Did you really have to give paradrop units the vitality perk as a default perk?
the Vitality perk is already overpowered on its own, 35% more HP is a crazy amount of survivability, but to stack this with another 12.3% HP is busted. Basically this alone negates most weapon upgrades which get a 10-20% bonus damage.
There are many other perks that would be much better fitting than HP, mobility perks for example.
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Otherwise you wouldnt consoom.
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They actually needed it, even with it they dies so easily. when i drop on a point, almost everyone dead. and they are removing all ranks from all soldiers as mentioned on the blog. the thing with para is they are so slow when coming from the air, the enemy immediately know there are paras around
also this isnt the first time, tunisia flamethrowers got the same treatment premium, same with some other premium too.
You only need 15 damage points yo kill a paratroopers
All bolties have like 25 damage
So, really itās not a Big upgrade
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Do you except to not die if you instant land on a crowded cp?
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So combined vitality means you basically have 14.73 HP which indeed is not enough to survive 15 dmg, unless of course at a longer distance - so yes ābasicallyā bolt actions will still one hit kill.
now tell me tho are bolt action rifles the only weapon in the game`?
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I mean, the default Flametrooper IIs have that perk, so the premium ones having it makes sense. Maybe the paratroopers will have the perk as well.
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Yeah I think itās going to be the standard paratrooper default perk. Helps them stand out just a bit as a more āeliteā squad.
I never understood the uproar about vitality.
Dont even notice it half the time, not unless its extreme long range.
Itās not fair to expect that you need to put in some actual effort and not simply press your IWIN button after dishing out 60-80e on a single squad. Just, why are you being so unreasonable? I say give them 200% more, 15 minute spawn invulnerability and particle beam rifles for good measure. They could also dualwield two .50s Rambo style. Autoaim as well.
They actually need it. 
Weirdly enough, I notice it having a greater impact once I reach higher level automatic weapons, where I notice I sometimes feel like the target takes notably more bullets to take down or where some squads feel especially hard to wipe, but when Iām using a bolt action, it doesnāt really seem to matter much at most combat ranges.
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Oh for sure, low damage weapons like smgs will notice the extra bullet or 2 (ever so slightly). But whats an extra bullet to a 700rpm or higher smg. Just slows you down a fraction.
I mainly use rifle calibre so yeah. And thats an option anyone can take if they dont like fighting that perk
It can make a difference for sure, Iād say most prevalent in time to perform a squad wipe or in a head to head duel, especially with guns which have awful damage drop-off (such as the Type 4 rifle recently added) but yeah bolt actions tend to generally worry less about that when Iām using bolt actions.
How impactful vitality is on the meta I think is therefore that it serves as a significant perk for end-game content, but doesnāt really impede early game play that much, and I kinda like that they buffed bolt actions to the point where that sort of relationship is present.
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the vitality perk usually makes the difference between one hit kills or two hit kills for semi auto rifles, which is huge because that effectively negates your ability to wipe squads, since you need double the amount of bullets before reloading your gun. now depending on the gun this might change to a one hit kill again when you have the damage upgrade for your rifles, at least at closer ranges⦠ā which then changes to a two hit kill again with the airborne extra vitality.
so it basically reduces your theoretical kill potential by 50%
automatic weapons are less effected by this than semi autos, because as stated above you care more about ādamage per secondā than ādamage per shotā, however if this extra vitality is capable of giving you enough survivability to survive even āoneā more shots, this will add up when trying to wipe squads.
I believe for semi auto rifles it becomes 2 hits āafterā 65ish meters (upgraded).
Headshots being the remedy.
65 meters is a good distance for giving you a breather for reloads and cover weaving.
I like the relationship (as mentioned above) between this perk, early war rifles and automatics.
I think it is in a very clever spot, and offers some interesting options. (That just happen to suit my style)
In a game where TTK is extremely low for everyone on purpose, anything to counter that can indirectly be considered op.
Itās not X itself thatās being op, itās the Y environment in which X exists that makes said X op.
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lol no high elo player havbe equiped troops with bolties. Nice try 60 euro thrower <3
As there is no elo, do you mean max rank player? I have been running 2-3 full rifle squads with mannlichers in stalingrad because its so much fun (even though i min maxed stalingrad a long time ago)
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