion ect) in the game are not designed in any way to use your specialists to their full potential in those modes. Everything happens quite randomly anyway. This is a problem that gives birth to another and the wheel keeps turning.

Fast “fixes” at least still welcome

I kinda agree the radios should give alot more exp but then again no matter how many radios you build if your team cant hit a broad side of barn while being inside of it you really cant win the game.

For example the radios could grant increasing exp, first spawn 30exp next 40 → 50 → 60 and so on.
This way, well placed radio gets the deserved exp as they obviously are used more than the ones build nexto own spawn point.

Agree as well as disagree, the problem here is that defenders doesnt even have tickets hence for defenders it definitely doesnt mean anything and are quite free to push to edge of attackers greyzone.

Well I do agree here, which kind of nullifies the above explanation.
In some way in game level the deaths / tickets do mean something but in practise ingame they are quite meaningless.