You recently added to MG gunner squads the ability to build HMGs (via their engineers). Maybe you could something similar in regards to AT gunner squads and AT mines. You know, anti-tank mines are largely an area-saturation weapon. Having just 1 single mine to deploy is ridiculous, it can only prevent tanks from entering a certain area if you guess the exact spot they will move over. That is why nobody uses them.
But if the AT gunner squad could drop multiple mines, as they do in real life, then they could block tanks from certain spots (i.e putting 3 or 4 mines would make a bridge or a street unusable by enemy tanks). Then AT gunner squads would make a real difference to the match. Currently, they are just not worth using as a squad and are one of the weakest in-game.
I’m not suggesting exactly how to implement this change. Maybe AT gunners could refill their AT mines at an ammo box, maybe they should be allowed to carry like 3 by default. Maybe engineers from an AT gunner squad could have an option to unlock a “minefield” construction (where they build i.e a row of 3 mines, as if it was a sandbag, or rally point), or maybe a “AT-mine stash” construction.
Either way, I believe this would be a positive change to the game, and help make it a bit more infantry-focused by buffing infantry’s anti-tank abilities as a whole.
Considering how terrible life as tanker currently is, moving is shit, HE is shit, MG heats before you fire first round and ofc detpacks everywhere which is essential to the game.
one can only begin to think about phasing out explosive packs (which are the main anti-tank nuissance available at the moment) and simulating irl anti-tank tactics, after other viable anti-tank measures, like effective minefields, artillery, etc. are properly implemented to the game. Currently, there is no way to properly remove explosive packs from the game, since there is no good substitute.
Artillery and Airdropped ordnance, and staffing were largely ineffective against tanks irl, mines were also not killers of tanks irl, they were great at immobilizing them though, but generally did not kill them, especially late war.
But I am a fan of the idea of introducing more realistic AT options, No reason any section in game can’t have at AT kit, ATR/Bazooka/PF, exc, in it, get rid of the TNT bundles, and have other more realistic effects, immobilizing tanks with things like a Hawkins mine, forcing the crew out to fight or fix there vehicle is imo a better game play choice then just blowing up the tank.
Having every single solider on the map be tank killer capable is over kill imo.
Large maps game mode need this, it should be similar to the trap in CRSED, and I think this should consume soul points to prevent players from abusing such a function
Don’t forgot that random battles have squads. You can equip em all at mines. So minimum 3 maxiumum 9 at mines.
And you suggest make em refillable or increase their amount to one squad… I don’t think that it’s good idea.
Why not just give em a better AT?
Okay. We can add it, but then… Here should be reward for disarm mines.
Some mechanics that allow disarm mines. Maybe as perk for any soldiers (or for rifleman/engineer/at gunner).
And maybe some perk that will show these mines or decrease their trigger radius. I don’t know.
I’ve suggested this in the past and still think that it is a wonderful idea. A small and large mine pouch addition would be absolutely fantastic, especially with the addition of TNT to all campaigns. Not just for the AT mines. This way mine fields would be more feasible and like I mentioned with the TNT, you could have up to 3 placed charges ready to activate at one time. Which is also very useful for AT as well as AP.