I am pretty sure that there will be no paratrooper squad in the progression system. I think the dev will only keep them for event/premium.
- For each choice of loadout in squad upgrades you can only pick one. You cannot have both AT Gunners and Mortarmen loadout.
- Since Paras cannot equip backpacks due to their chutes, they can get extra nades and medikits from supply box
- Mines acquired in the supply box replace mines equipped in the menu. They donât get multiple mines per trooper.
Oh yes they do Iâve done it before but I played around with them obviously you donât know how to break the game like I do
They were cursed concept from the get go they outclass every other division and they have better pouches then you can get in the game
Well then the devs ought to fix it. Donât see how my suggestion is the problem in such a case.
Itâs gonna make things worse if your suggestion actually went through theyâre already op enough as it is
I am pretty sure theyâll be in tech tree eventually. But I guess not any time soon.
f2p players learn a lot of nasty tricks to keep on even footing with the premium players
Hope so. I want the early fallschirmhagers as a gimmickâŚlow BR but drop with knives and lugersâŚhave to grab rifles and mgs from crate
Also want italian paras
Quote from actual Italian paratroopers song:
Paracadute di seta pura
Se non si apre, che inculatura!
(Pure silk parachute
If it doesnât open, youâre f###ed!)
This suggestion assumes that the soldier will never have more than one mine
Only needs to open if you actually jump
I think they should simply get the perk that mitigate landing damage a bit that pilots can equip⌠Would make much more sense
This I can agree with.
That is a LOT of equipment. I MIGHT be able to get behind it IF it was the only option in the box, but Iâll come back to that once Iâve covered the other parts to this.
Again, you are asking for too much equipment.
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If you want a sidearm, you should already be packing it, you shouldnât get it from the box.
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MGs are extremely powerful weapons, and with the positioning capabilities of paratroopers, I donât think you should get more than 2 from the crate.
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The medkit is fine.
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For ANY squad upgrade, White Phosphorus grenades shouldnât be an option. If you want one, pack it as part of your basic equipment.
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Basically the same as the previous one, these weapons are quite powerful especially when used by soldiers with a positioning advantage like paratroopers. It should be limited to 2 snipers.
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Iâm fine with the smoke grenades.
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I donât think extra grenades for the rest of the troop is a good option in ANY case. Whether it be WP, Molotovs, EPs, whatever. *The crate should ONLY effect the two soldiers.
I can ALMOST agree.
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The mortars should have 20 rounds of smoke, but only 10 rounds of HE.
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If you want binoculars, you should be packing them on your basic loadout, they are extremely cheap and take up a slot that NOTHING ELSE goes in.
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Again, the only ones that should be getting grenades are the ones that also receive the mortars.
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Again, I think this needs to be limited to 2, not 3.
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Extra soldiers should not get additional grenades (explosive packs), or TNT. Again, if you wish for soldiers to have these types of gear, they should be outfitted with it as basic loadout, not get it from crate.
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I agree with 2 radio operators with 2 medkits.
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The other soldiers should not get anything.
Engineers as Paratroopers should NOT be an option at all.
Paratroopers have the unique skill to drop into locations that others simply either cannot, or are unlikely to in one piece. Giving them the ability to build a rally point, or other structures that are UNIQUE to an engineer squad is gamebreaking, as we have seen from the past months.
Coming back around to your suggestion for
Having read the other suggestions and given what I believe to be a fair balance suggestion to them, I think this option should be labeled âSquad Equipmentâ, and include:
- One extra medkit per soldier
- One extra mag per soldier
- One extra frag per soldier
The thing about this option is that it would adjust according to squad size.
Itâs a good idea that makes all of them a little bit better.
Keep in mind, if you give grenades and extra equipment to all the soldiers in EVERY âspecializationâ, then the âSquad Equipmentâ upgrade becomes basically worthless.
So by limiting all the other options to 2 of the special equipment and loadout, and the âSquad Equipmentâ upgrade effecting them all equally, I think it has the potential to be a very good way of bringing in a balanced set of paratroopers.
Hopefully this gets seen and noted by the devs.
Thanks @Greyparrots for the tag. I think you were spot on.
I donât want para troopers as the default class. every single idiot who got it in the event spams the shit out of it now. they are annoyance to deal with!
To be completely fair, I was on the thread they seemed to pick for the concept of Paratroopers. I thought it was a great idea (NOTE: it was suggested with a much lower amount of gear. 2 per squad, not 3, and no engineers. Much like I just suggested now.).
Itâs one of those things, the devs take a good idea, then think that by adding even more to an already balanced suggestion is going to be a good thing. In this situation, it was not.
Fair. But for the squads with 3 AT Gunners, MGs etc, theyâre based on the fact that you get 3 MG/AT from para box with existing squads, and that the dedicated MG/AT squads allow 3 gunners.
And the mortars get 20 rounds because they donât get an engineer.
I think if they were better balanced as I suggested, they wouldnât be taken anywhere near as much as they are currently.
The biggest issue is that their positioning capabilities should be their main selling point, not the god box of goodies. If that were reduced down, they wouldnât be quite so popular.
True.
Those squads are also considered âpremiumâ squads. Which if youâve been playing for a while you know they are just better across the board then standard squads.
Personally, I think they need a nerf along the lines of what Iâm suggesting for yours as well, and if yours is implemented in this way, it might become something they consider changing on those premium ones.
No more than 2 guys should get special equipment if they choose something other than the âSquad Equipmentâ. Otherwise, the balance is massively different, and you have people taking them all the time instead of other squads that are supposed to be the MAIN SQUADS of that type, because they are then better in almost every way.
I get why you suggest that, but let me explain:
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the default capacity for mortarmen is about half that.
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While the default mortar squad can get engineers to refill, they still canât fire off long streams of uninterrupted fire due to max capacity size.
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By capping Para mortars at 20, you are guaranteeing the ability for long barrages of uninterrupted fire.
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While that is fine for smoke (which contrary to popular belief CAN actually kill, it just has smaller radius than HE), as it gives you a good chance to help your team, especially if you meet up a teammate that puts down ammo boxes for you, now you are keeping a heavy barrage up constantly with ease.
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HE shells with that kind of capability would become an extended version of an artillery strike, without the red zone, and with the option of higher precision.
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So, as I suggested, the cap for smoke shells should be 20, but the cap for HE shells should be 10.