
Imitating Battlefield, "Joining the Army" requires more than courage
If you are a player who likes the background of World War II and the "three-amphibious combat" of sea, land and air, then it is likely that you have heard of an MMO with the theme of multiplayer combat: "War Thunder" - this is a vehicle shooting online game developed and released by Russia's Gaijin Entertainment, and the acclaim and popularity of "War Thunder" give Gaijin Entertainment the opportunity to expand its territory. That's when they brought together the newly established Latvian game studio Darkflow in 2016, announcing that Darkflow would be the main body and using the Dagor engine to develop a world war II-themed game ,Congjun.'
Similar to racing games, which are biased towards real dust and NFS that are biased toward entertainment, in the field of FPS games that focus on PVP, there are actually two different development paths - more and more magical such as "Overwatch" or "APEX Heroes", and more realistic such as "Battlefield" or "Call of Duty". There may be more and more room for operation to become more and more magical, but it is not easy to become more and more "realistic": although since Battlefield 5, DICE's MA has been difficult to maintain continuous health in the mouths of players, but "Battlefield" super-large multiplayer and complex battlefield elements are a kind of game design that is difficult to achieve if you think about it.
The English name of "Enlist" is "enlist", and in fact it may be more appropriate to understand it as "enlistment". It wants to follow the path of Battlefield, a battlefield battle led by a "squad", which is obviously not an easy task, and "Conscription" needs not only courage to become a competitor (in fact, they almost copied the gameplay and background settings derived from Battlefield 1) requires not only courage, but also extraordinary technical and execution.
There may never have been a lack of courage for the War Bears and their old eastern Europeans, but what about technical power? ——The birth of the "Contra" body has some "belated", and even in 2019, it also launched a "Cuisine Royale", which is based on the "Conscription" game material and uses the chicken eating gameplay, but the Mao-style humor embodied in "Kitchen Battle Royale" has not been appreciated from any one dimension, and the quality of the game itself can only be regarded as mediocre, so people can't help but have some worries about the quality of the meal "Conscription", 5 years later, this "squad version of the battlefield" What was the experience of the game?
A good man, maybe more than three gangs
Excluding the three tutorial modes in the picture above, the gameplay of "Join the Army" is divided into "Lone Hero" and "Legion Attack", "Lone Hero" is similar to the regular Battlefield conquest gameplay (plus teammate accidental injury), and "Corps Attack" is a conquest mode in which the player controls several squads, each squad consists of several soldiers, when 1 of them is killed, you can continue to use others to participate in the battle (as long as there is no regiment annihilation), and after the collapse of a whole squad, one side's "backup force" will be used. To complete the replenishment of soldiers - but it will be other reserve "squads" in turn to participate in the battle, if it is a "reconnaissance squad" will bring its own sniper, if it is a "tank squad" will be accompanied by tank vehicles, if it is a "fighter class" will be accompanied by a "fighter" - yes, that is, there is basically no element of the field series "snatching vehicles".
The background of the battle is set in the Moscow War and the Normandy War during World War II, but the current beta version of the national uniform has been simplified to "Red Team" vs "Blue Team" for unknown reasons - it is worth mentioning that the matching of this game uses a battlefield-like "standby system", you may be able to match into a game that is in combat but someone has dropped or is offline, and you can also specify to match only one of the red and blue sides, if not, it means that you need to prepare a set of matching squads for each red and blue side ( will greatly increase the amount of resources required for cultivation).
The way to fight is similar to the conquest gameplay of Battlefield: the two sides are born at their respective flag points on the map, and then go to compete for the target in the battlefield, and when the "backup" force of one side is 0, the winner and loser are divided.
But the difference is that this is the "one good man three gangs" gameplay, you can achieve full squad freedom through gun outfitting, for example, you can replace a rifle squad that was originally positioned as a stormtrooper with a submachine gun (the initial soldiers of the rifle class are more sufficient), when the player controls a soldier, the other soldiers are in the "AI hosting" state, and the AI in the custody state may even occasionally help you "grab the head", but the main thing will be to enter the nearest bunker to ensure survival - But there is a very embarrassing situation that when attacked by snipers and tank artillery fire at great distances, the "survival warning" of the AI will not be triggered.
So what are the advantages of this "squad advance"? First of all, it at least ensures that a small-scale combat unit is "one heart and one mind", to charge together, to squat together at the back of the squat, secondly, it gives a more active offensive gameplay a certain fault tolerance rate - this kind of multiplayer FPS battle based on the background of World War I or World War II is often relatively convenient for the defensive side, and if you are a player who likes to attack, then the death of unknown AOE on the way to the charge is obviously not a very good game experience, then there is a group of "teammates" around as an extra" "Health Bars" can greatly increase the fault tolerance rate.
Rich, and too rich to cultivate content
For "Join the Army", a big advantage over the battlefield or other FPS games is that its cultivation content is very rich, because you need to arm not a soldier, but a whole squad! On the other hand, it may be a bit "too rich", because you have 4-6 squads on both sides of the red and blue - and these squads need to be upgraded, equipped and unlocked accordingly.
In the game, more and more powerful squads will be unlocked with the "battle level" (there will be a corresponding increase in experience points after completing the battle or mission), such as the Type 47 mortar that can be unlocked at level 14 is undoubtedly a dimensionality reduction strike for the chips in the charge in the defense of positional warfare, and the G-2 fighter that can be unlocked at level 15 is the nightmare of a weak and helpless bomber, but...
Probably in order to increase the player's "cumulative sense", the initial squad or soldier, handed over to the player is a very initial state - for example, the initial infantry team has only 4 members, each with only an initial large bolt, no secondary weapons, no pistols, no special detonators, but after the full squad upgrade, you can expand into an elite unit of 7 people fully armed with a variety of high-level weapons.
But the terrible problem is that more and more powerful squad unlocking will continue to enhance the player's combat effectiveness, so that the "liver has gains" is not false, but the pressure on the need for cultivation is also increasing - take the example of the individual soldier cultivation in the picture above, it seems that I did not play for a long time to almost fill a squad of individual rank cultivation. However, similar to the vehicle "love" cultivation in the "Forza Motorsport: Horizon" series, the cultivation content of each squad in "Army" is completely independent of each other! And this cultivation process is not like the "Forza Motorsport: Horizon" series, which belongs to you and can be cultivated naturally in the process of use, but it will consume public resources - gold coins, gold, silver and copper pickup cards for weapons, and gold, silver and copper pickup cards for characters.
The rank cultivation and squad cultivation in the above figure are only "breaking through the limit" - the content filling in it needs to be completed by the player in the quartermaster library and battles: the military supply library can buy a variety of high-level weapons and equipment (copper pick-up cards for random equipment, silver pick-up cards for designated equipment, gold pick-up cards for special equipment), but not "unlock weapons" but "buy weapons" - that is to say, for many of your squads, they will inevitably face the dilemma of "more monks and less porridge". For a long period of time you may not be able to arm all your combatants.
In addition to the improvement of weapons and equipment, the squad can gain experience in battle to "upgrade", "upgrade" can improve some passive skills: such as crouching forward speed, switching posture speed, breath-holding shooting breath time, etc., in a sense, the "full change of firearms" + "advanced skills" of the high-level troop combat effectiveness is far better than the beginning of the whiteboard characters, the game actually presents an asymmetrical confrontation similar to "Escape from Tarkov" - and the senior boss against the gun may be difficult for you to win, A grenade or vehicle attack is required to have a chance to steal the chicken successfully.
It seems that as long as the liver work can be good, it can be solved
The good news is that although the unlock content of the game is incomparably rich, it seems that as long as the liver can do well, everything can be done: the various types of pickup cards in the game are "limited supply" (the mall is not yet open, I guess the mall can definitely be krypton), but the content of the pick-up card is more "accelerated" - such as the personnel's copper pickup card can be used to upgrade the soldiers, if you don't want to slowly improve the level by fighting, then you can also use the pickup card to "step in place".
Although the supply of pick-up cards is limited, the role of "gold coins" is almost omnipotent - even part of the content of the golden pick-up card can be purchased by 750 gold coins, in addition to the "pass" has almost endless tasks, you can unlock a variety of rewards, all kinds of "check-in" type of mission rewards are also very rich. And changing "pass" to "premium pass" can also use gold coins, if such a setting is still preserved when it is officially launched, it is very conscientious.
Even from the current point of view, the best unit in the backup supply is instead purchased in gold coins - for example, the 4-star and 5-skill Type 35 fighter & pilot is quoted at 4250 gold coins, which is a "sky-high price" that is difficult for newcomers to reach, but there is also a hope for good gangsters to brush down.
However, one thing that seems unreasonable is the "premium account" - this is a "limited-time value-added service" purchased with gold coins: that is, even after full unlocking, the "premium account" can become a "gold shredder" to maintain the balance of the game's economic system, but the premium account can provide the number of reserve soldiers in addition to doubling the experience, squad members and vehicle capacity, which is a bit too unbalanced.
Realistic, and realistic vehicle experiences of the past
This game for the "tank control" adopts a strict first-person perspective, the gunner can only see a circle in front of the eye, the side can see only the side of the observation of the mouth of the line of sight, you can probe out to get a complete view, but there is also a danger of being caught by the sniper of the other side.
Compared to the embarrassing physical damage effect of the Battlefield Frost Engine, the Dagor Engine, which was originally used as a vehicle to fight, is undoubtedly much stronger in this regard - most of the scenes in the game can be destroyed, in addition to the "part damage" of the tank, such as the tracks being blown up, but the still embarrassing point is the "knife and gun" Iron Tree, compared to the "Battlefield 1" as the core of the "Step-Tank Synergy" strategy, "Join the Army" Tanks can easily fall into an awkward situation because of dense and indestructible trees, which may be a deliberate balance for the production team to prevent the vehicle from being too strong, but overall, the tank's weak mechanical power and not thick body plate in the complex terrain experience is not good.
Aircraft due to poor performance and brittle body, the same will not have too good experience - the bombers in "From the Army" are mainly strategic to deal with the cluster crouch pit, the aircraft that are easily swept down by a shuttle machine gun are also difficult to be too oblivious in front of the infantry, and a dive and a pull-up distance is not sure of their own explosion is also commonplace.
Some other issues
There are still many bugs in the game, mainly focusing on model interaction, such as the above picture I was stuck by the "sandbag", unable to move, and finally could only be relieved by being killed by the enemy.
There are also floating guns, dreaming back to Cyberpunk 2077...
The squad version conquers the gameplay, and it is not bad to change the taste
I have not played games such as "Free Men: Guerrilla Warfare" or "Man of War", so this way of participating in the squad still brings me a complete sense of freshness, overall, "Join the Army" in the case of looking very much like "Battlefield 1", but also fully presented its own characteristics in terms of pulling the big bolt: "Squad" "cultivation" this point, is considered to be the ultimate, the entire squad unlocked, skill tree full, full equipment to change the time required to change the time may not be compared to in "Forza Motorsport Horizon" Unlocking all content is short, which is a virtue for a multiplayer online game.
But on the other hand, "Joining the Army" has not been able to go further in terms of "team member AI" or "coordinated operations" for the "squad", these teammates can neither block the god like the big brother yakumo in "code vein" to take me to lie down and win, nor can I exert some tactical orders on the entire squad to complete some tactical coordination, that is, the concept of "squad combat" is still a bit superficial in general. In addition, the game also has some problems in the battlefield series: such as the problem of distinguishing between the enemy and me, and the "unique" model interaction BUG, but these contents believe that with the official launch and player feedback will be relatively easy to optimize and fix, will not be further emphasized here. Overall, as a "squad version" of the conquest gameplay FPS multiplayer game, for players who love Battlefield, it will be a small dish that can be tried to adjust the taste.
+ "Squad Edition" conquest gameplay - there is no in-depth digging of the team member AI + rich cultivation content can be liver (not necessarily Krypton)! - Maybe too much expense + realistic physical destruction effect - trees that can't hurt a bit + nice performance optimization with a stable frame rate - some bugs in terms of model interaction