Tryhard Paratroopers, Revenge Killing, and Dog Fights (fail, fail, and fail)

Question: At the beginning of a match, can paratroopers deploy faster than defending engineers can construct AA guns and shoot them down?

Before you provide your answer, please review the clips below:

Part 1:

Part 2:

Part 3: After both of these guys had their squads wiped, they both respawned with aircraft (Revenge attempt). Got one on his first pass.

Part 4: And got his buddy on his second pass

Part 5: But why stop the fun there? Let’s try some dogfighting.

Part 6: It didn’t get much better for them after that.

The morale of the story is, when it comes to the first objective… the attacking paratroopers can deploy before you are able to counter them with AA.

Which is completely absurd, considering airplanes can’t spawn for the first minute of the match.
And :point_up: all the players who have not purchased $$$ this premium unit, we cannot build rally points/spawn within 40m of the objective.

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Didn’t know about the crates, just being able to disassemble them, nice, wasted so many x packs yesterday, to no avail, haha

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I recommend using your engineer whenever you try dismantling them. Otherwise it takes forever to break them down.

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I know you strongly hate the Paras in their current iteration.

But all I see here is you pwning paras???

Well, a lot of my griping is because I’m taking into consideration other variables.
-Broken matchmaking (new players vs veteran players)
-New players and intermediate players, can easily get slaughtered by veteran players who exploit the paratroopers for their own competitive advantage.
-Yes, they are not as effective when playing against other veteran players.
-Considering team balancing issues, paratroopers can easily be used to rapidly end a match (when being opposed by new players and A.I. controlled squads).
-There should be a dead-time at the beginning of matches, where paratroopers cannot spawn until regular aircraft can spawn.
-Paratroopers should not be allowed to drop within 40m of the objective.
-There should be a dead-time in between objectives, where paratroopers cannot be used to fast-capture an objective before the defending team has had a chance to fall-back/regroup. (kind of like Confrontation Mode, where there’s like 60-90 seconds before any team can start capturing).

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fair enough. I’m still indifferent (or biased cos I love fallschirmjagers), I think they are great fun, But watching you shoot those paras just as they landed, has been my experience (fighting against them I mean).

Ive seen them used “once” effectively and that was a huge amount of coordination between a premade, bomber strike, with 3 paras dropping imminently after/during. They sort of deserved to win that one (because no one on the team did anything, rallies, shoot bombers down. etc etc). Every other time, just another body to hit the floor.

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tip for #1 clip

you can order you enginer squad to build more faster the AA gun
you can build a AA in 2 or 3 seconds whit order to all engineers (and its more reliable if you have 6 engineers)

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True

Jesus if you’re going to post 7 videos and an image from your unimpressive match can you please at least learn how to use shadowplay

2 Likes

:wave: :wave: hi buddy

giphy

I play on console. My low-budget clips are all you get.

Idk all i see is you dumping on Paras hard to see an issue with them here

So you call the paratroopers tryhard but you have phosphorus and 2 demo packs on each soldier

Only on my engineer. All my Assaulters have large ammo packs. Same with my AT soldier and his FG II (it burns through ammo fast, and I’d rather have bullets than explosives).
My engineer can build ammo boxes, so there’s no need to carry an ammo pouch.

The WP is for flushing enemies out of a contested building, and the TNT is for vehicles.