Suggestions for the balance of mines and paratroopers, with a scheme. No removal or trimming mechanic

First of all, I would like to draw the ATTENTION of the DEVELOPERS to a acute problem for a new audience and is no less of a nuisance for veterans of the game. These are mines and paratroopers, both of which cause frustration and eye twitching.

Mines are an interesting tool, but too effective within the such high-speed gameplay, in the very heart of the battle, if you look for mines under your feet, the enemy will shoot you dead, in the end, the most effective way to play is to ignore them and clear them “alive” by bots.
I’m not proposing to make them less deadly, I’m against such workarounds in games, especially since we already have one with anti-aircraft guns that don’t look down, which creates separate problems for the intended use of them.
I propose linking mines to classes, which will automatically reduce their number on the battlefield and allow players to build their “deck” more carefully.

My proposal for mines:
Engineers - AP, AT
Armor-piercers-AT
Snipers-AP
Paratroopers-AP, AT.

Now the main course, the paratroopers.
Troops are still not in the tech and squad tree, and I think for good reason. Now few people remember what the game looked like without them, but I suggest trying to remember. Do you remember the absence of nervousness due to the fact that you constantly need to look up or look back, the “front” was easily identified and everything was much less like the confusion that we have now.
The paratrooper’s plane is almost impossible to shoot down, it appears on the map without warning, which is logical, so air superiority does not matter. Proposals to limit and reduce functionality seem to me to be unintuitive and harmful to the game, and also not fair to those who bought premium parachutes, and this is currently the only way to get them outside of events.

So I present to your attention a new mechanic, guided anti-aircraft guns.
Баланс

An individual order will now be used more often in the game. We build an anti-aircraft gun, order an individual soldier to sit behind the anti-aircraft gun, he becomes attached to it forever, covers a small piece of the map, with priority for paratroopers (priority is indicated by stars), players’ planes will also be taken into account, but I think that accuracy and reaction should be limited for them, the same as in infantry combat. Large aircraft based on the residual principle.

This opens up a new layer of gameplay for us and makes the game less chaotic, more understandable and tactical, the landing force is still very useful, but not imbalance , anti-aircraft guns are now even more necessary and become a priority target in the rear. The “front” appears again, the complete confusion disappears.
Everything I offer is not a wishes, but a constructive proposal to improve the game.
Surely there will be people under the post who don’t think so, but regular arguments about grab the biggest piece of the pie to defend or expand your playing style is nothing new, here I hope this won’t happen and everyone will think about the fact that this is vital for the game that we all play here and want to it developed and attracted new players.

2 Likes

I like mines very much
Even if I step on these damn little cans at least 30 times a day
I still agree with their reasonable use on the battlefield
in addition
Their utilization rates have not yet reached the level of abuse
Not to mention that most of the time only players with brains can use it efficiently.

paratrooper?
All you have to do is look up to the sky 10 seconds after hearing the engine sound
If your team cannot provide you with enough observation time, you should first review the abilities of your teammates

Why not just develop automatic anti-aircraft guns?
This is definitely easier than recoding the AI

Ok it can be auto AA, its just a detail.
About team abilities. This is the free-to-play game with all problems of free-to-play games.
And all about you write is still make game to chaotic for rookies and sometimes even for me.

I think paid games will have the same problem

paratroopers have a series of problems;
1: I can’t tell who’s plane it is; they’re very similar particularly the US and japanese planes; the white invasion stripes don’t stand out enough on US planes.

2 : the plane spawns in the middle of the playable zone and then flies out of the playable zone eventually despawning.

3: there is only a moderate bonus for shooting down the paradrop plane.

4: AAA guns have been nerf’d so hard they’re fairly useless against paratroopers.

1 Like

You only need to judge whether it is an enemy by the direction of flight.

As far as I know there should be no such problem

Do you care about the bonus or that he doesn’t have aim assist?
Just attack the plane and the paratroopers will forcefully jump out of the plane.
Then your tactical goal has been achieved

Attacking infantry with anti-aircraft guns leads to court martial
Therefore, in order to avoid this situation, the official changed the anti-aircraft gun to a mechanism that can only cause damage to the opponent’s aircraft under certain conditions.