Paratroopers need so many nerfs, its incredible

Sure, but it seems that paratroopers will forcibly parachute instead of dying

I have seen a video where the plane was destroyed before parachuting

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I hate Paras, I have some squads, but I refuse to used them until they get fixed.

Claiming every “crying” is a type of faction bias is nonsense.

Fits him pretty well, he used to be very easily triggered by the “common fools” on the forums, nowadays he seems to just not have the patience anymore.

Paras need to be available on all nations of soviets AVE low tier so should axis… as for changes plane suggestions would help yes.

For a better user experience.

A navigation mesh is generated from the 3D environment that we call the map. The Navigation mesh is the “walkable” or “swimmable” area of the map that are made up of convex polygons, each of the convex polygon is used as a node for the pathfinding algorithm.

The AI in Enlisted have difficulty traversing two close points that are separated by height. If you jump off a bridge into the water the AI soldiers will not jump after you, they resort to the traditional method of pathfinding, and instead they’ll run to the closest end of the bridge, run down the river bank, walk into the water then swim to you.

By making paratroopers land with a random spread it is possible for members of the squad to land on different heights on the navigation mesh, so they would either get stuck or take the shortest route to you that would still be longer than jumping and more likely to make the AI soldier run into the enemy.

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Well in tier 5 , where they are mainly used if they are droping on any point they are dead before they hit the ground. Its not hard to one shot them with a rifle on the straight line path down and or burn them with flame throwers or Molotov’s or bullets.

You know one thing I never heard or seen is someone saying in game or in any enlisted discords … is (man I sure hate paratroopers and there OP) never heard it or seen it.

If you encounter mass paratrooper cap spam just let the match end as fast as possible they will get virtually no xp or silver from getting the match over in 5 min.

Counter to the paratrooper is:
Flame them on the uncontrolled way down
Shoot them on the uncontrolled way down
Shoot the plane down
Molotov them when they land its to fun
AP mine the drop zone after killing the first soldier

“Just surrendered - that will show them”

-unless they literally drop 100% right on top of you flamethrowers are no option
-they drop extremely fast, its unlikely in an active battle to wipe a paratrooper squad before it manages to land.
-shooting down the plane is no option
-never applies to a real fight
-AP mines will only kill one or two compared to AP mines on radios will wipe the whole squad.

@GeneralBrus

Everything that I described I do to them in game with a good success rate.
They literally fall straight down no hard core aiming needed if you nearby they should be focused first.
See I just point my gun up and shoot and they die this stuff is not rocket science.
Flamethrowers can shoot 80m dude they wont be able to do anything when there burning on the way down, I do this all the time.

Here is the cool part I don’t even use paras because of the situation where they are sitting ducks on the way down and for about 2 seconds after they land. Every so often there ok I think people over use them.

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It’s technically possible, but the plane spawns with what seems like less than 10 seconds before the paras drop. I’ve circled the battlefield in a fighter looking for paras and I’ve never been able to catch one in time.

I’ve been attacked by a plane once while spawning paras, they must have been looking at my plane as it appeared because I started getting hit immediately. I was still able to jump safely without any KIA.

They should increase the amount of time the plane is flying to 20 or 30 seconds, and place a marker on it like they do with bombers. That delay alone will dramatically reduce the number of people dropping, because most players in this game don’t have the patience to sit in a plane for that long without shooting at something.

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no

they fall so fast, and so quietly that its basically the same as them just literally spawning right next to you.

Also, I am busy fighting, I don’t have the free time to look straight into the air above you.

Paras should not drop into combat, that is not how real paratroopers work.

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More, I just see tons of players wasting manpower and ruining the gameplay experience for everyone else by deliberately using paratroopers.
Corps with 20= deaths only have 1k~2k score
They don’t build spawning pools, they don’t lay mines, they don’t kill their opponents, they just contribute carrier kills and soldier kills to the other side.
There is no shortage of marshal ranks among them

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In my opinion, no further weakening of the paratroop mechanism is needed. The reasons for this are the same as Myrm1don’s excellent opinion.

However, there are some aspects of the paratroopers that seem to be partially out of adjustment.
That is their ability to withstand a direct hit from a 20mmflak.


They feel like they have the same defensive capability as an aircraft while parachuting down. A soldier on the ground will die instantly if hit by a 20mm. So perhaps this is a bug.
I suggest that instead of weakening the paratroopers, the damage calculations for AA should be normalized.
I would also like to see the HMG’s angle of fire widened more. As shown in the concept art of the game, it is supposed to be used as air defense equipment, but the extremely narrow angle at which the gun can be aimed makes it useless.

Remove the sandbags from the HMG and give it a 360 degree firing angle starting from the prop and a range of motion of about 160 degrees up and down.

I have never seen noobs using paratroopers that way.
If the teams were useless or difficult to handle like that, there would not have been so many cries for a nerf to the paratroopers.
Rather the noobs that are harmful camp in the rear for fear of death and refuse to attack/defend the CP.

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This seems like an outdated take. They may still be quiet, but they aren’t fast. There’s lots of time to wipe a squad while they are in the air.

The human player can get one down with a late 'chute opening but the rest of the squad will float around like fat targets for a long time.

this is exactly what I am complaining about, the core gameplay is that you have waves of infantry and a frontline, you need to fight your way to the objective by applying more pressure than the enemy.

the better team wins, because they can push further.

paratroopers destroy that gameplay, because they get to spawn where ever they want for free, while before paras have been added, the only way to “destroy the backline” is by either playing better than the enemy by beating them and breaking through the frontline OR by making risky flanking maneuvers - which means you need to take extra long routs and invest a lot of time to reach the enemies flank, however this is not necessary anymore, paratroopers get to reach the enemies flank much much faster and with no effort AND are even allowed to not only spawn at the flank of the enemies rallies, they can even spawn directly on top of them, or on top of the objective AND even between the rally points and their main spawn base.

This is what I am criticizing, before Paratroopers you had a structured map and a frontline - which at part is what makes this game special compared to other shooters, you know where the enemy comes from and you would fight your way through those waves to win the game. Other shooters just have terrible spawn mechanics like directly spawning on top of your teammates.

Paratroopers make sure that this gameplay doesn’t exist anymore.
I have been actually believe me or not for the introduction of paratroopers, because there are maps where people simply can very easily get spawn trapped - so a mechanic to make them spawn at the flank was a smart solution to this - however back in the day I thought it was obvious that there would be limitations of where they would be allowed to spawn at, 100% complete freedom is ridiculous.

There should be a line, which paratroopers should not be able to cross - which is the objective, everything behind the objective line is enemy spawn territory and should only be reachable with effort and risk investment. Paratroopers should be able to land at the flank of the frontline - not behind it.

The limit should be:

-they should be allowed to drop at the flank of the frontline, not behind it.
-not directly on top of the objective (50m+ radius around it just like rally points)
-not behind the objective or at potential enemy rally points
-not in front of the main base spawn points

I get sick of the throwing of wave after wave of troops into headons trying to break through. Very ww 1. Its okay right up to the point where you are the only player making progress, which completely resets on death.

Sometimes there is just not enough space to flank properly (thanks greyzone), and any hole you punch in the line gets completely ignored by team mates. I for one appreciate the Paratroop option as Im sure countries did in ww 2 :stuck_out_tongue:

Alot of games have a wildcard or a trump card.

I consider paratroopers in this light. Few tweaks like no back to back paras would be nice though, just to define them even further as a wildcard

  • not a fan, paratroopers are meant to be surrounded :stuck_out_tongue:
  • Dropping directly on cap is risky and is most of the time a bad choice. Only thing I would do is delay them having an Capture weight for an amount of time after landing.
  • The last 2 dot points are their best attributes! That would gut them.
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But thats the problem, you drop not only into the action, you can drop into capture zones that might be empty, making it way too easy to snowball stomp the enemy.

I mean this isn’t particularly a paratrooper problem on its own, defenders should be at the objective first, otherwise they aren’t even defending.

Also the problem is spawn camping/killing/ rally hunting.

You can way too easily deal a complete devastating blow to the enemies backline, destroying Radios should be hard, just spawning there is in my book spawnkilling and completely unfair.