Suggestions for the future of Enlisted [Quality of Life, Balance, Accessibility, Meta]

If neither of you will act even slightly mature, please get lost.

Any shooter with SBMM always devolves into a sweat fest that everyone hates unless theres an unranked mode, which this game can’t afford to split the playerbase between

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This
After experiencing the modern iteration of SBMM I’m honestly very wary to try and put it in because I’m fairly certain our entire friend group you included @TangledTestes would be put in the ultra tryhard lobbies 100% of the time.
And this game is fun with a mix of good, great, and shit players in every match as it is.
Best idea I can think of is to put new players in lobbies of their own with other people who haven’t reached Campaign level 5 on any faction.

If SBMM will be avoided, there’s needs to be better matchmaking just in general. Finding a good match with both sides putting in a good effort is too rare. Or there needs to be an option to swap places with someone on the other team with the promise of extra EXP. Anything besides the current system.

I completely agree with most points you made, though as of yet I have no opinion on those three gameplay meta issues, so I won’t comment on them. Fog and similar features can have a drastic effect on engagement ranges, so any alterations to the amount of these view distance limiters would have to be gradually implemented over several patches, carefully examining how the changes made affect the map.

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For an enthuses on realism in this game, I think it is stupid if changed it to make you die because the enemy took an objective & you didn’t retreat. I for one stay camped gunning them down making time for my teammates.

I very much disagree on the unlimited respawns. This isn’t call of duty, needs to be more like war thunder where they have realistic modes with perma death For your crews.

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the problem is when your place is captured you can just hide and then shit everyone from behind with some auto or lmgs which is a major issue as attacker…I agree that after a point is captured defenders should be forced to retreat

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Captured defenders are forced to retreat though. They die when the battlefield moves up roughly a minute after capture

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I agree on everything but flinch.

And on the skill based match maker…
How do you think to do that?

Because the main issues are, you can’t relay on K/Ds as most of them are made on bots. Second of all, just because I make around 70<110 kills per game, I dont wanna be putted with people that are gonna kill my experience because I have to ā€œtry hard ā€œ in order to win and have fun.

And about the points above, mg42s goes Brrtt. I don’t always get shots when I use mgs.

Nades are fairly easy to use as whenever you throw one, you have a 50% chance to kill someone or not in those small and clustered maps.

But I have to agree that for newer people something has to be done.

It’s a real hard and hot topic.

We’ll see what others will suggest

I can only agree on this one

No, current system is fine, but I only think that a bit more time should be provided before ā€œout of boundsā€ cuts defenders away to allow tanks to get away. Currently, tanker caught in fighting that is unable to turn around and retreat as fast as possible is sentenced to die as ā€œdeserterā€ out of battlefield bounds.

Tanks are decisive force only if nobody even bothers to counter them, and aside bf 110 in normandy, planes are not even half as decisive as tanks are.

Agreed here

Another purpose for spawn limits is to prevent players in conquest to throw their squads away, and hurting team that is having too heavy casulties is the purpose of spawn limits in the first place. I see nothing wrong about that to prevent too long or too exhausting matches.

No. Flinch should stay, it can hardly be possible to simulate pain when you catch a bullet, but too little or no flinch would just turn battlefield into supersoldier fights. Players should use tactics and try to prevent getting shot in the first place instead of trading bullets with superman accuracy (we could see how stupid it is on premium squad perks)

Not sure what to say, I haven“t tried anti-tank mines, but TNT packs are working well enough at least for me.

As for matchmaking and servers, I donĀ“t think we currently have enough players to be able to solve this one. First of all queues needs to have as low amount of bot players as possible (we already saw in CBT how forced PVE because not enough players were in queue (or certain bracket if you will) looks like… and it wasnĀ“t fun)

Only stuff that’s out of bounds as a result, imo.

Something similar is already a thing, with the spawn protection zone moving forward/back a bit later than the cap, unless I misunderstood.

Neutral on this one. Vehicle mains do exist, though.

Agreed

Agreed

Agreed. Would help migitate some of the MG spam

Agreed

For conquest? Guess that’s okay. Pretty sure spawning costs tickets though, the same tickets that decrease if the enemy holds more cap points than you. So maybe it should stay just to prevent shit teammates from ruining your match even further.

Agreed

Not stronger. More consistent
The damage they do rn is fine. It’s just not consistent with where the damage goes.

Agreed with all

whales are buying everything from grenades to guns to soldiers to levels everything …equipments are causing a problem when one guy can have extra ammo and grenade and other cant. The rng preventeed this atleast

agreed…

you had in mind my struggle of the moment :joy:

that’s a big issue.

there’s nothing that is " safe " from who pays to get things right away.

so i’m afraid the current system it’s the only " solution "

after few seasons enlisted will completely change

in which way

good

like?

i have been playing a game from beta it was shit but after two years it is my fav so i hope same for enlisted too…right now it is sht

I’m kind of reconsidering my stance on the SBMM thing. But Enlisted most definitely needs better matchmaking, and more incentive for players to cooperate.

I can really only confirm for Invasion but enemies can stick around and hide in the default spawn areas (after the first phase). Which is a problem because not only does it allow players to spawn trap people, that’s usually an entire squad or two that are practically AWOL and not assisting or fortifying the next objective with their team.