Replace Meteor’s 500 lb G.P. Bombs with M.C. Bombs

Hello everyone, It’s our second meeting.
Let’s go straight to the main text

I strongly believe the Meteor’s bomb loadout should either be updated to 500 lb M.C. (Medium Capacity) bombs Here are my reasons:

  1. Poor performance of the G.P. bombs
    The anti-tank and anti-infantry capabilities of the current G.P. bombs are severely lacking compared to the previous 1,000 lb bombs. In fact, they perform noticeably worse even when compared to other standard 500 lb or 250 kg bombs. As a result, the Meteor’s ground attack ability has fallen far below expectations.

The explosive payload comparison clearly proves how underperforming the G.P. bomb is for a 500 lb class ordnance:

• 500 lb G.P. Bomb: ~65 kg TNT equivalent

• 250 lb AN-M57 Bomb: ~58 kg TNT equivalent

• Japanese Type 92 250 kg Bomb: ~117 kg Explosive (107 kg Shimose / TNT equivalent)

• German SC 250 Grade JA Bomb: ~125 kg TNT equivalent

• 500 lb M.C. Bomb: ~128 kg TNT equivalent (approx. 100 kg RDX/Torpex composition)

In terms of actual explosive yield, the 500 lb G.P. bomb operates closer to a 250 lb bomb rather than a standard 500 lb/250 kg weapon. While other factions enjoy standard 250 kg bombs with 100–125 kg of explosive payload, the Meteor is left with a severely castrated 65 kg yield.

Replacing it with the 500 lb M.C. bomb (128 kg yield) does not make the Meteor overpowered; it simply brings its ordinance in line with standard BR5 anti-armor firepower offered by other nations.

Resolving this issue can be achieved either by simply replacing the G.P. bombs with 500 lb M.C. bombs—options would offer a meaningful solution.

  1. Firepower deficit in the BR5 tech tree
    The BR5 regular tree currently suffers from serious firepower issues across multiple roles:
  • Machine Guns: The M1919A6 lacks competitive firepower against top-tier opposition.
  • Tanks: Allied armor struggles significantly in both anti-tank and anti-infantry roles. Japan deploys the Ho-Ri, while Germany fields the Ferdinand and Tiger II (H)—and players with legacy squads can even run both. These enemy tanks have extremely small weak spots, yet they can effortlessly destroy both the Pershing and Super Pershing.

While the P-47 Thunderbolt can usually help cover these gaps, it is forced into an unfair aerial dogfight against modern jets, only to be ruthlessly vaporized by German or Japanese 30mm cannons. Overall, Allied Tier V equipment suffers from a severe firepower deficit.

  1. Asset Reuse and the F-80 Supremacy

Upon further checking, I realized that 500 lb M.C. bombs currently do not exist as an asset in Enlisted. It is likely that the developers replaced the Meteor’s 1,000 lb bombs with the G.P. variant simply to reuse an existing model and avoid adding new assets for optimization.

However, intended or not, this has created a major balance issue:

The Premium F-80 Shooting Star now completely dominates the CAS role.

players relying on the Meteor are left with an extremely underperforming bomb, while paying players driving the F-80 enjoy far superior ground-attack capabilities.

Even if the G.P. swap was just a quick asset reuse rather than an intentional P2W push, the outcome remains the same: Meteor CAS is practically useless, widening the gap between free and premium options.

Conclusion

I am not asking for unreasonable buffs. It is a simple request: Please add the 500 lb M.C. bomb asset to the game for the Meteor


Before the nerf 1,000 lb option. Having two jets continuously running 1,000 lb bombs in BR5 make to another air-to-ground balance issue.

This is exactly why replacing the current loadout with 500 lb M.C. bombs is the most balanced and realistic middle ground:

  1. Fair F2P Firepower: It fixes the severely underperforming G.P. bomb (65 kg TNT) by upgrading it to a proper 250 kg class yield (128 kg TNT), giving regular tree players viable CAS.
  2. Reasonable Progression: It maintains a clear distinction between the premium F-80 (1,000 lb) and the F2P Meteor (500 lb M.C.), preventing non-stop heavy bomb spams while keeping both options meaningful.

Switching to 500 lb M.C. bombs isn’t about making the Meteor overpowered—it’s about restoring a healthy balance for BR5 CAS.

Thank you for reading.

  • 500 lb M.C. (Replaced)
  • 500 lb G.P. (Maintained)
0 voters
1 Like

Inb4 seething about p80s PROPER loadout.

F80 nerf to 2x500lb and Meteor needs 2x1000lb.
No P2W in F2P game.

It was nerfed to the ground for a reason. The F-80 turns like a school bus which makes its payload far more justifiable. Jets shouldn’t have bombs to begin with.

2 Likes

No, we need 2x1000lb back to Meteor.
There is no reason to pay 40$ just for 2x1000lb bombs in F2P game. So we need nerf to F80’s arms.
BTW jets are totally sucks. They ruined BR4~5 matches.

No planes past BR1 should have no suspended armament.

I think they greatly improved them… much easier to deal with the constant tank spam.

However what they have done, is completely remove any need to run any other fighter beside a jet besides cycling reasons… it greatly infuriates me in any BRV match when someone is sitting in the fighter slot and not utilizing a jet… even more so when they are using a jet and barely do anything… sit and rely on marks… pilots just generally suck usually… just speeds things up… which BRV is supposed to be fast.

1 Like

And the fact that not using a Jet is actively hurting the team isn’t a problem?

The Meteor has sluggish acceleration compared to other jets. Both German and Japanese players can easily outrun and crush it simply by utilizing their superior acceleration and energy retention.
The Meteor has clear, exploitable weaknesses. Stop overrating it just to justify leaving it with a useless bomb.

Yeah, Enlisted jets are overpowered.
Their turn speed is too faster than WT and have excessive bombs.
I wanna ride bf109k4, ki84 but jets made them unreasonable:c

1 Like

I don’t know why, or by what logic, you’re making that argument, but I guess you want all the developers to starve to death.

Would you like a quick lesson in basic economics?

Developers make games. Developers need to be paid. In order to pay them, the company needs to generate revenue. And where does that revenue come from?

That’s right. Our wallets.

Now, let’s break one link in that chain.

Developers make the game, the developers need to be paid, and in order to pay them the game needs to generate revenue—but apparently encouraging people to spend money in a free-to-play game is somehow inherently wrong, so let’s just cut off that revenue entirely!

BANG!!!

The developers stopped making money, couldn’t afford to buy bread for their families back home, and they all starved to death.

The end~

You are totally out of a point. Deeply sad for it.
Enlisted is basically FREE TO PLAY game.
Contents can make balance problems have to be minimized.
Meteor’s 2x500lb bombs are too weak than other factions(from the main article). But, F80’s 2x1000lb bombs can destroy the grounds so easily.
So we need to roll back Meteor’s bombs and nerf F80 to 2x500lb bombs.

So, how can make DF money without F80 with 2x1000lb bombs?
Solider’s accessories, unique designed helmets and clothings, weapon skins, etc are the ANSWER.
Like PUBG, CS2 and any other f2p games, DF can make income by those contents. Fortunately and thankfully, many users of Forum, proposed wonderful ideas.
All DF has to do is just implanting those great things of users.

I’m not sure this is really something worth opposing this strongly. The current 500 GP bomb is just terrible. I’d honestly rather throw a grenade. It urgently needs to be replaced.

That still doesn’t really answer the revenue question.

PUBG and CS2 making money from cosmetics doesn’t mean Enlisted can just replace the money it gets from premium squads and vehicles with skins and uniforms. Those games have very different player numbers, economies, marketplaces, and spending habits. Just because they’re all free-to-play doesn’t mean the same business model will work the same way.

And forum users coming up with good ideas for helmets, uniforms or weapon skins doesn’t mean enough people will actually buy them. Having good ideas and having enough paying customers are two different things.

Darkflow also can’t just “implement” those ideas for free. Someone still has to make the models, textures, test them, put them into the game and maintain them.

So basically your solution is to replace an existing source of income with cosmetics and assume they’ll make enough money because other games do it.

Maybe they could make more money from cosmetics, sure. But saying “PUBG and CS2 do it” doesn’t prove that cosmetics alone would be enough for Enlisted.

At this point, that’s less of an argument and more of a fantasy about how you want the game’s monetization to work.