Hey major when are we getting AI improvements?
can the paratrooper bots open their chutes with the same height you open your chute?
with the current default height of parachute opening for the bots is very problematic and made them easy target.
about the sprinting, can you give the bots the option to sprint with the player instead of the player outsprinting the bots?
also about bayonet charge or melee charging can we have the option to make the bot charge with the player?
remove solothurn’s firing restriction
the bipod mechanics in this game is not very flexible, you cannot use usable and destroyed vehicles as bipod, the bipod is not always bipoding, and most of the time the bipod placement is so bad made your angle of turn is so tight
the prone animation is also not helping, sometimes when in prone and has bad angle your character is more exposed than what your first person perspective shows you
No, Its too cheap. I hate strikes I really do but, I understand its part of the game and a major factor in WW2 battles. That is literally how most people died in combat. Getting blown up. Imagine if you did not get any indicator!
Para trooper is a welcome change. I also like the suggestion about chute height but also understand it did not work like that in WW2. The chute opened when you left the door.
SITREPs are honestly nothingburgers in my opinion. It’s just what we want to hear, and nothing more
Nice! For next round can you PLEASE focus on fixing the bug that defaults the soldier to start with whatever is in the secondary slot AND stop the reloading of empty mags?
No…I want the mini Panzer please!
If it were up to me I’d give you even a kugelpanzer for the vanguard 4j

This is awesome, however could I also not be crashed by the gearbox even so it landed second before me, I landed 1m next to it, and cause I’m eager I run into it asap to get my gear, and still get crashed like it landed on me. Which it didn’t.
I kind of understand the funny aspect of a gearbox actually crashing a soldier on landing, but above mention is not that. And even more infuriating, cause it just defy the physics. How can I get crashed, just be running into already landed object. Some of your mechanics/code logic there is clearly wrong.
Other than that, thank you! Awesome additions.
Officials claimed the paratrooper mechanics had been adjusted, yet the improvement is negligible. Paratroopers no longer drop straight vertically at a fixed point and instead spiral down, but enemies can still camp the landing zones and easily take them out before they touch the ground.
The only proper solution is to increase the paratroopers’ descent speed.
Pro tip: Watch the supply crate as it drops. When its canopy begins to open, count to 5 then open your chute. You’ll drop fast (and even overtake the crate) until the last moment and still land safely. The same can’t be said for your AI unfortunately, but it will give you time to choose your weapons and secure the drop zone.
Hey guys, the new update is really great, I’ve been playing this game for a long time too, but does anyone else on Xbox Series X have this same issue? Basically, in 60fps Quality mode, the frame rate drops and it lags—not all the time, but back and forth, sometimes it’s smooth, sometimes it lags. I’ve already tested it on 4 different displays/TVs and it’s the exact same on all of them. Any ideas from fellow Xbox players? Or is it like this for you too? Interestingly enough, the 120fps mode works perfectly without any stuttering. Thanks!
Is it really that complicated? I think we just need the ability to manually set a minimum altitude for the AI. The altitude threshold DF set for us is still way too high.
Under normal circumstances, if we trigger the rapid descent automatically when the altitude reads between 190 and 200 meters, we can land safely without taking damage.
I’ve figured out what’s going on. Previously, a whole squad of paratroopers would drop vertically toward the same spot and shift position mid-air. Now with the spiral descent, everyone falls almost straight down, making them far easier targets to shoot.
It would be better to let all AI paratroopers trigger a rapid dive at 200 meters altitude to land safely without fall damage.
Even with this change, paratroopers can still get ambushed, and they remain vulnerable to enemy fire while in the air.
200m from the ground. Factor in roof height, distance from cap (add pull height + 20-40) Never fails. (Minus when you get crushed by said box). The AI pulls them at 400 I think. You also have to remember Paratroopers used Static line jumping. 7 guys wearing 7 chutes jumping out of a plane is chaos. That is why they dropped in a line with 1 second intervals.
“In World War II, military forces used static-line parachutes—where a strap attached to the plane automatically pulls open the parachute as the soldier jumps—because it allowed troops to deploy safely from very low altitudes (often 400 to 500 feet) without needing to manually pull a ripcord. This method reduced human error in high-stress combat, prevented mass scattering of troops in the dark or bad weather, and minimized the time transport planes spent exposed to enemy anti-aircraft fire”
Well I guess my estimate of 200m was close!
Have you ever jumped out of a plane? You brain does not function for a split second because you cannot comprehend you just jumped into nothing. Avery uncomfortable feeling, then fear for a few seconds more, then you actually calm down enough to enjoy and amazing sport. That is the difference between bungie jumping and parachuting. The fear factor. Stuff looks the same over 10,000 feet its not until you get down to about 5-3000 things start growing fast (Fun!). Bungie jumping feels like you are going to hit something every second of it, not a calm glide down but a simulator of what its like to die in a jump. (Not fun, honestly) Now make it a non extreme sport for fun, add AA, war, darkness, fear you cannot expect 1000’s of soldiers to deploy in a precise manner.
Alright then. Based on my experience jumping at 200 meters, I can land completely unharmed no matter how I jump, even if there are tall buildings below.
I had no idea static-line parachuting was such a dependable system historically. I just watched demonstration videos featuring Italian paratroopers uploaded in 2022.
Paratroopers used to fall twice as fast in older game versions. Since everyone landed at the same spot, their angled flight paths made them unpredictable and harder to hit in the air.
I have never tried skydiving or bungee jumping. From what you’ve said, skydiving sounds quite exciting. Sadly, it isn’t easy to find opportunities to experience it here in China
You can do about 170 then you are taking a big chance. I find 200 to be safe enough and gives me a quick second to see whats on the ground. Building height does matter. I land on top of the tall building (Center of the map with rock formations) in the Tunisia map, build a nest you can’t remove me without other paras.
It has been a long time and now I am too fat(Tall and skinny, now tall and plump). Well the cool part is China has a lot of tourism options to Thailand that land at Utapoa (HAK, NNG are close PVG not so much, terrible airport!) airport near Pattaya. You can do all kind of fun things like parasailing, skydiving, gliders (Have not tried that). It is a very popular easy access to China kind of place. Not sure I would trust Bungy jumping in Thailand and honestly it was not an enjoyable experience for me. Skydiving WAY different. You fall long enough for the fear to subside and be overwealmed by the beauty of falling into a 3d space (Over a certain height you don’t feel like you are falling only hitting resistance, clouds sting!) . I have not done solo jumps (Did not want to make it a habit) but 5 tandem jumps all over the place. Still only about 250$ I was going to go last year then found out I was too fat! (230 limit)
170 meters? I think deploying the parachute at that altitude will result in taking at least 10% fall damage upon landing.
Opening the chute at 200 meters is just about perfect. You get enough altitude to survey the surroundings, and the descent only takes roughly three seconds, which is pretty fast.
The main issue is that the maps are fairly small. Enemies can easily predict your landing zone. They can rush over quickly and eliminate you all at once, much like flooding a rodent burrow to catch every rat inside.
In my opinion, the best tactic for paratroopers right now is this: right after our team captures a point, while the enemy is still caught off guard and their troops are pinned on the frontlines, deploy paratroopers immediately to seize the second capture point and cut off their spawns there.
By the way, my earlier suggestion — allowing paratroopers to spawn with large ammo packs and extra weapons — still hasn’t been reviewed. Dropping behind enemy lines to sneak capture points remains their most viable tactic. The addition of partisan squads has taken some pressure off paratroopers.
Honestly, this recent adjustment to paratrooper descent mechanics feels like a half-baked makeshift fix. As we can see from demonstration footage, enemies can engage and kill paratroopers mid-air starting at only 200 meters altitude, something that was far harder to pull off before the update.
Paratroopers used to glide diagonally in the old version, making them difficult targets. Opponents could barely land hits even if they stood directly underneath.
At the end of the day, the root cause is simply the paratroopers’ overly slow descent speed. Enlisted is a fast-paced game. If historical parachuting procedures are replicated strictly, paratrooper gameplay will become even more disadvantaged.
Or make it random like it was in reality without change to pic the location