Paratroopers are ruining the game

Yesteday I had 39 kills with the paratroopers:

2 + 9 + 2 + 6 + 5 + 15 = 39 kills

Not bad as for one squad.

Well, I would also like to see a larger scale battle.
However, in that case, it is doubtful whether the current map design is good.
The number of players and the map design are closely related.

If there’s a problem with the game, I think it’s that it doesn’t naturally guide the players through “team play”.
Perhaps what should be fixed is the reward system, like rally points placed closer to the CP have more perks for destroying, or give higher rewards to those who block flanking or back attacks.
Instead of disappearing fortresses that have been destroyed, it might be a good idea to allow others to repair them. A reward for helping a friend.
However, a system that rewards teammate help with points should be used with caution due to farming issues.

Again, don’t try to solve the your frustrations by simply nerfing opposing players or buffing your favorite classes. Give one person a super power and it destroys the game.

1 Like

You forgot “improvise.” :slight_smile:

1 Like

I have to be honest, I don’t know what you are saying. Are you showing off or using that as a complaint?

Unless you can consistently earn that many kills with paras, you can’t use that as evidence. I routinely (NOT consistently) earn 20-30 kills with stuff like the M1919A6, Kiraly, MP717, STG, M2 carbine, etc.

2 Likes

Well, we reading every forum topic we can see, but not all of them we can answer.
Ofc more pleasantly to read a constructive comments/topic and with polite stuff.

it should be avoided that the paratroopers’ planes spawn all at the same time or drop in the same spot, yesterday 7 of us spawned them at the same time and 4 crashed between each other, fun to watch however but not greath for the gameplay…

in my opinion in case many players use them in the same moment the planes should spawn further back and at sufficient different distances/heights for avoid unintentional crash

2 Likes

As I’m sure you all know about that, one player’s opinion doesn’t represent the opinion of many, no matter how many time are posted.
I hope that you will read the contents carefully and make a careful decision.

2 Likes

Hi, I often see you playing for the Allies in Tunisia.
Why do you make such insulting and discriminatory remarks against Hungarians and game developers?
This is a place for constructive discussion, no such words needed.
You can come back whenever you feel better.

Fixed :stuck_out_tongue:

So, I’m definitely not going to quote or pick apart either side ot this argument, because its a lot and I dont have the time or energy.

What I will say is this thread follows a trend and proves only one thing, and its the same thing thats been proven time and again since I started playing.

It is not the item, on its own, its not the squad, on its own.
It is the coordination of players that is the deciding factor.
This kind of steamroll can happen on any map, any objective, and any situation. The means to make it happen has been and will always be irrelevant.
Ive qon matches as an attacker, in 8min and change because I’m with friends, we know the map, we all grab our (insert squad name here) and punch through the defense.

The same holds true for when on the defensive.
All things not withstanding, comminication and coordination will trump anything, anytime, in this game. So long as you and your friends have the skill to use it effectively.

1 Like

No, location definitely matters. It changes the distance and efficiency at which you are engaging your enemies. An attacking team with a rally point 50 m in front of the objective just speeds up how quickly their troops get to the front line. In comparison, a rally point that is 50m to the side or behind the objective now lets that team put troops in not just to attack the point, but also cut off reinforcements, leading to very quick capture of the objective.

Even with that, one major issue still persists:
Para, Flame, Assaulter, (radio squad/ tanks/ planes for artillery effect)
Just constantly cycling through these classes is far too much constant power for current defending forces to handle. These were originally intended to be breakthrough forces, not the main infantry. There is NOTHING that defenders are capable of to actually hold of constant attacks from these classes being cycled through. Which is precisely the reason they are being used as much as they are.

I think it would come down to breaking up the squad types into different categories (breakthrough, main force, support, artillery, etc.) and limit squads according to THOSE categories. Which would prevent players from taking only breakthrough classes. However, I don’t doubt that would be fought tooth and nail by all the people that main those classes currently.

2 Likes

Again, fair, but this is entirely dependent on team strength and skill. Cutting off the enemy’s reinforcements is not a given, nor does the mere presence of a flanking rally allow for this happen. It’s also a risky move, since if you are overwhelmed you can waste your teams tickets and direct resources away from capturing the objective.

I see players doing this non-stop as is.

Completely cutting them off is not a given you are correct. However, if its a flame squad, MG squad, or Assaulter squad that comes in from that rally, it is a guarantee that they will be greatly disrupted. That is usually all it takes in order to let the rest of the team overtake that objective. Even if its just AI pushing the point.

2 Likes

I also believe that paratroopers shouldn’t have a different way of entering the battlefield, but oh well, there it is.
I use them because they are available.
But as far as I’m concerned, airborne should only be available in campaigns related to airborne operations where the attacker lands.

That these planes fly like this with 1-2 minutes in the movie, sirens howl, missile explosions in the air, and on the ground the defending players are getting ready to defend strategic objects.

But oh well. From a more realistic game that was in CBT or after leaving CBT in Normandy, we are slowly moving into a fully arcade game like CoD or BF where each soldier has the agility of a ninja, the strength of an American captain and does not feel fear like death korp of krieg.

1 Like

Bunch o crybabies these days, make me wanna puke. The only reaction their reduced grey matter can process is to come here vent on PaRaTrOoPeRs ArE oP. Lol. Play better, adapt and overcome. You have a lot of tools at your disposal to counter them. Be versatile and flexible, play with friends, communicate. The world not gonna change cause you cry about it. Paratrooper are fine they way they are and if i could be flexible on a point is the spawn time.

i think paratrooper need to be accompanied by a radio announcement of them arriving on the field. similar to air strike.

i mean, come on. nobody sees the big honking plane warping in and dropping bunch of parachuted dudes and a big box? someone on forward observer must’ve seen it, and they can make the radio announcement for it :melting_face:

and it would only tell the team that there’s paratrooper on the field, not where they are. because they radio announcer is a cunt and can’t be arsed to tell the general area where they’re dropping.

Not all of these guys are crybabies, in fact only a few of them are. Most are people just not seeing the full scope of the issue, which is okay. It happens.

Bottom line is, you are correct here:

They do need some changes, mainly with spawn time, but they are absolutely not gamebreaking or exploitive.

I would even be in favor of some kind of mechanic that makes them a little more vulnerable on the ground like a parachute removal animation. This would hopefully stop people from using them carelessly and wasting their teams resources.

People forget they can harm their team as much as help them, like dropping on the objective and getting killed instantly.

1 Like

I’m sure people do when they can - I know I do.

But it’s not jsut a matter of “OK - just do it” - there is also everything else the attacking team is doing that hte defenders need to counter - hence it pushes the balance towards the attacker.

no; the argument is that Rally points destroy the game because they utterly break up any semblance of a frontline without even requiring a player to make a long and often fraught journey to set up a distant, flanking rally point and open up a new line of attack.

You do not understand the point of my point.

Whether the attackers divert by land or drop from the air, the fact remains that the defenders must be alert on their flanks and behind.
Airborne can reduce walking time, but they carry a certain amount of risk.

  1. first, airborne is conspicuous at the point of effect. Even if the defenders’ aircraft do not intercept the transports in time, the infantry on the ground can easily spot them as they descend and move to intercept them.
  2. the airborne can only carry one hammer. The character who retrieved the crate does not have the hammer, but the second bot holds it. This is not an easy thing to do: retrieve the crate, switch to the bot holding the hammer, and find an inconspicuous place to build a rally by dodging pursuing enemies.
  3. The area that the attackers can enter is small, as is the area behind the CP. Since rallies near the combat area are disabled, even if the exact location of the rally point is not known, the defender can simply launch a bullet into the vicinity and it will become unusable, and since it is close to the defender’s spawn point, it is easy to intercept. If the airborne rally point is set up in a more secure location, it is more likely to be on the flank of the base, that case which can be more successfully infiltrated from the land route.

Do you understand that the rally point tactic that airborne can set up is by no means a panacea, and effective surprise is not always more successful?
Even in the current situation, defenders should be able to counter this. In fact, I have destroyed/blocked many paratroop rally points.

Guardian Reaper’s opinion is often one-sided in favor of the defender’s side. He does not consider the attacker’s convenience at all, perhaps because he is making suggestions motivated by a desire to gain more advantage over his favorite class, the engineers.
And he makes such suggestions many times. As he says in other threads, it is due to his theory that the more often he makes suggestions, the more likely they are to catch the developer’s attention, but this is just spam, to be sure. That’s why I don’t trust him and condemn him first.
I think he just blames his laziness and skill problems on the game rules and tries to take away new features that people enjoy.

2 Likes