Petition - Do not add the Saboteur class to the game

  1. I’m not sure this point has actually been debunked, stating “I debunk thee” does not make it so. The key issue isn’t whether disguises existed in history, but whether they fit the type of combat Enlisted represents.
    Enlisted maps represent active frontline combat zones rather than rear-area infiltration operations. A mechanic centred on long-term disguise and infiltration therefore risks clashing with the game’s existing battlefield structure.

  2. The overlap concern isn’t just about playstyle. Both classes appear designed for behind-the-lines disruption.
    If two classes fill broadly similar tactical niches, the question becomes: what meaningful gameplay role does the new one add that the existing one cannot? That distinction hasn’t yet been clearly explained.

  3. This is risk assesment, which is not just valid - but expected - pre-release. At the moment we don’t have enough information to know how it will affect balance. However, the design raises concerns because the class appears to have:
    reduced reinforcement impact - faster reuse potential - and incentives for operating away from the objective.
    Mechanics like these have historically influenced player behaviour (fact). The concern is not certainty, but risk to be assessed, not ignored.

  4. That’s exactly why feedback is being given now. Once a system is implemented and balanced around, it becomes much harder to change.
    Early feedback allows potential design problems to be considered before they become entrenched mechanics. Better to nip it in the bud before it’s here to stay.

  5. This is opinion v opinion… Part of the concern is cumulative. Over time the increasing presence of captured equipment does gradually blur faction identity, which has been a recurring discussion within the community. You might say that that this is a small and isolated thing… Whilst it might be “small”, it’s certainly not isolated.

  6. Combined arms simply refers to the interaction between different battlefield elements such as infantry, armour, and aircraft.
    Even in arcade-style games, these interactions still exist. Enlisted already relies on cooperation between infantry, tanks, and aircraft to capture objectives and counter threats.

  7. False equivelancy. Marks are a usability tool rather than a realism feature. They exist because players lack real-world communication methods such as radios, military training, proximity voice-chat, and shared situational awareness.
    Removing markers would not increase realism in a meaningful way; it would simply reduce gameplay clarity. Which is, actually, precisely on point when it comes to Saboteurs, who’s consequences contribute the same exact issue here discussed.

  8. (& 9.) This is contradicted by the game itself… Players already do mark vehicles, rally points, and enemy positions regularly, especially in coordinated matches.
    The concern raised in the original post is that reconnaissance should remain a universal player responsibility, rather than being concentrated into a single specialised class.


The truth of the matter is, players universally optimise for the easiest path to rewards, not the intended gameplay loop. So, if the lone-wolf Saboteur class rewards operating away from objectives, many players will choose that over contributing to the frontline, which risks weakening the core squad-based gameplay that the rest of the game is built around.

This point, will never be countered. The Saboteur doesn’t fit in.

I haven’t yet seen a convincing gameplay argument for why this class actually improves the game.

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There is no ‘behind-the-lines disruption’ in the game. With the same partisans, nobody ever mines anything, they just run where they are not expected in the gray zone and shoot bots in the back. Sometimes they blow up tanks and APCs

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But many don’t even do that, as cars with people shoot back very well, and you ran to the rear for too long to exchange for this.

Still the same question: what’s the fundamental point of having separate rifleman , medic , and gunner classes if their unique abilities could just be perks for assaulters ?

Hmm? The description stated that you need to cycle through 1 other squad between partisan spawns, just like you need a 2-squad cycle for tanks.

That’s the crucial part. Let’s leave the fantasy-based evaluations to the Pentagon.

That’s exactly because of the point above: this feedback will likely be ignored, since it’s based on nothing.

I’ve always been against captured weapons and paper. But in this case, we don’t even know how captured weapons will be implemented yet. Will they change dynamically based on the campaign? Will there be different weapons in the two slots? Will they be researchable in the tech tree? Will they be available to everyone? As long as there’s no information—this is all just sophistry.

As someone who spends 80% of battles lying on some theater roof as a paratrooper with a rifle, or picking off bots that spawned at a rally point with partisans (but without destroying the rally itself), it’s hard for me to say how much of this is combined arms combat. So, let’s just say it is.

This is actually historically accurate; during WWII, radios were huge, heavy, and scarce. For the Soviets, for example, radios even in tank units were only in command vehicles. And the Americans during Operation Cottage can certainly testify to that. As for training and awareness… well, the German Volkssturm would like a word.
Voice chat… it would be fun, but it wouldn’t help. Not at all. Absolutely not. If anything, it would probably just increase the amount of friendly fire…

Nope. Not at all. I can often spend the whole match in a plane and not see a single vehicle marker for 30 minutes straight. And this isn’t an exception to the rule, but rather the rule itself.

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Honestly, a lot of your points seem to be based almost entirely on your personal experience and perception of the game, and not on anything systematic or analytical. That makes your statements over-exaggerated at best and flatly inaccurate at worst.

  • Behind-the-lines disruption: Partisans/Guerillas do disrupt the flow of the game… They destroy rallies, blow up tanks, and influence objectives. That’s what “disruption” means. Saying they “just run where not expected and shoot bots” doesn’t reflect how the game actually works.

And… people do absolutely mine rallies… Both their own, and others.

  • Overlap with existing classes: You say there’s no overlap except for solo play. But both Partisans and Saboteurs are meant to operate behind the frontlines and influence enemy positions indirectly. Solo vs squad isn’t the real distinction, purpose overlap is.
  • Reinforcement/spamming: The Saboteur is explicitly designed to be cheap and reusable, encouraging repeated off-objective play. All squads require two spawns in-between uses… Except for the upcoming Saboteur.
  • Captured weapons: Saying we “don’t know how it’ll work yet” doesn’t invalidate the concern about faction identity and gameplay tone. And, Helper and CM posts have already given details, you can go read them right now, this isn’t some unknown.

You seem to continually jump in, without all the facts or context of the issue… This isn’t the first time. It’s one thing to be missinformed, another to claim there is no information and context at all to take from.

  • Combined-arms argument: Arcade or not, Enlisted is still a game about squads, tanks, and aircraft working together, that’s what “combined-arms” mean. Objective success is about coordination, not just who racks up the most kills. Ignoring that misses why lone-wolf incentives can be disruptive.
  • Recon/marking: You claim players rarely, and sometimes never, mark vehicles or positions, but that’s purely anecdotal. Even if it were true, the bigger issue is that Saboteurs lock score-inscentivised recon behind a single low-combat-value squad instead of encouraging it universally. That’s bad design, especially if you want people to mark positions more often.

And, considering that your position is that the Saboteur class will have no influence upon how people will play the game… Heh… Well, yeah, this won’t help at all, and you’ve implicitly agreed that half of the Saboteur class’s features (recon) won’t be used to any meaningfull degree… Are you sure you’re helping yourself here…?

  • Tangents: WWII radio limitations is interesting trivia (that I didn’t need your help to be aware of…) but entierly irrelevant here. The discussion is about gameplay balance, tone, mechanics, and player experience. Stay on topic.

Overall: most of your reply relies on what you’ve seen or done in your own matches, and then generalises that as if it’s the way the game works. That’s not analytical, it’s just your perception, over-exaggerated and mostly untrue.

The concerns raised about the Saboteur class still stand: redundant mechanics, incentives for lone-wolf play, confusing disguise mechanics, spammability, and locking core teamwork functions behind one class. All of these are structural issues that aren’t solved by personal anecdotes or “maybe it won’t be a big deal” speculation.

Look at the poll, the “I don’t mind either way” group is larger than those in favour. That tells you something. Strip away the purely emotional “I think it’s cool” layer, and what’s left isn’t enthusiasm, it’s skepticism. People aren’t opposed because they dislike change, they’re unconvinced that this class adds anything meaningful to the game.

There are so many suggestions going around the forum on how to change (or remove) this upcoming class… That didn’t happen with the guerrilla (certainly not to this massive degree)… Why is that…?

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In that case, could I see some objective statistical data on partisans, so we don’t have to rely on ‘personal experience’? I don’t see any information provided here on the matter, other than your claims that partisans are blowing things up. I, for my part, almost always play in the rear , and I hardly ever see enemy partisans there. I haven’t hit an anti-tank mine even once, and my tanks have only been blown up by partisans a handful of times in total.

The same applies to markers . I have enough flight hours (we can compare stats if you want) to say that in 60% of matches, vehicles are either not marked at all or only marked once or twice per game. If there’s statistical data on this as well, I’d be happy to see it.

Right now, all I see is a desire to force everyone to play ‘the right way’ and capture those boring points (which people loftily call ‘playing the objective’)—the ones many players don’t go to and have no intention of going to.

still haven’t seen an argument as to why partisans and saboteurs share the same objectives, while riflemen/assaulters and the like do not.

Ah… damn. My bad. I rarely have more than 4-5 deaths per match, and since all my squads have similar setups and roles, I blanked and forgot about the 2-squad cooldown . In that case, I agree—giving saboteurs a 1-squad cooldown doesn’t make sense and isn’t necessary.

“Well you can change it but it’ll be the weapons of the faction you’re playing as then”

I only found this answer. But it doesn’t tell me much. In any case, it doesn’t suggest that this should cause any problem with captured equipment in the research tree.

The results and the howling were roughly the same when partisans were introduced. Fortunately, the developers rarely listen to whining on the forums. Unfortunately, they haven’t brought a single one of their ideas to completion.

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At this point the discussion is going in circles.

You keep responding with personal anecdotes about what you happen to see in your own matches. That’s not the same thing as analysing how the game’s systems are designed to function. I’ve been talking about mechanics, roles, and incentives, you’ve been countering with individual experiences (that I don’t even believe to be accurate, but that’s not the discussion I want to have). Those are not equivalent forms of argument.

Without access to developer data, neither of us can produce statistical data, asking for it is the discussion killer. Anecdotal experience doesn’t override how a system is structured, even if we can’t get a look at the data.

So the original question still stands, and it hasn’t been meaningfully answered:

What gameplay role does the Saboteur add that isn’t already covered by existing mechanics?

Until there’s a clear answer to that, skepticism about the class is entirely reasonable.


By the way “the developers never listen” is flat out wrong… This is my third major “campaign”, the other two have been succesful.

  • PPSh-41 (S) is not a tech tree item.

  • The concern the “Lewis .303” shouldn’t a event item has been forwarded, with plans on the way for a tech tree addition.

Once again, you’re relying on unsubstantiated hyperboly…

The few sceptical comments around the guerrillas is nowhere near the level it is to the Saboteur, and comparing the two is so out there that I’m once again wondering if we’re living in the same reality…

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Only 38% of voters support the Saboteur class on the Enlisted subreddit poll. This is not just “whining on the forums”, this is universal disproval for Saboteurs

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Which has no relation to analysis, as none of this works. If you rely on this, you must take it as a rule that medics run around healing bots throughout the entire battle. Whether they do so is a rhetorical question. Whether partisans mine things or saboteurs place markers—it’s all in the same category.

Nevertheless, you continue to present fantasies like ‘if the mechanic exists, it must be working’ as some kind of absolute truth, and base your entire rhetoric on that. I’m more than certain that 85% of players—the ones who actually log in to play rather than space out on the forums—don’t even have a clue how silver and XP are calculated; they just play for fun.

The conclusion is simple: the point of a class is to give players a way to have fun, not just rot away on capture points.

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I have no idea why the devs suddenly feel this way, considering that for years they’ve done the exact opposite—using every means possible to stop players from having fun. They nerfed flamethrowers, mortars, grenade launchers, and mines, and placed grey and red zones in the most annoying spots imaginable. But since they’ve finally decided to do something actually interesting, I’m certainly not going to stand in their way.

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That’s exactly how it went. With one small nuance: you were posting about ‘historical accuracy,’ but the devs said they were changing it based on test server results. It’s the same story with the Lewis gun—it’s been in the game basically since the start. People have been asking to add it since then, but if it finally shows up after all these years, it’s obviously because someone made yet another thread about it, and totally not because the devs are running out of ideas for high tiers. But hey, don’t let me stop you from being proud of your influence over the developers

Don’t forget to wash your hands with soap.

I just suddenly remembered and missed several of your old posts.
They got passed around so much that everyone thought DF was going to release new squads.

To this day, I still remember your really well-made glider assault paratrooper squad and the armored jeep squad.

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Well this is tankers game all you get is more tanks that bring not much to the game and the new class is something as an assaulter simply the game is getting more and more arcady. So I given up there is other cool classes that can be added but we wont see this we gonna see more tanks and more classes that are assaulter variant.

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You didn’t answer the question, and you seem to be entierly clueless about game design.

I honestly think I’ve been talking over your head this entire time and you just don’t understand the subject at all.

Yeah, no, you are actually incapable of nuance if all you got from that situation is “it’s about historical accuracy”…

In the end… I’m going to be honest here… You have a very low value opinion, entierly based on emotions and flawed perception… You’re either incapable, or unwilling, to discuss game design…

I think we’re done.

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Even the very casual official Discord has the Saboteur being ratioed.

Oh, and btw… 41 likes and 706 views.
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Vs 28 likes and 2089 views.

There is, with the exception of a very loud minority, practically zero enthusiasm for the new class, and several times more the scepticism (including those who are not entierly against, just very critical).

At best, nobody cares about it… Which, still, is about the last outcome anyone wants from a major update where this is, supposedly (despite it being dropped in a seperate event,) the cornerstone of the update…

Is indifference to scepticism really what the devs need right now for the game…? Especially when… If they just scrapped the Saboteur in its entierty and just brought in some stuff waiting in the editor instead (or even giving us minor edited stuff like a regular unscoped Springfield M1903A3, or the Soviet Lewis for the Allies) as tech tree items would garner them much more praise and enthusiasm…?


Addon:

Keeping in mind that, forum posts (suggestions most of all) are as a rule polarised and has a inherent bias towards strong opinions, both negative and positive, there is something very important that can still be learned from the poll above…

The neutral side, those who don’t care about the subject, don’t feel strongly enough to have an opinion either way, or who do not dislike the class enough to want it entierly removed (yet still don’t support its current form)… Those people still outnumber the people who support it…

Despite the fact that, as a rule, both pro and against votes are heavily biased positions on forum polls (neutral people have no inherent incentive to make their voices heard… yet they still did)…

I think that’s extreamly telling…

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