Prole wrote:Did someone already say that if you're not doing any cybernetics or magic, you might as well do Paratrooper?
They're stronger than Special Forces, and I think they're stronger than Merc Soldiers half the time.
I generally dislike any class that is "like XXX class, but better." We see a lot of those in Rifts, and the paratrooper is an egregious example. Paratroopers combine a unique immunity to horror factor, extra ranged attacks/accuracy, and Hand-to-Hand: Commando (normally a C.S. exclusive) in a single class defined as a first-wave shock trooper built around an archaic way to get into battle. Why would parachute training make a mercenary so awesome? The only advantage to using parachutes in Rifts is the fact that they're silent and cheap; otherwise, they're completely outclassed by jet packs in terms of control, mobility, flexibility, and re-usability, and jet packs aren't all that pricey. These are real-life concerns, too, which is why infantry assault by air these days is mostly done by helicopter, not by parachute.
Lore-wise, paratroopers don't make much sense to me as a mercenary class, either. The parachuting skill is pretty rare in Rifts, and paratroopers require aircraft to drop them on targets, and most of the aircraft in Rifts seem to be the kind that don't need a runway, which makes me wonder why they'd want to parachute in infantry in the first place. Cheap cannon fodder, maybe? That's plausible, but then why put so much elite training into them? Also, how would such a class become a standardized class when mercenaries are, as a rule, not centrally managed or regulated by any single authority? The class's lore seems like an anachronism, an application of WW2 units and tactics to a Rifts battlefield.
tl;dr I wouldn't recommend that class to any Rifts player, to include an experienced one; at least not without significant adjustments. I would very much like to see jet-pack infantry developed in Rifts, but that's a separate topic.