Since Enlisted is a combined arms game, having every type of ‘combined arms’ be fun to play in crucial, that’s why I came up with this in honestly not that long of a time, but this problem has been plaguing me for a very long time.
Step 1.: Allow vehicles to capture the points.
I don’t know why this is banned, honestly this is kind of dumb. Most tanks are assault weapons, designed to lead the charge against the opponent, so making the primary purpose of tanks be void really puts me off and insinuates the grey-zone meta.
I propose this be done with a 2x force multiplier per every crewmember, so tanks are encouraged to push up.
Step 2.: Nerf AT weapons
The main factor of why tanks stay back at spawn, farming kills is the omni-present danger they are in. Now, there are two distinct ways to nerf AT weapons:
uptier every AT by 1 BR (except the most basic of AT rifles), so that most AT weapons can only attack the side of their targets effectivly (This has it’s flaws, because AT weapons like Rpzb 43 and panzerfausts are out of the park with their penetration, as well as there not being enough AT for Japan,
OR
Increase the reload of AT launchers to be above ~7 seconds, so the person operating the tank has time to switch their dead crewmembers around and react to the threat. This’d also allow for there to be more accurate reload animations, as to for example load a bazooka you need to cannots the rocket to a battery with wires.
step 3.: Nerf grey-zone camping.
The ability to do this also encourages despicable behaviour, so banishing this is neccesary.
The easiest solution is to make kills done by tanks in the grey-zone give you zero points.
Now, I don’t believe this plan is perfect, but it’s a good start to fixing whatever we have in this game as of now.
Would you like to see a tankplay change?
Yeah!
No, thanks.
Yeah, but not like this / some changes
0voters
If you voted yes, which solution for AT weapons would you like to see
I mean, that’s discouragement enough, I think, but you can also make tanks in the grey-zone deal zero damage, but that’d make it paradise for guerillas, so I discarded that thought
I see. I would also like to point out that tank destroyers like the stugs, Maurader, Su-85, etc have a fix turret, and can’t rotate it 360%. Making them mostly useful at grey zone camping.
I think the prevelance of AT weaponry is the biggest factor in why people greyzone camp…
The radical solution would be to limit AT soldiers to AT squads only, but I doubt that’d be popular…
Another thing (which I think would be less controversial), I would be to introduce score incentives to make tanks want to be a bit more aggressive, and actually grant them the ability to capture points (if it’s an open objective).
Additionally, I would want to introduce score incentives for infantry to protect tanks. Kills gotten whilst standing near a tank, and kills on enemies that were too close to a friendly tank, should both net extra score - just like how you get more score from kills on, near, or from the objective.
I mean, not necessairly, because you can still get into position if you’re crafty enough and there are better options for HE slinging at their BRs, so their real purpose is tank hunting.
No.1 reason tanks dont push forward is the lack of proper infantry support. Sometimes I can see 2 squads near my vehicle and I still get destroyed by some AT rambo climbing on me and detonating a TNT pack…
Yeah, nothing makes you ask “where is my team?!” like pushing together with an assault in your tank, and then you get TNT detonated from a random rambo.
I swear, it’s like AI squadmembers can’t hit anything, unless they’re shooting at me.
Bad idea, this will massively nerf F2P players AT capabilities due to the lack of squad slot.
If we encourage the players to protect the tank, there will be less players attacking/defending the point. Moreover not every tank are going for the point, so you will just see players sniping beside the tank.
Radical solution…tank crew can only carry sidearms, not primary weapons, but come with a handful of infantry support (riflemen) as part of the squad that spawn and exist outside of the tank.
Less radical solution, add proper team communication and increase points for defending armor as someone else suggested, same as defending cap points, encouraging squads to stick near the tank (easier and more incentive when they’re not greyzoning, which should also be addressed)
I don’t really see the point of making tank to be annoying for infantry to kill.
I mean tank in game isn’t that special, it costs the same as spawning a normal infantry squad yet it have better fire power and protection.
High reward means high risk.
What is there high-risk, high-reward in sitting in the greyzone, like artillery? Besides, there are only 2 in a game at any given time. They take a lot of time to get into position. They are very vonureable while doing so. Being OHK’d in a random momment means losing a lot of time. They could be so much more that.