They Just Killed BR V - And Turned Paid Weapons Into Trash

i think so, мaybe it works if you fire in short bursts, but overall it’s disappointing.

The AVT-40 is actually good though - yeah, they made some changes to it, but now it basically feels like an SVT-40 in full-auto. And if you fire in two-shot bursts, it’s pretty solid.

I’ll turn likes back on.

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Lmao, head is so thick. Compare it to riflemen guns. Not a gun it doesn’t compete with

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I agree with you, and the problem is that paratroopers are a limited class - you can’t unlock them through progression. They’re basically a premium/event-only mechanic that ALSO got nerfed, just like underbarrel grenade launchers, flamethrowers, and impact grenades.

And if you’re paying money and instead of your squad you get - garbage that can’t even land quickly without losing 3/4 of the squad… it used to be fast, now it’s nerfed. I personally know a lot of people who just spawn this squad at a regular spawn point and run around with basic ammo, because using it as intended is pointless now. At this point, it’s trash.

Bravo - American and Soviet paratroopers weren’t affected by this, while BR4–5 Japanese and German paratroopers got nerfed. Yeah, that’s what you call “balance,” right?

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This is actually pretty sad, and updates like this are just going to push even more veteran players away from the game…

What a shame.

i got you :parrot: :camel:

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I appreciate it, and it’s cool that you’re here. Our argument actually got attention, and they buffed the weapon - though not in many ways, just one. But trust me, even if they hadn’t brought back burst fire and instead gave it a rate of fire of at least 650 like the StG, everyone would’ve been happy.

Right now it’s just a +10% recoil control buff, so it’ll be more accurate, but the AS-44 will still be stronger :frowning:

I guess

Dunno, quite rarely get white markers with BA’s.

Yes please.

It absolutely does - because recoil increase effects fast firing weapons more.

As long as Paras have 15 HP they will stay OP in my mind.

Only thing they need to change for them is to give them full ammo when spawning on the ground.

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People literally dropped right ontop of the objective to capture faster than the enemy can move there to defend it - and not just that, you could jump right ontop of the enemy to overwhelm them. Constantly checking behind you in the middle of the fight because some para could spawn right next to you completely destroyed every map structure. It was terrible gameplay.

Paras were totally game breaking.

Today you can still land at a flank and build a flanking rally with zero risk or effort - which is crazy powerful.

Its not the classes fault that people like you still drop too close to the action and expect your soldiers to land alive.

There are only 6 of them, while standard squads have 7 people. Maybe early on this caused some chaos, since there was no limit on deploying two airborne squads at once.

Right now, airborne squads are only really effective against weaker teams. It’s a fun squad, sure, but it has fewer soldiers, and they still die in two shots from an automatic rifle — just like a vest on soviet with extra vitality perks.

So it’s honestly strange to hear you say that airborne is “too strong.” At this point, if the opposing team has at least a basic level of awareness, they’ll hear the explosions and see the drop effects, and in most cases the airborne squad won’t even get a chance to land.

The only exception is dense urban maps, like the department store in Stalingrad, where buildings block the sky. That makes it a very situational squad, not a versatile one.

And when you spawn on the ground, you don’t even have access to strong specialist roles.

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Looks like enlisted trying to tend to reality. So oneshotting bolt-action is realistic, but no recoil rifle-cartridge weapons is not

Maybe i love Italian football in prime

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Maybe im from Krasnoyarsk region

Or we just have our clan U88N

Or maybe we fan of flak gun

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And what about you, why 70?

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Maybe you like Chinese culture, 88 is a lucky number.

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Then drop 100 - 200 meters away from action. Its not complicated.

80% of people using it are very aware that this is a nazi code slogan.

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yeah if u play against random its sometime works.
But when you play against veteran players in stack it doesn’t work

So it’s basically an issue with people who interpret numbers in a username that way.

It’s not really relevant to the topic, and I wasn’t the one who brought it up in the first place, so like Lokalhero said, it doesn’t really relate to the topic overall.

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Just saying.

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I, for one thinking that SF were clearly over performing and something had to be done.
It was either nerf SF or buff other stuff on the similar level as SF, which, it is very hard thing to do if you really think about it. What buff would the other weapons have to be received in order to compete to very high damage, full auto with almost no recoil with vertical recoil perk stacking, good mobility and most importantly, it’s considered as an universal weapon so that almost all the classes in the game are able to use it. This basically turned all other weapon types in the game obsolete on BR 5. There’s a good reason that every player worth their salt pretty much only ran the 3x 9 man squads on BR 5.

That being said, there are some weapons that clearly needed the nerf but for some reason evaded the nerf. Gorov “LMG” and Fedorov “LMG” like you said. They have to be nerfed as well to be consistent with the nerf. And also there are some weapons with questionable nerf. Both the Breda rifles shouldn’t be nerfed as they are already pretty meh honestly. Oh and of course, the body armor has to be nerfed as well. I hope they make it as their #1 priority and i expect them to nerf it on the next major update now that the SF got normalized. Every FPS gamer in the world would agrees with the fact that out of all 4 factions in the game, only 1 faction for some reason, gets to enjoy the widely available flat 10% dmg reduction on the upper body is completely break any fairness and balance.

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The Scotty Navy doesn’t need a nerf either, because the Fedorov has a 25-mag magazine, while the Scotty has 15. The recoil nerf is proportional, not to mention the fact that the Soviets have cuirasses that block the Scotty Navy’s one-shot.


14,5×0,9=13.05!!!

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