Summing up the main issues of the game right now

Well, I will list here what I see as being generally accepted as the main issues of the game right now:

The bot AI

Really, the main issue of the game in its squads form (and main area for general improvement). Bots right now can’t watch your back, they can’t take cover from air strikes and deal with vehicles adequately, and the orders system is very rough. Having more functional bots that you could rely upon would greatly improve the quality of the game - it would make it more challenging (realistic and harder to take down enemies) and less frustrating (your bots don’t die en-mass and actually help you).

  • Planes are OP

Really. People who play with planes are always the first place in their teams & get much higher scores and kill-counts than people playing as literally anything else. Each bombing run kills some 10 people & can wipe out entire squads. It is an extremely frustrating aspect of the game right, and also unrealistic, as air support would focus on buildings and vehicles, not waste large bombs targetting scattered infantry on an open field.

  • Lack of chatting and interactions with other players

Lobbies are non-existent. Chatting in the game is very limited & there is no end-game chat after the matches. Voice chat is non-existent. Player/Community interaction is very limited and the game feels rather empty, especially as you’re also playing with bots on squads, sometimes it feels like you’re playing a single-player game against AI and not real human being players. Nobody adds people as friends & so forth.

  • Explosive Packs

In the game right now, every soldier carries an explosive back - because it is simply the best (to kill both players and vehicles). Nobody uses grenades or molotovs, because the explosive packs are clearly superior, and rather overpowered. Every soldier carrying such a highly explosive pack is not realistic. And while most people probably enjoy throwing explosive packs, they really need some balancing. Their use really should be focused against vehicles and structures, maybe reduce their damage radius to players in comparrison to grenades? Anyway, they need to be made more rare (maybe make them exclusive to certain classes, such as bombers, troopers, etc. or make them more expensive. One suggestion would be to half the prices for grenades to make more people buy them instead of explosive packs).

These are, I think, the main issues with the game (which is overall, very good right now. It will be awesome to see what new improvements await). Another thing that I think is an issue is that artillery has been too nerfed in the last patches, to the point of uselessness. Some of these changes really need to be reverted to make artillery/radio operators viable again (One suggestion would be the removal of the 5 second delay - while the red dot appears instantly, which gives the enemies much time to run or take cover, making artillery kill very few people).

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My suggestion with planes is, as now, threefold; more prompts to inform players there is an attacker in the air, (including placing an indicator marker for, say, 30 seconds on it after a plane drops bombs?) , prebuilt AA on maps to allow players to defend against planes, and buffing of AA traverse rates.

In dealing with the lack of communication, I do think that there needs to be more to promote community building in game - I’d offer a pre/post game lobby, both giving players time to preload the map, but also allow players on both teams to chat some with one another. While this does open things up to potential toxicity, that’s easily outweighed by the benefit of seeing other players as actually being there, instead of the widespread assumption that half your team are bots all the time, as well as building a sense of community to the game on the whole.

Explosive packs already have a smaller damage radius than normal grenades, about half thereof, and can’t be thrown as far. The problem is, this doesn’t matter in comparison to the fact they can be used when necessary vs tanks, and are a better tank-killing weapon than dedicated infantry anti-tank weapons. It’s this versatility that makes explosive packs ubiquitous in Enlisted, moreso than anything else. Even if it’s damage vs infantry were nerfed so it no longer outright killed infantry, I’m fairly certain it would continue to get used over moltovs and hand grenades.

I think the only thing that would get moltovs and regular grenades used more, would be if you were to increase their versatility - give the player multiple standard hand grenades per slot, increase the amount / radius of flames from the moltov, etc.

Otherwise yes, limiting them by class to troopers and bombers would also help things with exlosive packs, but then they’re still going to be the explosive of choice - if not even moreso than they already are - for such with little variation within the classes themselves.

My comments on artillery are mentioned in several other threads, but yes, removal of the 5 second delay would do wonders for getting artillery in a better place.

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exposive packs are so prevelant because there’s an endless spam of tanks

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It is odd that the Explosive Packs have such a large anti-personnel radius. They are only 1.2 kg and, most importantly, should produce zero shrapnel, unlike every other source of HE.

But I don’t think planes are as bad as before. I’ve been getting much better results with dogfighting, and I’ve been getting shot down a lot more, even sometimes by the biplanes in Moscow.

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I’d like to see something like “social chat” in lobbies. It would help interaction with other players much better and we could find better players to team up with.

Explosive packs don’t have that large of an explosion radius in game - it’s about a 2 meter radius. Which is about 1/2 to 1/3rd the IRL lethal radius of a 1.2kg TNT explosive mass.

Meanwhile, in game, fragmentary hand grenades have a lethal radius of around 4 meters. Which is similarly, about 1/2 to 1/3rd the IRL lethal radius of most WW2 hand grenades. (and they have massively lower “danger” / damage radii, which IRL are around 30-50 meters, and in game are only about 6 meters)

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You forgot swimming. Or rather trying to get out of the water. Every now and then our assaults suddenly become synchronised swimming events, because you can’t get out.
So you have to send your bots over first and then “Y” to one of them.

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main issues …
Lack of things to play like maps ,objectives and war mode after the campaign grind is over.
Still no iconic vehicles and weapons (what is Moscow without T34, Normandy without Panther and Berlin without King Tiger)
Nerfing things to oblivion when it becomes useless with cheap methods instead of introducing new things and mechanics !
Planes are op becouse they take vehicle slot and you cant go plane when your team have tanks becouse aa is pure shit !..
And all this constant pointing to things to get fixed and even after the fix doesnt work 100% ! ( i get it coding is hard and game design is painstakingly job but cmong hire some ppl)
Chat works pretty bad , and there are no lobbys or anything.

Also i hate when things are fucked up or not in game just becouse “balance” … there is no such thing as balance, you give ppl the weapons with their original parameters and let them have fun !
Eplosive pack seams op but yea is nerfed to IRL !

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i take issue with this statement, the tnt pack has a bigger kill range then the frags, i have personally wipe an entire building with three fresh spawn squads with only one pack on airfield invasion,
YES it was spawn camping but in my defence i did not realise that it was not a spawn beacon

And I’ve tossed one through a window before into a small room just for it to kill 2 people and down the rest.

It doesn’t seem consistent, but as a rule frag grenades have more throwing range and a higher blast radius

becouse grenade is specificly designed to be more effective versus infantry as fragmentation is more deadly over the area than with normal explosive pack !

You forgot the context

IMG00004

For 1 kg of explosives the lethal radius (where peak overpressure is >= 50 psi) is less than 1 meter. So, I think the current radius in game for the explosive pack is a little too large.

To my understanding, this should only true if the explosive effect happens in an airburst. On the ground, secondary fragmentation effects from anything loose on the ground near the explosive is a factor, as is shaping of the blast cone. In addition, high probability of immediate lethality occurs down to 10 psi peak blast overpressure, to my understanding, with severe (debilitating) injuries occurring down to 3.5psi of sudden overpressure. (which, for the function of a soldier, would be effectively a casualty and a downing of a soldier in-game at the very least) Furthermore, with blast lung having above a greater than 90% occurance rate at 5psi of peak blast overpressure according to the CDC, and without immediate medical aid being available to the soldiers on the battlefield, one can assume that would be the minimal threshold of lethality, which would mean a lethal radius of 4 to 6 meters from 1kg of TNT, without any secondary environmentally sourced fragments contributing to lethal injuries.

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