Anti-Tank Grenades/TNT packs

As you all know the only way of taking out tanks as a regular soldier in the current build of the game is with hand held TNT packs. There are other options like: with another tank, with an Anti-Tank Gun (has to be built by an engineer and has a limited firing angle) and Anti-Tank rifles (only usable by a certain class) but these are all specialised squads.

From my exprience these TNT packs are often ineffective against tanks unless you can land it directly on top of them and they don’t move. This is very hard to achieve especially if the tank is moving or in a place with no cover. Even if you manage to land the TNT pack on the back of a tank it is still not a guaranteed kill, because the pack can still roll off the tank. I find myself using these packs more like hard hitting grenades rather than Anti-Tank/Anti-Emplacement weapons. This might be due to the fact that these TNT packs often don’t do much damage to the tank but still manage to kill or seriously injure me even though I am quite far away from them.

My suggestion would be to make them act like sticky bombs or introduce a new kind of grenade to replace these TNT packs. In my opinion the first would be the better option, because you don’t have to replace them with a completely new type of grenade.

Thank you for your time and consideration

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Agreed, it’s time to start working on this. Throwing TNT is just stupid.

imo TNT should be placed directly on the ground and manually-detonated only. Delegate it more to demolition that way like how you can blast open walls on the D-Day map with them.

You can blast walls? Good to know.

The ones with the giant cracks in them on Normandy beach, just in the cracking part.

But I noticed if you pass through the hole, your bots will still run all the way around.

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the AI isn’t always the smartest :slight_smile:

Learn coocking granade and no tanks will be a problem

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I think infantry-borne anti-tank should be more powerful or more effective.

I’ve sat 5m from an enemy tank’s broadside firing into it with an AT rifle just turning crew and components yellow.

Balancing tanks in close combat scenarios is extremely different. Historical doctrines always had a tank accompanied with an infantry detachment of some kind, but we all know that something like that is never going to happen in this game (It rarely happens in Hell Let Loose, which has a much more serious community and playerbase).

So how do you balance it while keeping realism? I think that having AT grenades be unlockable for certain classes could solve it. Make the AT soldier a true tank killer, while something like the Engineer or Assaulter has a throwable sticky bomb that can detrack or destroy modules. Don’t make it outright kill a tank; disable it. Give players the ability to punish an overextending tank by crippling it.

It’ll make tank gameplay more dynamic, at least.

If tanks are meant to be powerful, game influencing machines then I think their spawns needs to be limited. If they are supposed to just human wave like they currently are I think infantry AT assets need a buff.

I guess it is pursuant to the vision of the devs.

Tanks are pretty fragile and pretty strong in HLL with catastrophic kills happening almost as soon as the tank over extends.

Tanks in HLL are dogshit angry boxes that really can’t do shit in their awful current implementation.
I’m hoping their armor rework makes some pretty substantial changes, but currently tanks in Enlisted are 100x better modeled and genuinely enjoyable to play solo or multicrewed

aren’t they hitpoint modeled in HLL?

Yes with very horrible mechanics
1 degree turret travers
No extra vision ports for any of the crew
MG and HE are pretty dogshit
On top of hitpoints

I think this is a good start.

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