Less User Interface, more Screen - And other feedback for Improvement

Hey all,

I have some feedback I’d like to contribute. The nature of this feedback is in regards to the overall display of information on-screen. I feel that it would be more immersive to reduce the overall display of user interface whenever possible so as to make the player feel as if they are in battle. Perhaps a new approach should be considered where things such as the minimap can be hidden or replaced with a compass, and to open the map, the player could use a small handheld map.

I used to play a lot of Red Orchestra 2/Rising Storm back in the day, and I’ve come to appreciate the generally out-of-the-way display of information in these games, where, if a user wishes, they can display the location of their objectives by pressing a key. I recommend the game takes a similar approach like this, reducing the amount of gradient interfaces and replacing with more elements that blend in with the overall feel. For reference, here is the first-person display from RO2 and RO2-like Games:

Red Orchestra 2

Talvisota - Winter War
https://steamuserimages-a.akamaihd.net/ugc/1009312229241069297/D24F6DDB97F33997BE7B7CDE82E91F1366D35CB0/
(Sorry, I can only post two links at this time.)

By the way, I think Metro Exodus has the right idea when it comes to less userinyourface.

I think many people would appreciate a focus to be more immersive, and perhaps it should be further looked into in future updates. That being said, I’m interested to see what other people think an ideal user interface for this game would look like.

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For other suggestions, I’d really like to know how far I’m throwing hand grenades. I can’t tell you how many times I’ve tried to throw explosives at tanks or windows and it overshot completely. Furthermore, I’d want my grenades to land on top of enemy tanks and not just bounce or drop off whenever the tank moves. If such a way to know where I throw grenades is added, I would appreciate it.

This next criticism is something the devs are very likely to be well-aware of, but the AI Squads are as dumb as a bag of potatoes. They don’t seem to mind that they are being shot at and will stand still under fire, quite unrealistic if you ask me. For a more practical suggestion, expanded squad commands should be added, with orders I can make as specific as in the Arma franchise. I should be able to order my gunner to suppress fire on a location or target individual soldiers, and my soldiers can mark where they see contacts. Maybe individual soldiers should sometimes disobey or counteract your orders if they think it will endanger them, like if a soldier is ordered to charge into an open field under fire, they will, upon encountering enemy fire, instantly hit the deck and go into prone while traveling to their objective.

Combat in Enlisted is quite fast-paced, to the point where it is more efficient to bunny hop to contested control zones than run to the point as normal, or quickly change stance so as to make your enemy miss at point-blank range. I’ve seen the devs try to nerf bunny hopping and perhaps its a step in the right direction, but I’d warn to study player behaviors whenever such considerations to nerf movement are made.

And lastly, binoculars. Is it really too much to ask for?

Ah yes. Please let us Linux players play the game! We can make it work with proton/wine/lutris until official Linux release but we can’t do that without finding a way to overcome Easy AntiCheat!