Easy Balance Fix for Paratrooper Squads

double the time the plane stays in the air until you can drop off by making it fly slower. this will create balance and make paratroopers much more interactive by giving planes/AA the chance to shoot them down, currently its almost impossible.

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Considering that it pops into existence and drops paratroopers, I don’t think that simply “doubling” the time is going to help anything.

Require it to spawn at the standard planes re-arm point and fly in from there and you might have some luck.

Otherwise, I think that simply removing the construction hammer from paratroopers would fix their balance really quick.

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Hi! Devs have some thoughts on how to balance paratroopers, so all ideas are welcome) Thank you for your suggestion!

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There needs to be an indicator where they are coming from. As of now, it’s pure luck to shoot one down, due to just being at right spot at right time.

Their time on target is crazy short. Really needs to be much longer. Maybe have a 10-15 second timer before they can spawn/jump out of plane

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The only thing you achieve by destroying their plane is they will jump out sooner and drop on random place.
I really don’t understand why so many people has this obsession.
Far more efficient is to shot then while they’re gliding with open parachutes. And to make this more easier, drop zone should be marked with coloured flare smoke.
It would pretty much obvious at first glance for everyone that the paradrop is incomining.

Huh? It would still pop into existence. Nothing would change. I really don’t understand logic behind this.
Plus making it so long would be extremely boring for para player. He would be forced doing completely nothing for -+ minute. I really don’t see how this would enhanced gameplay in any good way (probably just completely selfish suggestion, because autor do not like concept of this class overall). Making something not enjoyable so nobody will play it anymore isn’t good solution.

The only thing I would change about para plane is give icon like every other plane has.
It’s very hard to recognize if it’s enemy or friendly aircraft at first glance.

Btw.

I do agree with this. There’s no reason for paratroopers have hammer. They are already enough versatile without it.

Yeah, it’s really annoying that transport planes just pop out into existance 5s before the drop (+ no lead indicator ofcourse).
Also personally I’d preffer them to have weak “standard” weapons and strong “crate” weapons .

Disclamer:
I’m saying this while disregarding the balance. For me: common sense>balance.

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Instead of nerfing paratroopers why not buff other classes to counter?

It would give a higher chance of being shot down.

  • There’s no reason to be a jerk dude. I play paras, and was even on board with the idea to add them in the first place. I just have an issue with how strong they are in the way they implemented them.
    Originally, the suggestions were for pretty standard equipment, a reasonable amount of time to drop, and a box that gave reasonable upgrades. Instead, we got special weapons that are often the strongest weapons on the board, dropping in without really any travel time, with a box of gear that gives special versions of gear that even surpasses the gear of those normal squads.
  1. Players that use the planes have to deal with long travel times all the time. I really don’t see how a one way trip, as a BALANCE for being able to land ANYWHERE, is so terrible.

  2. Its not about making the game more enjoyable for the PARATROOPERS, its about making the game more enjoyable for everyone else that has to consistently deal with paratroopers dropping in out of nowhere.

Precisely. Even the mortar squad upgrade gives mortars that have SIGNIFICANTLY more ammunition by default, removing the need to get ammo boxes (ie what the hammer is SUPPOSED to be for as Paras).

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A lot of ideas how to balance the paratroopers were already created before.
The idea of extending time has already been brought up many times.
A plane with paratroopers should have a tag.
There shouldn’t be an engineering class with paratroopers.
They should not have a second weapon after class change, i.e. thompsons, m1 or fg42 should be replaced with the weapon of the selected class.
A lot of ideas have already been passed through the forum.

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Yeah, I don’t think it should be more enjoyable for para player than it si currently. But I don’t think making it more boring is good solution.

Because it’s simply not fun. And you’re just wasting player’s time. Especially since enlisted is currently so fast paced game. That’s why I don’t like this idea.

If this game was concepted that every class must run for 1 - 2 minutes to objective without any action. I wouldn’t had any problem with it.
But making plane fly for longer time than your squad will be alive on the ground is kinda meh. Especially since unlikely plane, you literally can’t do anything. You’re just waiting. That’s not fun.

2 Likes

i read many of them, and simply increasing the time that they can be shot down is the easiest to code and therefore fastest to apply. i stopped giving complicated suggestions to DF, since they are already overtaxed with the 100 other bugs the game has.

→ double or triple it, the sweet spot should be somewhere between +100% < x < +200%.
also their plane needs to get a indicator and aim assist LIKE ALL other planes. these 2 points solve the issue well and are easy and fast to implement.
edit: and the best part, they are not hard nerfs like some other ppl suggest, they keep paras balanced instead of ruining them.

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Anyone who has 70 iq and knows how to use mouse/controller can easily annihilate an entire para squad while landing near to them.
I did it countless of times and still baffled about how players can be so stupid to land them directly into enemy infantry.

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Extending spawn time, remove engineer, remove guns, why not remove the class as well?!
No wonder player base is dwindling, there is no consistency and everything gets nerfed because of inability of the players. I am surprised how they have the ability to start the game…

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i literally said ONLY make them slower, NO other nerfs. other nerfs would be stupid and against the games overall interests.

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It wasnt meant for you per se. More to the wave of complaints of players that dont have skills to counter paras and suggest destroying the class. Is it annoying? Maybe but if they weren’t they wouldnt be doing their job properly.
What i suggest is maybe have a warning voice like the bombers. That way you are aware and act accordingly?

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makes sense

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Because majority people are not like you. They think it’s better to shot down plane (which does obv basically nothing, lol). They do not know how to effectively counter paras.

There’s quite big chance when I do drop on infantry swarm, I will encounter completely clueless players rather than people like yourself.

i see this as fair exchange for being able to bypass frontal defense and also being able to land on buildings.

paratroopers are too stupid now. they are too diverse with option to spawn anywhere. it was stupid idea from start. if they have ability to spawn anywhere they should have shit common weapons with no choice of setups.

what is the point of bringing AT or MG squad right now? they can both be replaced by paratroopers and can be dynamically changed in battle.

what is the point of flanking enemy “frontally” with normal squad, when i can just spawn paratroopers behind enemy lines and destroy their rally points.

paratroopers are OP and they need nerf. it is just question on how to nerf them.

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Lmao, making certain class so boring no one wouldn’t play it anymore isn’t good solution.

I would like the idea @VoyoMayPL suggested. Just make theirs basic weapon extremely underperforming in comparison to stuff you can get from boxes. (The only problem is this canno5 be done retrospectively. Selling premium units with certain weapons and then completely rework its concept is unacceptable)
Currently I do ignore boxes in 9/10 cases.
Make them less versatile, there’s no need for them having hammer.

Making plane spawn kilometers from battlefield is just completely braindead idea. There’s no fun. You can’t do a shtt for minutes. During this time objective could be easily captured so your whole deployment would be irrelevant.
It’s just non working concept for current state of game.
The guy has only obvious obsession for shooting down the plane. Which is kinda hilarious. You’ll not achieve anything. Paras will survive, they just drop sooner and most probably into grey zone.

And if you are hunting kills basically 50 away from objective, you shouldn’t be surprised paras will drop there and take it.
Argument such they are dropping behind enemy lines just do destroy rally points is completely made up.
I have never experienced such thing and I don’t think it would be efficient.
Show videos when someone is purposely hunting down enemy rally points with paras. And doing consistently and efficiently.
It’s just completely made scenario that will basically never occur.

Cant be AT, cant have have MG, cant spawn everywhere in the playing zone, cant flank and cant be behind enemy lines. Seems also no RP?.. Ok, you know the versatility is the main thing of paratroopers?
As per your suggestion, they cant do all of that so it seems they should be doing nothing. Might as well remove them. Its an inappropriate solution and no nerf needed, just maybe a longer spawn time and a voice warning (this might be repetitive when they spawn)
Hope DF listens also the people who are fine the way they are. This nerfing culture is turning the game into a clusterf*ck of something dumb getting nowhere. Like the TNT…