Overall feedback - suggestions

Hi,

Bullet/Bolt-Action Rifles
The bullet drop should be significantly increased, and bullet speed slowed down, spread increased.
I can use any bolt action rifle, from any distance on the map without any bullet drop, and appears to have instant travel time. Not to mention perfect 10/10 hit on target same spot.

Typically .30 caliber during ww2 battle of normady usa had 150-165gr bullets, and snipers used slowed heavier ones 200-220gr ones since they were more accurate / lower spread.
(they travel between 850-890m/s) Later (quite soon) the war bullet weight was decreased to 110-130gr to produce more.

While today they are capable of having effective range of 1000 yards, that wasn’t the case back then.
A 165gr bullet would loose more than half of its power over 1000 yards, and it would take it 1.67sec. The drop would be around -375.5in.
Typical engagement ranges 50-250 yards -0.1in to -.7.7in.

I can often shoot someone without scope with .30-06 from one side of the map to other end of the map, one shot one kill.
(definitely more than 1000 yards without any drop, with perfect accuracy, no bullet spread, and no travel time.) I’m sure a lot of people i killed were like WTF - hacks?

Squads/Bots
Bots damn them, one shot and they know where you are, and your squad doesn’t try to hide so effective you lead the sheep flock - which fails to engage close distance targets - and likely too good at engaging long range targets.

I would advise adding spotting mechanic, with seek, and effective range. I.e.

Someone shoots them, IDK where the target is - hide, look for the target (mark on the map).
If its close range then they engage based on their class, long range ones engage long range ones (it takes a while to locate long range hidden targets.

If you are crouching they are too, if you lay on the ground they also do.
Command to spread out should be added
The bots just walk all over your barbed wire, killing themselves.

console Controllers
I really don’t know if it tracks behind the map. It feels like they have too good aim sometimes in specific situations where no1 would be able to hit you - the aimbot assist for thos i presume? Its too good in my opinion. Replay function like on warthunder should be added - so players can review the game.

Tanks
Some parts of tank should be engageable like engine exhaust with a rifle. Couple good shots should disable engine. While we can’t kill people inside with it or destroy tank - it should be possible for close range.

Regards.

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This. I wish to have my AI mark targets if they see them (in a near-human sense). Maybe an upward tick marking it only for me, and I can determine whether I wish to mark it for others.

While I’m not against reducing weapon firing distance/precision, I like it as it is now. If you have less than an hour daily to put into a game, precise aiming is already a quest in itself. To adjust with wind and bullet drop and whatever… Makes it more a military simulator, but harder to master.

With a big enough player base they could make realistic fights an option, and then you could join to fight with similarly minded players. In which

  • a semi-precise explosion pack will surely not harm the tank
  • a melee fighter can’t pass through standing enemies’ bodies but be stopped
  • bullet drops are simulated properly with wind and everything
  • and friendly fire is just as bad as enemy fire…

I think there are weapons whose bullets already drop and take time to travel, like some machine guns in Berlin, or not?

2 Likes

Yes, the submachine guns have bullet drops - not sure about their speed through likely they are too slow - and all are with tracers?

Back in warthunder we have arcade and realistic - maybe same thing here should be a thing.

I don’t know what your talking about bullet drop etc, when I snipe people if they are far away and running to the side I have to aim just above their head to a meter out whatever direction they are running for lead. If I have to lead my shots the travel is not instant. Sniping at medium range will always be a near instant death but once you get 800ish meters out it takes more time for the bullet to get there.

Squads and bots I agree.

Console controls are not an aim bot assist. Nowhere near it, what it does is it slows the sensitivity of the cursor over an enemy to help you avoid overshooting, it works sometimes, sometimes it doesn’t work.
But to call it Aimbot? Yeah no that’s just not fair.

Tanks shouldn’t be able to be disabled by rifle fire period. Even shooting at exhaust wouldn’t do anything. Maybe if you jump on top of a tank and shoot right into the grates of it’s engine deck, but still a rifle caliber bullet wouldn’t need to be well placed and have multiple hitting the engine directly to even really effect it. Engines are pretty robust, they survive the forces inside them they’ll survive a lot of forces outside them.

Effective firing range for Kar98k (with iron sights) for example is 500 meters (+/- 500 yards). Most engegements in Enlisted happen at max. 150-200 meters. There is no need for introducing fake bullet drop on those distances (more accurate one already exists, you can check for yourself in practice mode).

They aleready go prone when you do

Its already present, we have options of wide, standard and close formations.

Recorded some training with us rifles

(no commentary from me)

(some commentary on previous vid, and the current one)

Do not at no point i have not taken a prone/crouch position at all. All shots were done without support, and standing position.

So here is some of my testing. Same tower that you used, same targets.

At the first screen I used mortar squad to determine the distance between the tower and the targets. You can see that it isn’t even 300 meters. It is far more than standard engagements in battles in Enlisted, but still effective range for the bolt action rifle.

This is the aim I took. Rifle was mounted on the barier to ensure that no movement will fake the results. I was aiming slightly above/at the head of the target.

And the last screen - the results. As you can see, even though I aimed at the head or even slightly above it I hit the upper torso of the target.

1 Like

Gonna copy paste one of my other posts

We should be able to give the following orders to our AI squadmates.

-Reload
-Throw Grenades at X location
-Face X direction
-Fire at will (a toggle so they don’t automatically shoot enemies and give away your position)
-Man that machinegun
-Prone/Crouch/Stand
-Mount weapons
-Hold position UNTIL FURTHER ORDERS (if a SGT or LT gives an order and moves, his soldiers don’t just ignore his orders once he moves 30m away, that’s ridiculous. The balance could be that they only shoot enemies in retaliation and not on sight.)
-Mount weapons on X cover.
-Fire at this position (regardless of if there’s an enemy, effectively suppressing fire)
-REAL FORMATIONS, NOT VAGUE DISTANCES, AND HAVE THEM STRICTLY FOLLOW THAT FORMATION.
-This is a pipe dream maybe, but a Tanker autopilot mode that follows a set path, roads preferably, and lets you focus on aiming the gun would be excellent. The balance being they’re predictable, making AT mines actually useful.

This is how targets of same size look like from 100 yards.
image

25 yards
image

(100 yards = 91.4m)

It looks like 100 yards

Takes around 32sec to walk (not run - walk) to them from the box (straight line)
around 56sec to walk to the post from box (so that would make sense) of around 300 yards.

so your drop off should be 13in (33cm) at equal 300 yards.
At 250 yards you would drop around 7.7in (20cm)
A between would be around 9-10in drop.

I made a gameplay vid i would go even to dispute that the fall off is real (there’s more commentary there, on bots might be interesting watch.)

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by looks that position on mountain looks like 650-700yards

This is .30-06

How it looks like from the position?

(this is 800yards in real life - looks quite close - about same walk distance)

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During practice it seemed they don’t care about formation when I assign them a defense task, only if they follow me. This may or may not be good, I can’t say.

Is that really so?

This. I wish to have my AI mark targets if they see them (in a near-human sense). Maybe an upward tick marking it only for me, and I can determine whether I wish to mark it for others.

Its stupid and not realistic we don’t need more markers its not cod warzone or something. Soldiers in your team often shouting where the enemy is is enough

Blockquote

I probably would not understand if AI yelled me "снайпер на втором этаже " because of the artillery fire being louder, but who knows. :slight_smile:

Until that, a pointer to the enemy who already killed two of my soldiers in a way that the rest was able to detect him is good enough - but not a game breaking thing if left out. (E.g. if my soldier last in a row was sniped from far behind, killed instantly and no one seen him dying, then no detection should happen. If the center of the column is killed from the window right above, then no point of playing sitting duck for the rest of the squad.)
Maybe it is already there in a subtle way and I should pay more attention to where the AI shoots, but I’m not there yet.

In the long run, instead of markers it’s totally ok for me if we go prone after being shot, and the other survivors tell me the location, temporarily highlighting the assumed regions of the shot, but I don’t see this as a quickly implementable feature compared to a slightly different in-squad marker.

in my vid i reviewed those formations they don’t do anything in reality if you are moving. If you are standing still i’m not sure if they work.