Since Gaijin is hell bent on this merge even though campaigns made sense…here are some suggestions for playing War Thunder with Infantry:
On the main screen, the BRs need to be highlighted on the squads as well as the individual soldiers. I want to see what their BR is without going through 20 screens. List them near on the selection thumbnails as well.
When searching through the giant arsenal of weapons, I want to be able to filter by BR (like War Thunder). Same for squads. I want to filter squads by BR.
Semi Auto and Auto weapons need to have their damage nerf removed now that the BR system is in place. It doesn’t make sense that a round fired out of a bolt action does almost 75% more damage than if it was fired out of a MG or a semi auto.
The new perk system isn’t user friendly. I think Perks that cannot possibly be purchased (not enough points) should be greyed out. The current system does turn the cost red in the corner when the perk is selected, however I don’t want to have to click on each perk to find out if I have enough to even buy it.
List the soldier’s perks on the same screen as the “Send to the Rear” button. I do not want to accidently get rid of a guy who rolled good perk points when sending away a soldier who rolled poorly.
Now that we have Heavy MGs which is why AA guns were nerfed in the first place:
AA guns need their articulation degrees un nerfed.
And finally, some general gripes I’ve had for a while:
Penetration values for small arms need to be flushed out. Currently, the weakest pistol round and the strongest MG/rifle round have exactly the same penetration values.
Body armor and helmets need to be more realistic, goes in conjunction with the penetration values. For example, soviet body armor was 2mm thick…this should be deflecting most pistol rounds.
Static MGs need ammo limits (reloaded by engineers). Currently they are unlimited ammo.
Luftwaffe Drilling needs the rifle function implemented.
We need the OTHER pre-WWI gun, Krag-Jorgenson rifle. We have the Mosin, the Gewehr 1888, Berdan II, Winchester 95. Some of us want to pretend to be Danish or Norwegian!
All tanks with Machinegunner positions filled need to be able to use their machineguns just like they do in aircraft. I want a function for me to tell the gunner to hold fire if I want him to. Currently, there are many existing machineguns on tank models which have no function and should. Sure would be useful for my machinegunners to cover me when I am fixing the tank!!!
Penetration and damage need to be listed in game (not have to search through raw data to find) of each weapon to include tank weapons, projectile throwers, melee weapons ect.
Clearly define how damage works and what Vitality actually provides without having to search through raw data.
Engineer’s Hammers need to list remaining “ammo” when using it. Same with Tankers toolboxes. Place in exactly the same spot ammo would show if wielding a firearm.
wrong it decreased dmg againts all kinetic rounds by increasing your hp pool, instead leaving you will 0% hp and dead it will leave you alive with 5% of your max hp
it increases hp pool, not decreases damage. also it is mostly effective against smg/AR that have lower damage cause number of bullets to kill for BA and SA stays the same.
I don’t care about balance. I am a historian first, and a gamer second. I came to Enlisted because it had the potential for historic accuracy, but it has since just become fortnite with WWII skins. So I dont care if you are offended that Soviets historically had body armor that actually deflected lower penetration rounds or if AA guns were used against infantry.
I could tell in first 10 seconds of the game few years ago that this is quite far from historical accuracy.
Not to offend or question your historian status.
I might take the previous questioning your historian status back.
Irony here is that the devs has chosen the balance for quite some time now, giving little as possile fk about historical aspects.
So id say anything relating “historical accuracy” is quite irrelevant at this point.