Paratroopers are kinda bad after 1.02

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VirgilInTheSKY
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Re: Paratroopers are kinda bad after 1.02

Post by VirgilInTheSKY »

SirAllan wrote: Sun Jul 11, 2021 5:00 pm Btw is this change the reason why, we dont have any airlift transport point anymore? Cause we used to have 3 airlift.
Dear Devs Im begging you to turn that nerf of paras back to what is was and give us back the airlift points too.
IIRC we still have a few (usually 3) air transports in some scenarios in AO 42. I didn't count the number or percentage, but I believe they are still there. What I want to ask for is railway transport. I think we haven't seen any of them since Barbarossa started.
dannie013
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Re: Paratroopers are kinda bad after 1.02

Post by dannie013 »

I agree with sirallan
medkirtys
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Re: Paratroopers are kinda bad after 1.02

Post by medkirtys »

As someone who only plays single player in this game I also dislike this nerf. It absolutely breaks certain scenarios.
Kerensky
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Re: Paratroopers are kinda bad after 1.02

Post by Kerensky »

Axis Operations already uses a separate ruleset from the base game, mostly for some minor changes like the rate that awards and medals are issued but also to disable time altering options that also break certain scenarios.

Perhaps that ruleset can be expanded to cover paratrooper mechanics so return them to how they used to be within the Axis Operations.

I'll inquire about it, but in the meantime, sorry about the problems this is causing to past scenarios. :oops:
VirgilInTheSKY
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Re: Paratroopers are kinda bad after 1.02

Post by VirgilInTheSKY »

Kerensky wrote: Sun Jul 11, 2021 7:30 pm Axis Operations already uses a separate ruleset from the base game, mostly for some minor changes like the rate that awards and medals are issued but also to disable time altering options that also break certain scenarios.

Perhaps that ruleset can be expanded to cover paratrooper mechanics so return them to how they used to be within the Axis Operations.

I'll inquire about it, but in the meantime, sorry about the problems this is causing to past scenarios. :oops:
Sounds like a possible solution!
brumleek
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Re: Paratroopers are kinda bad after 1.02

Post by brumleek »

Kerensky wrote: Sun Jul 11, 2021 7:30 pm Axis Operations already uses a separate ruleset from the base game, mostly for some minor changes like the rate that awards and medals are issued but also to disable time altering options that also break certain scenarios.

Perhaps that ruleset can be expanded to cover paratrooper mechanics so return them to how they used to be within the Axis Operations.

I'll inquire about it, but in the meantime, sorry about the problems this is causing to past scenarios. :oops:
Hello Kerensky.

I appreciate it, thanks a lot!
Gfot
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Re: Paratroopers are kinda bad after 1.02

Post by Gfot »

Another thing I've noticed is that before you could drop in the hex under the transport and any adjacent hex, now you can only drop in the square under the plane. As a result, some of Student's troops stay in their gliders throughout the Crete scenario, I went to great lengths to rescue them from their usually grisly fate, cleared the area, but even with a free hex under them they simply don't land.
Panzer73
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Re: Paratroopers are kinda bad after 1.02

Post by Panzer73 »

Gfot wrote: Wed Jul 14, 2021 12:41 am Another thing I've noticed is that before you could drop in the hex under the transport and any adjacent hex, now you can only drop in the square under the plane. As a result, some of Student's troops stay in their gliders throughout the Crete scenario, I went to great lengths to rescue them from their usually grisly fate, cleared the area, but even with a free hex under them they simply don't land.
You can drop on adjacent hexes as normal if you use the Disembark command. It looks like the AI doesn't understand that. I have used paratroops in AO40 (Pindus and Valona) and AO42 since the update, and in a normal scenario the change doesn't hurt. But Eben-Emael's entire justification was to land on the first round to neutralize the fort, so that one is a bummer.
VirgilInTheSKY
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Re: Paratroopers are kinda bad after 1.02

Post by VirgilInTheSKY »

Gfot wrote: Wed Jul 14, 2021 12:41 am Another thing I've noticed is that before you could drop in the hex under the transport and any adjacent hex, now you can only drop in the square under the plane. As a result, some of Student's troops stay in their gliders throughout the Crete scenario, I went to great lengths to rescue them from their usually grisly fate, cleared the area, but even with a free hex under them they simply don't land.
If the hex direct below is not available, you will be able to drop in adjacent hexes. Tested this myself today. Student's troops sometimes got stuck in the air even before this patch, so I believe it was not related with this change.
brettwjohnson
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Re: Paratroopers are kinda bad after 1.02

Post by brettwjohnson »

Not only is it a terrible change from a game perspective (I would argue both SP and MP), but it is totally non-realistic and ahistorical...

Making them more vulnerable to attack, sure... Making them hang in the sky, no...

It would not be unreasonable (and historical) to reduce their movement to ONE (as opposed to full movement) after landing...
This would replicate how para units were often scattered on landing and have to spend a little time/effort to link up...
CaesarCzech
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Re: Paratroopers are kinda bad after 1.02

Post by CaesarCzech »

is there way to do the same stuff you do with Ladoga ? just quickfix for those who want it ?
bendtheknee
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Re: Paratroopers are kinda bad after 1.02

Post by bendtheknee »

is it possible to have an answer on the motivation of this change of mechanics ? I hope it's not just because of the haters on pvp.....
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Re: Paratroopers are kinda bad after 1.02

Post by nexusno2000 »

bendtheknee wrote: Wed Jul 14, 2021 7:07 pm is it possible to have an answer on the motivation of this change of mechanics ? I hope it's not just because of the haters on pvp.....
Because there is not counter to paras. Fighters and AA can't really intercept.
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Re: Paratroopers are kinda bad after 1.02

Post by z68250532 »

It is a bad change. It seems they didn't consider carefully before they made the decision, since it is easy to realize that some scenarios don't make sense after this change. For example, EbenEmal. After this nerf, it is impossible to encircle the fort in turn 1, which means the enemy can always get the ammo.

I don't play MP at all, I don't know how many people buy this game for MP but not for campaigns. If they want to do some big change for MP purposes, they should only change that in MP.
z68250532
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Re: Paratroopers are kinda bad after 1.02

Post by z68250532 »

nexusno2000 wrote: Wed Jul 14, 2021 8:00 pm
bendtheknee wrote: Wed Jul 14, 2021 7:07 pm is it possible to have an answer on the motivation of this change of mechanics ? I hope it's not just because of the haters on pvp.....
Because there is not counter to paras. Fighters and AA can't really intercept.
They can add a support fire if you drop the paratroop within the range of fighter or AA.
The current change makes paratroop extremely "slow" and useless.
Also, some scenarios, such as "EbenEmael", are designed with the previous version of paratroop. These scenarios don't make sense anymore after this change.
bendtheknee
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Re: Paratroopers are kinda bad after 1.02

Post by bendtheknee »

z68250532 wrote: Thu Jul 15, 2021 2:38 am It is a bad change. It seems they didn't consider carefully before they made the decision, since it is easy to realize that some scenarios don't make sense after this change. For example, EbenEmal. After this nerf, it is impossible to encircle the fort in turn 1, which means the enemy can always get the ammo.

I don't play MP at all, I don't know how many people buy this game for MP but not for campaigns. If they want to do some big change for MP purposes, they should only change that in MP.
especially since it does not really bring any change on mp, even with a late lap the ground forces will always be slower to come and capture the victory/supply hexes......and that they drop with 1 or 15 strength, it does not change anything, they are generally disband for pionneer or mountain infantery.
Last edited by bendtheknee on Thu Jul 15, 2021 6:15 am, edited 1 time in total.
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Re: Paratroopers are kinda bad after 1.02

Post by nexusno2000 »

z68250532 wrote: Thu Jul 15, 2021 2:45 am
nexusno2000 wrote: Wed Jul 14, 2021 8:00 pm
bendtheknee wrote: Wed Jul 14, 2021 7:07 pm is it possible to have an answer on the motivation of this change of mechanics ? I hope it's not just because of the haters on pvp.....
Because there is not counter to paras. Fighters and AA can't really intercept.
They can add a support fire if you drop the paratroop within the range of fighter or AA.
The current change makes paratroop extremely "slow" and useless.
Also, some scenarios, such as "EbenEmael", are designed with the previous version of paratroop. These scenarios don't make sense anymore after this change.
I think the change is fine.

Eben Emal specifically should maybe be tweaked.
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Re: Paratroopers are kinda bad after 1.02

Post by Obersturmbannfuhrer »

i beat Eben Emal without paratroopers (if you play retrograde you cant have them at that point) when that DLC came out and that was the hardest mission ever in PC2 for me i lost so many units because of the fortresses

and i agree, there are many games where the ruleset is different between single and multiplayer and paratroopers are kind of bad already in single player
Bee1976
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Re: Paratroopers are kinda bad after 1.02

Post by Bee1976 »

nexusno2000 wrote: Thu Jul 15, 2021 5:40 am I think the change is fine.

Eben Emal specifically should maybe be tweaked.
I dislike that change for singleplayer. Paratroopers are kinda weak, and AI like to swarm and kill them. Its possible to play with paras, but its slot consuming and you need to assign some good heros to them.
With that airlift change they are completely useless in singleplayer and some missions (not only Eben Emal) are way harder to play now. The training mission for Eben Amal, Crete for example.
scorehouse
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Re: Paratroopers are kinda bad after 1.02

Post by scorehouse »

I don't use them much but it does make a huge difference. I can understand a transport plane taking a turn to unload but not Paratroopers. th ejump out out of a moving object and r ready to fight when the hit the ground
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