Paratroopers in Progression post-merge

What you’re suggesting is basically Spartans from Halo they have so much bloody ordinance you’re outclassing most of every other division at this point and they have better pouches than the default pouch that you can get.

Oh yeah I can’t forget they have the one thing that everyone in this stupid form hates so damn much They have mines pouches.

@61839981 And whenever you appear please bash Some sense Into this fool I think this is your specialized topic if I’m correct

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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.

  1. For each choice of loadout in squad upgrades you can only pick one. You cannot have both AT Gunners and Mortarmen loadout.
  2. Since Paras cannot equip backpacks due to their chutes, they can get extra nades and medikits from supply box
  3. Mines acquired in the supply box replace mines equipped in the menu. They don’t get multiple mines per trooper.

Oh yes they do I’ve done it before but I played around with them obviously you don’t 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

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Well then the devs ought to fix it. Don’t see how my suggestion is the problem in such a case.

It’s gonna make things worse if your suggestion actually went through they’re already op enough as it is

I am pretty sure they’ll be in tech tree eventually. But I guess not any time soon.

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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 gimmick…low BR but drop with knives and lugers…have to grab rifles and mgs from crate

Also want italian paras

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Quote from actual Italian paratroopers song:

Paracadute di seta pura
Se non si apre, che inculatura!

(Pure silk parachute
If it doesn’t open, you’re f###ed!
)

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This suggestion assumes that the soldier will never have more than one mine

Only needs to open if you actually jump :stuck_out_tongue:

I think they should simply get the perk that mitigate landing damage a bit that pilots can equip… Would make much more sense :thinking:

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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 I’ll come back to that once I’ve covered the other parts to this.

Again, you are asking for too much equipment.

  • If you want a sidearm, you should already be packing it, you shouldn’t get it from the box.

  • MGs are extremely powerful weapons, and with the positioning capabilities of paratroopers, I don’t think you should get more than 2 from the crate.

  • The medkit is fine.

  • For ANY squad upgrade, White Phosphorus grenades shouldn’t be an option. If you want one, pack it as part of your basic equipment.

  • 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.

  • I’m fine with the smoke grenades.

  • I don’t 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.

  • The mortars should have 20 rounds of smoke, but only 10 rounds of HE.

  • 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.

  • Again, the only ones that should be getting grenades are the ones that also receive the mortars.

  • Again, I think this needs to be limited to 2, not 3.

  • 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.

  • I agree with 2 radio operators with 2 medkits.

  • 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 “Squad Equipment”, 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.

It’s 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 “specialization”, then the “Squad Equipment” upgrade becomes basically worthless.

So by limiting all the other options to 2 of the special equipment and loadout, and the “Squad Equipment” 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.

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I don’t 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!

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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.).

It’s 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.

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Fair. But for the squads with 3 AT Gunners, MGs etc, they’re 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 don’t get an engineer.

I think if they were better balanced as I suggested, they wouldn’t 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 wouldn’t be quite so popular.

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True.