Honestly, it was a time when para drops were faster than running on the fastest Radio Man 2 (Sprint, Run, Sword).
and it was even safer.
Watched all the old drop footage. I think it was just the defenceless AI that dropped faster.
Really didnt need a lead indicator on a plane flying straight and level either.
Far too heavy handed
Good news, guerillas can basically start on it
Its the mode mechanics that are wrong
But it’s important to know
Radio man 2 is faster than guerilla.
There is no faster infantry than this, except for the premium Medic. (Mobility 26)
Im not talking about speed. Im talking position. The guys cleaning out the rallies are far closer, arrive faster…
Snowballs still frequent
Oh, I understand what you mean.
But there was no reason for that at the time.
It was a time when attack team easily won if just dive into the point.
I hate when they use this word, but this is a total “skill issue” I played the event the first time they came out and the most I saw was 3 fall at the same time, they were never broken and of the 3, 1 reached the ground.
The problem is that 85% of Enlisted players who aren’t bots are idiots; they have a hard time attacking a single point, let alone protecting it. They want victory handed to them on a silver platter, served by a butler; they want to do the bare minimum.
That’s the problem with this game, the majority of the population barely survives with the minimum number of neurons to stay functional, and as soon as a unit appears that works well (not broken) and they don’t know how to deal with it (because they don’t have enough neurons) they start crying for a nerf.
There are units that are broken, such as the BR3 88mm premium anti-aircraft flak, there is no BR2-3 vehicle that can stand up to it.
The guerrillas are broken, the only reason no one complains is because no one uses them, and those who do use them do so as if they were assault infantry.
If we start looking there is imbalance everywhere, the only difference is that they require a minimum of functional neurons to take advantage of it, unlike the paras that just fall and kill and the people who see them against or are extremely bad at shooting on the move (I have seen people miss even with the current slow fall) or because they simply ignore them, these fall and do their thing.
Well…
It was hard to say it was a matter of skill.
Because we did a few custom room matches with 20 people who are good at it
In the end, it was right that the defense team had no answer except to use a flamethrower.
Other than that, it couldn’t kill them in the air.
It was also a problem that the defense team could not stop the Dive Run, which attacker dives directly to the next point when the point was captured.
Comparing a custom room where there was a prescribed “script” and everyone knew what they were getting into with an extremely random game where everyone does their own thing is very xD
I doubt it.
But if it doesn’t work here, isn’t it even more true that it doesn’t work in normal matching? (Against stupid bots and players?)
That’s very good. XD wwwww
A custom game, especially one with people you know, can never compare to a random game. Not everyone will have the unit, and not everyone will do what you want them to do.
There are even weirdos around here who play with br2-3 weapons on br5…
The problem is that at that time, all 10 were dives with para. (in normal match)
It was a time when most people had it as an event, so it was common for everyone to do para dive for a few weeks.
I don’t doubt your experience, nor am I saying it’s a lie, but I’ve never seen more than 3 jumping at the same time xD
In any case, a tank, an airplane, or even infantry could easily take care of half of it.
And if you can’t kill them in the air, it’s easy to figure out where they’ll fall, you kill the first one that falls the fastest and the rest fall at the same time, a charged grenade or an impact grenade and GG
I maintain my position, they were never broken.
The problem was that the drop speed was too fast.
When saw the drop, the problem was that it was just after the landing had already been completed.
If open parachute at 300m, it can land in max 1.5 seconds without damage, and if open parachute at 200-250m using a drop damage reduction perk, it can kill right away without time to prepare.
The problem was that it was so fast.
A simple fix for AI paratroopers would be to increase their deployment altitude. Currently, they open their chutes too low, leading to high casualties. Setting their deployment altitude to 200-250 meters, matching the safe height proven by player testing, would make them significantly more effective without impacting game balance.