Wish list of changes because why not

Proposed changes:

  1. Vehicle Rebalance
    1a. AT Gun Buff
    1b. Changes to AAA
  2. Arty Nerf/Consistency Changes
  3. Flamethrower Consistency Changes

1a. | Tank gameplay is in a very good spot right now. Playing a tank takes a lot skill to be effective. It is way too effective to snipe in a tank compared to brawling. This is a big problem for the Germans in the Moscow campaign, where they can freely snipe, using HE and blasting enemies to bits, with little to no risk. Due to the majority of AT weaponry being close range, it could be near to impossible to kill a tank sniping, it is pretty frustrating too. The only effective way to combat this is with a bomber/fighter bomber (stuka’s etc). Yet, you might still not be able to kill them due to the vehicle cap that comes with the planes. I don’t really know any solution for this but I think someone else might know a solution.

1b. | If your team does not have any engineer squads, if your plane spot is taken up by a person who just want to do bombs, your team could be constantly bullied by aircraft. While yes, CAS does take skill, but it is very annoying and unfun when you can barely combat planes. IMO, you should not be forced to always bring an engineer squad just because of CAS. You could also die from a bomb 50 miles away, while in cover, etc, which is very annoying and frustrating. (Just revert the explosive effect)
Solution?: Prebuilt AAA integrated into the map that everyone can use. So when you don’t have any options when it comes to shooting down planes, just use the AAA on the map. This could be easily done by switching out all of the prop 8.8s for functional ones.

  1. | Artillery, if you haven’t heard, is very unfun, annoying, and boring. If you can literally get 20 kills just by pressing on a spot on the map, then that is just poor game design. Also, I haven’t heard people talk about it, so I’m going to bring it up now. The Artillery circle does not properly represent where artillery can effect the area it is in. What does this mean? Well, if you are outside of the circle, you can still get explosion shake (the sway after getting hit by an explosive), you can still get damaged, and subsequently, you can still die to artillery while outside of the circle. This can make people very confused when they die while knowing that they shouldn’t, since they are outside of the circle. Also, give a warning before placing artillery on a teammate, this happens way too often, teamkilling is very annoying especially when it comes to artillery.
    Solution?: Make Arty do less damage, have the circle show where you can actually take damage, and make the damaging area more precise to make it more skillful and easier to avoid.

  2. | Flamethrowers are very inconsistent in their current state. Sometimes you’ll drench an enemy in flames, yet they take no damage, and you die. Really, if you hit a person with the flames, you should always do damage, yet I see the animation for the flames hitting an object instead of the one for hitting an enemy. Also, a buff for flame thrower damage. SMGs should not do more damage than flamethrowers at close range, since the SMGs still have uses outside of close range.
    Solution?: Don’t really know about the first problem, but when it comes to damage, make the flames have no damage fall off, since it is very frustrating hitting all of your flames just for it to do 3-4 damage.

Feedback in comments, thanks for reading my rant!

2 Likes

Instead of reverting HE changes I would rather prefer having cover system reworked and upgraded. Explosives should be powerful, but we should have a chance to hide from them.

Again I would rather see taking cover improved. Sandbags, solid walls nad even going prone in some hole should help against artillery.
Another thing is adding some kind of skill factor into playing as radioman. They should someone expose themselfs and actively do something more than clikning on a map.
With those two changes arty should be fine imo.

Here I 100% agree

2 Likes

Let lone engineers build AA, not only engineer squads?

1 Like

letting all engineers the ability to make AAA would have people use engineer use the squad less, and would make the engineer squad less unique. Similar to how you cannot have a 48 second resupply time for all radio squads.

2 Likes

i really think arty (radio operativ) either needs to go completly or they need a BIG nerf. they can kill so many enemies with ease and sometimes blow up in buildings and can block/clear paths and points WAY to easily. It would be better to make them do less demage and make the red circle more precis of where there they land. And a way to make it so tanks can’t snipe to much would be make them have less ammo on some maps (mostly HE rounds)

Don’t forget about how AA can also be used highly effectively against infantry. I don’t want to see a literal wall of AA guns on my advance to the cap…

Number one priority before even artillery or mortars should be reducing the area effect of bombs from planes and reducing planes HP making them easier to shoot down.

And against bomber planes and mortars.

Instead of clicking the map, how about the player has to actually aim at the position he wants to send the artillery to.

2 Likes

i like the idea but arty will still do way to much demage and be easy to spam.
And i hate how there is no penalty for teamkilling to many in squad mode either way there is need of some changes

All explosions causing friendly damage would be a good fix to that. Along with negative XP per teamkill for example.

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on improving cover, they could increase the range at which artillery knocks down sandbags. IE you’d have to have artillery literally on top of your sandbags (a few feet) in order to render them useless as cover.

Also id like to see them allowing 2 sandbag walls to be stacked on top of each other

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Personally, I disagree. Sure, if you’re having a bad day and get screwed by arty, it can be annoying but I usually play Enlisted with Sabaton or Two Steps From Hell playing in the background. The music and explosions make for an absolutely amazing and epic experience.

That is all, thank you

Sandbags overall need fixing as soon as possible. Right now you are able to destroy them by throwing grenade at them. Yes, by throwing. The granade doesn’t even explode yet, but sandbags are already blown away.

Their “HP” should be definetely increase, so they could really provide cover against samething more than standard guns.

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I think it’s quite risky currently. If you have something semi-transparent in between (e.g. top of a tree), there’s a high chance your marker will be in front of you at the top of the tree instead of where you wanted it 150 meters away. At least I had it multiple times with tanks.

Make the build time double of the normal engi squad, maybe? But a somewhat quickly turning AAA which is not turning quick in the low angles [ie. still not an ultimate weapon against infantry] is still my current best bet.

or just give them less powerful AA that can only be used purely for AA (gun cannot be depressed beyond a certain point 0-3 degrees). For example germany would get an AA tripod mounted mg81z, mg34, or zwillingssockel 36, the americans would get tripod mounted m2 50 cal or m1919, and soviets would get a dshk or AA maxim gun mount.

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That would of course need some fixing first.

Battlefield V put them down in concrete Fox holes to combat them being used constantly on infantry, that would work here also.

1 Like