Low BR German paratroopers:

We have them. They’re just stuck at BR IV because Reasons™.

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G40k is in the editor

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Funny Part about Paras,
You have a Achievement, Kill 250 Enemys with Paras

If you dont have them, well wait for next event and dont miss it

Germans deserve them on low BR, why?

Because Allies Mains can cry mooooore and i like salty tears…

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You’re wasting your time and DF will only get off their ass when things go critical

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I think @James_Grove said that they had something in mind, I am not sure when, but hoping sooner rather than later :wink:

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Well they said that but then excluded them from the second Paratrooper box changes regardless…

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They’re basically handicapping the Germans on purpose at this point and no one can say otherwise about it and as much as the allies or Soviets may complain about flamethrowers machine guns or MG don’t attract bots as much as flamethrowers do and yet the flamethrowers are the problem versus machine guns and MG’s which go unnoticed.

Rather remove allied Paratroopers from early BR

  • Paratroopers should be locked at BR 4 and BR 5, or maybe BR3 if it gets fixed.

Paratroopers destroy map structure and game design. In high BRs you have alot of chaotic urban maps to begin with, let them stay at max BR.

That Germany doesn’t have Paras at low BR is busted and people rightfully complain, but this again only shows how strong and game changing they are.

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Jokes on you lol.

The already heavily nerfed paratroopers are somewhat usable only for attackers. It’s definitely not that dramatic lik you are trying to depict it.

Plus all faction with exception of Germany have Low BR paratroopers, not just allies.

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Paratroopers have been rightfully nerfed, you are risking your squads life if you drop right in front of someone, this wasn’t the case back then.

However I am not even talking about combat effectiveness - even as a regular spawn in they have more HP than other units, but even that isn’t the problem.

My problem with paras is their ability to spawn right ontop of the objective - which when done with a group of players means instant capture.

This is broken.

Also they can even spawn behind the capture point - right in front of the enemy main spawn and spawn camp and destroy rallies.

This is even more broken.

I don’t care if paras drop combat ready or not, I care about them having the ability to break the frontline without effort.

Getting past the enemy and wiping rallies should require you to fight your way to it.

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Well, AI is falling so slow now. Literally anyone can shoot them all down. And the said person can be easily 50m away from you intended drop point xD.

Paratroopers are slowly becoming just another gimmick. Just like WPS, just like bombing runs, just like every else that’s just a little bit controversial. :man_shrugging:

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That paras start being a gimmick might be true, but again for the wrong reason.

The biggest problem is actually the extra HP, not the drop speed, because the small bonus is enough to make you survive rifle shots at the ranges that you would shoot at paras. Extreme drop speed AND the HP combined made paras pretty much always land without major losses.

Also drop speed nerf would have been completely unnecessary IF paras wouldn’t be able to drop right into the action.

Paras should not be allowed to drop into the enemies spawn or right on the objective period - rather their purpose should be to drop at the flank of the objective, set rallies, and attack from the sides, punishing teams that overextend their frontline into the enemy spawn, instead of staying at the actual objective.

All I’m hearing is womp womp.

Paratroopers are needed to hunt rally points from hard to crack defenders. I’ve been in countless games where the defenders have that many rallies & trucks, that we can’t touch the point.

They are easily countered. 9/10 times when you jump directly on a point, you get your whole squad killed, hence why no one does it.

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Well that’s called playing better and thus winning.

Everyone just randomly getting the chance to destroy rallies without effort breaks the game design.

Without adding anything else, Dev can deploy it to BR2 by simply removing the flamethrower from the OG-43 squad.

This is an issue that has been raised since the Merge. Forum users who did not understand the balance itself opposed it.

No one uses the OG-43 squad in a high tier. In short, this is an abandoned squad.

There are a lot of people on this forum who don’t want factions they don’t play to get buffs

So developers need to listen to users who play all factions.

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Paras is a lot of fun but they just baked this idea too quickly. There was no deeper thought about certain maps that would be more suitable for paras gameplay. All the mechanics behind them that require a lot of balancing and testing. That’s why we have what we have now. They knew that the introduction of Para would create a lot of hype. They took what they needed, and now they just let Paras just fit in little by little into the existing imperfect system. Pity. But we must not give up.

That would be a good idea

It’s hardly without effort. Paratroopers are a necessity for this game and add verticality to the maps.

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100% agree. Completely run them in every tier and every nation usually in dual slots. From rapid AT , to flank spawn hunt/set up, or just emergency mortar/ sniper team their flexibility makes them uniquely useful. Worst case its a ground spawn 6 man assault SMG/AR squad (which is already above rate)

I understand not including them in the research tree but regular yearly f2p events for all nations are the mandatory replacement in this case. Minimum some sort of ability to get old event squads needs an introduction.

As such above idea is perfect for Axis. As written above FJ and VDV were the early war innovators in para techniques and combat ops, should deff be represented.

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No they are not, and verticality can hurt the map structure even more.

Landing on unreachable roofs and placing rallies there is broken.