New update thread

Simple question, do you like the new update or not? If you don’t like the new update explain why and if you do like it also explain why you like it.

I don’t think that mg squads will be pointless. From my experience machine gunners are beasts when it comes to fighting in buildings and capturing points. And you can have max. four of them in one squad, instead of 1 or 2 (I don’t now yet) stationary machineguns. And being stationary has its downsides too.
But as you said, we will test those changes and see for yourselfs.

I personally rather like the new changes, especially ammo points, new weapon orders and flamethrower changes. Don’t now how it will be with additional respawn points on the small maps we have for now. And I can’t wait to test that Kar with grenade launcher.

t-60? that wasn’t necessary at all. where is the german counter part?

T-60 is a counterpart to the Pz II. It was necessary because Soviets didn’t have a tank with an autocannon.

enginners can now lay down mg nest. so, mg squads are pointless now.

MG squads are mobile, MG nests aren’t. Single machingunner is also less visible than the mg nest.

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I think the game now more stable! I have the impression that the squads are more fairer . But I noticed a few recurring bugs

I don’t think movement speeds needed to be decreased. Inertia needed to be brought back so players can’t move around like bumble bees.

Hi! Please if you encounter bugs, especially if they are reoccurring, report them on the forum! Here is the format for it: Bug Report Format . We Appreciate all the help we can get to find and resolve bugs.

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Anyone else not able to close the briefing window with Esc?
I encountered it in the last couple of games. Not a ground breaking bug but one of the many interface issues in the game to hunt down.

I like the update in overall, especially removal of BA-11 however, there are few points in which I must say that I dislike certain aspects (and one honestly infuriated me a bit when I first encountered it).

  1. Panzer III B despite being proven that never served in operation Barbarossa is still here, more than that, it is now unlockable “upgrade” after Pz II (which is in terms of performance in game superior to Pz III - the obsolete. Here is one of the few threads that was about the issue. (0.1.6.67) The Pz. Kpfw. III Ausf. B was never employed during operation Barbarossa
  2. T-60: strangely, doesnt really feel to stand a realistic chance against Pz II whose commander got a brain, unless its flanked.
  3. Nerfed movement speed… I understand, that we were perhaps too fast but… why such severe nerf?
  4. Now this is the point that I STRONGLY dislike. Perk cosmetic rework… Now if Devs at least hoped to not create casino like feeling, this effort was put to waste as right now, setting perks resembles what it actually seemed to be before (but it was hidden). A slot machine casino.
    With all due respect, this change should be reverted as it sheds most terrible light on Enlisted. Players are not coming to play battle based slot machine for soldiers, they are coming for great ww2 battles based game with nice attention to detail. While nothing will change on how perks are chosen, at least hiding this RNG aspect will really help for overall feeling, that game will have on player.
    Edit: simple ESC key skips the slot machine part, thus I can give devs credit for that, (also I made few changes to the post to fix few typpos I accidentaly left in post)
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The T60 is a far better option than what it replaced and from actual experience, a far better match against the now starting Panzer (haven’t tested vs III yet, but they match up well against each other, switching to a pistol would be faster i would think simply as it is smaller and easier than grabbing another large gun from wherever it is held, MGs are still very useful since they are mobile nests are not, they have completely different purposes, planes were reasonably difficult to select, I am also no expert, but taking time to check what a plane is sounds perfectly reasonable, though there could maybe be some passive detection based on the engine, though I doubt the vast majority of soldiers could tell the difference unless it was very close and in this game, other soldiers are likely to see it and detect what it is.

I generally like the changes in this update and think it is great.

I might as well but my thoughts and opinions on this update as well. There were some good changes like the removal of the BA-11 and a rework to the weapon and troop orders. But then there are a whole bunch of others things that weren’t necessary. For example the new plane spotting system makes it so if you’re in an aircraft trying to destroy another aircraft it becomes a chore of spotting the plane, the old work pretty good and I really enjoyed it. Then we come to the campaign rework and balance changes and my only response is this, WHY???. The balance was pretty good since the main weapon for both sides, the bolt actions being were the same in stats. But now the mosin is better than the kar??? Also the Germans don’t get a semi auto or a shotgun??? In all i want to like this update but the fact that German bolts are weaker then the Russian ones and we don’t get a semi auto and shotguns baffles me.

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my mistake. i thought about the t-70. not the t-60, as i said, i’m still testing stuff to understand the update.

once i’m sure of what i tested and now, i’ll edit my comment above.
but so fari, i can answer a couple of topics:

i agree that the t-60 it’s a good choise to fight against pz2s.
on the otherside, like @5762269 said, it’s more of a flank battle. because no one can pen the other frontal, if not the pz 2 at close range on the turrett.

well, yes and no. in the second world war, they didn’t had many comfortable stripes, or poches. it’s not like cops betls and stuff where they have better design and fast realayability.
and now, i saw that the perk of fast weapon changing it’s still there. i wonder if that becomes like a 150% of going more faster… i don’t know. sounds dumb to me.

from what i saw, nest are more efficent. because you can build them preatty anywhere, low recoil and infinite ammo.
so i can tell for sure that the nest almost replace the mg squad due to the meta of the engineer.
sadly, facts are speaking for it self.

exactly, so i don’t see nor understand why the effort.

i do agree. so far it’s a good patch.

i still don’t like many things like unecessary nerf weapons balance. but as i said, i’ll update the upper one once i finish my testing.

Cheers ^^

I personally think that if they didnt nerf german SMGs (or also nerfed the russian SMGs) and didnt nerf all bolt actions except for the M91/30, the patch would be absolutely amazing, as well as swapping the Pz2 with the Pz3 and the T-60 with the T-26 as both the Pz3 and T-26 are worse than the Pz2 and T-60 respectively.

yeah, i think we can all agree on this

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I am starting to hate the engineer’s MG. Especially in the invasion mode. Puts the Germans in a massive disadvantage. Soviets can simply place a couple of MGs and stay and shoot. Germans don’t really have this option as they are supposed to push forward. Coupled with the tanks near the capture zone(no point in destroying them, another pops up immediately), it’s literally impossible to capture some of the points. I played as Soviets before the progress reset and the defenders had to run around a lot to make sure the Germans did not capture points. Now, the only task as a defender is to make sure that your squad has an engineer and make sure that your teammates don’t stray and get shot. Theoretically, that’s what they are expected to do but from an multiplayer game stand point, it will discourage players when you are short on options when it comes to practical equipment.

Also devs, please bring a cool down to tanks or limit how many each player can use per game(a player gets 2 in the game and can’t spawn anymore). The map is simply not large enough to accommodate 4 tanks at once. The moment you take down one, another pops up and the whole game becomes a tank hunting simulator.

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Atm it’s 3 tanks per side afaik.

I personally would like to see engi’s getting a bit of a rework as even in conquest, if you and 1-2 teammates cap the far point (that generally is owned by the enemy team) and have 2 players defend while 1 builds fortifications, it is almost impossible to capture it.

The update made engineers the best class in the game. What’s missing is communication within teammates that will allow holding the farthest point like you pointed out.

The same applies for invasion too. Impossible to cap zones that are tight. I can live without the MG nest tbh. And give them an anti tank gun or something instead. Ik

ok, now i played a lot this new update in those days.
and i’ll begin with the good points and than, talking about the negative points that really felt like a punch in the stomach. i’m not gonna cover ALL the patch note, because there’s quite a lot, and there are many minor things. don’t get me wrong, it’s important. but i would it consider relevant for my own feedback.

to begin with positive introductions/fixes:

  • T60

initially i thought, what about the germans? no new tanks? but than i realized that it’s the perfect opponent for the pz2.
unlike we were used with panzer 3s against ba-11s.

  • New Weapons,

nothing to say much about here. can’t wait to see the proper models rather than place holders. but it’s totally fine. again, new weapons. can’t be more happier for that.

  • new biplan for germans:

i always have been a huge fan of biplanes, and i wasn’t expecting this one to come in the game. that really impressed me.
i wasn’t expecting that, but i’m very happy about it.

  • Flamethrowers have been reworked

i havn’t tested those yet, but sounds interestring.

  • New buildings have been added for engineers:

Those are really good, especially the barded wire and the ammo box.
i would change the parameters from 10 to 50 though, because it takes really a lot of time to build it. and 10 it’s not enough in my opinion.
and resupply point.

  • Bigger Airplane Bomb’s Explosion

Basically you got more chance to kill troopers and tank’s track.

  • Tankers receive useful abilities for their specialisation which increases the efficiency of vehicle control, repair speed etc.

this one was very needed from a long time. glad to hear that they listen the community :smiley:

  • A seriously injured player can now be heard by other players nearby

but now, i’ll cover the bad aspect… and oh my… something went really bad.
i do respect that it’s an alpha, but i really hope that some of these problems are gonna be fixed.

to begin with,

  1. Engineer MG nest:

i really didn’t enjoyed the mg nest. my god, it just ruins everything.
an mg42 in moscow with unlimited ammo at everyones disposal.
people literally placing mg nest in higher positions so the character wont show the head and can’t be killed while melting down entire squads.

  1. Spawn Points / Rally point

i’m going to be honest, i don’t really dislike it, but i don’t like it either, because at this point, i’m wondering what truly is enlisted. i quite don’t understand it anymore.
is it supposed to be realistic? or arcade?
because letting people spawn 2 meters away from the capture point or having defencer keep spawning 1 meter away from the objective i don’t really know what to think off.

  1. New Detection Plane System

This one, i really don’t understand it either. initially i thought, this has been made in order for planes to get away faster wiithout getting constatly pinged and they might gonna get caught from AAs or other planes. but at the same time, the noise it’s still loud, and the spot " traingle " just becomes gray. and can be saw from miles away. what’s the point than? people will eventually recognize planes from the sounds.

  1. Massive German Weapon Nerf.

this update, massacred almost the entire german weaponary in the game.
with smgs less accurate, less fire rate, and massive damage drop.
bolt action rifles that requires to hit 3 times a person to kill it. when the russians ones sometimes it just requires 2 bullets to kill one person.
this has been explained better here:

not to mention, semi automatic rifles has been removed.

in the patch note, there is written:

AI soldiers now correctly overcome obstacles, open doors, vehicles, use molotov cocktails and flamethrowers.

they… they don’t. unfortunate they are still " dumb ". most likely, they will get stuck on window, fences and doors.
i don’t need to make screenshots when you can see that from your self.
and they still block your shots, move your aim. or stands in front of you.

  1. Switching to pistols from any weapon will be faster than to other weapons.

this is Cod confirmed. for literally no reason, not only you are faster, but you basically make useless the perk of switching weapons 50% faster. since, to be honest, no one is gonna carry two weapons unlike they really wanna take a long walk and get shot in the meantime. ( due to weight system )

  1. Soldiers will no longer have sprint bonuses when wielding pistols or melee weapons.
    /
    Soldier’s movement speed has been slowed down: slightly when moving forward and significantly when moving sideways, backwards and when aiming to reduce the effectiveness of strafing.

not a real dramma, but i don’t see why changing those in the first place. i don’t know, maybe it’s just me.

  1. New “orders for weaponry” have been added, which guarantees weapons that match your level of campaign every few drops.

i don’t personally like it, because now people will just get what they want. when it was much better orginally where it was all randomic. but aside from my personal opinion, the system it self it doesn’t work as is intended.

sometimes they gaved me the weapon desired after just 2 drops insthead of 4 or others, i didn’t get the weapon that i wanted until the 6th time i used my orders. a bit weird.

conclusion:

this is overhall a good update, but the reast as i said, it’s really feel like a punch in the stomach.
but again, this is my personal opinion. the problem it’s for me to understand if the devs want to make this game realistic or arcade. because for now it’s a mix. anyway, it’s still a good and an interestring game ever seen before. i’m looking foward in this project, and i’m honored to take part of it, and trying my best out of it along side everyone else in this forum.

that’s it for me for now. best regards ^^

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I agree with almost every point here. I personally enjoy the reduced randomness of weapon orders, I would also not mind the MG nest get a rework instead of a removal. Make it so you can only use it if you can stand straight behind it, change the MG to the historically accurate MG and raise the recoil climb on the weapon.

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The stationary MG should be a Maxim gun for the Soviets and both guns should need a loader to feed the gun (your AI guy could do this) or without a loader you need to reload it yourself