barbed wire need explosive blast resistance
It does need complete removal
Jk but it’s annoying af
While I don’t disagree with you, digging out trenches and placing the wire in those can give it a lot more resistance. Especially on Normandy Campaign where the trenching depth is deepest. I just wish that digging trenches were faster.
I even have the melee speed perk on an its not fast enough to get them up quickly enough.
Overall, all the fortifications are broken far easier than they should be, especially by explosions.
I for one think there needs to be an overhaul on engineer fortifications and their destruction methods, especially defensive ones (Barbwire, Sandbag walls, and Czech Hedgehogs).
Barbed wire is up there with white phosphorus
… not really.
Barbwire is significantly easier to deal with than someone that is spamming WP.
Lol, that’s toxic af.
I think you’d love this as well.
I wouldn’t call it toxic by any stretch. Given how little health the wire has normally, and the fact I usually do long lines out in fields and such. Its just really helpful to slow them down coming across the field or to force them to certain choke points.
At least I’m not piling wire into doorways like so many people. Now that IS toxic.
Barbed wire needs to be reworked because little half destroyed barbed wire will damage you while you can hardly even see it, like in Berlin or Normandy. Worst of all, you can’t even destroy those.
Yeah, I do really hate environmental/map barbed wires. They’re so annoying to deal with it. Even in Pacific they’re quite annoying.
I would agree to buffing barbed wire against bombs & artillery but not agaibst explosive packs and tnt charges.
If someone expends limited item resources targeting the fortifications it’s a legit counter and the fortifications should go. If someone does area attacks, getting barbed wire fortifications destroyed easily is kinda lame, esp. as artillery is historically not good for that.
now… i don’t wanna be that type of person…
but barbwire used to be explosive resistant.
now, it ain’t anymore.
because of people pointing out how stupid that was.
the thing is, those are relatively easy to produce and quick to set up.
hence, why can be destroyed equally as easily.
But is it really stupid?
I don’t know about WW2, because barbed wire wasn’t used as extensively then, but in WW1 barbed wire was very difficult to clear with explosives, both HE and shrapnel. They even experimented with special wire cutting artillery shells, but those weren’t reliable either. The easiest way of dealing with it, was to run over it with tanks.
Of course not all wire is the same. Durability depends on its thickness and how it’s set up. But as a general statement it’s true: Barbed wire can’t be blown up easily.
In gameplay terms, I think barbed wire should take a lot less damage from artillery and bombs, in order to make it worthwhile to set it up outdoors. Only explosive packs, TNT, and direct hits from big calibre tank guns (75mm and bigger) should be able to take it out in one hit. And then maybe make it 25% slower to build.
due to the efficency of how makes ai struggle and potentially block paths, i believe so.
they would just become too convinient.
and easy to spam.
what op is suggesting would work only if you wouldn’t be able to build many of them.
but 10 in less than a minut it’s quite covinient.
and would become a problem to.
( if harder to destroy too )
I can agree on the TNT charges, but not against explosive packs, for 3 reasons:
-
TNT is placed, whereas explosive packs are thrown. If it has the range like that, it pretty much defeats the buff to barbwire, as the player doesn’t even need to leave cover to use it.
-
A grenade can have up to 3 of them carried on the person by using the large grenade pouches, which is not uncommon. An average squad will often have around 10-14 grenades total on them. Here lies my issue.
When the average number of grenades in a single squad equals or exceeds the maximum number of a fortification that a player can put down, it no longer meets that “limited item resource” as far as I’m concerned.
I’m assuming you would say the grenades would be capable of taking out multiple fortifications as well, so consider this even more.
- Explosive packs are already overused as they are the “All purpose grenade”. Like many people have said, they have outfitted every army they have with explosive packs. Adding the ability to outright destroy fortifications would cement them even more as the “strongest grenade” and make it almost pointless to use anything else.
IF however, they changed explosive packs to have about the same blast radius as an AT launcher shot (keep in mind that is exceptionally small), where it would only take out a single fortification each, still able to kill tanks, but incredibly bad against infantry. Then I may be able to agree.
Overall, explosive packs to take out fortifications is an issue. TNT at least is balanced.
Please note: another change that could make the grenade destruction option a lot more viable is removing the ability from non-engineers to simply “deconstruct” fortifications.
Instead, make “Toolkits” required for those troops to deconstruct fortifications. This would help to diversify the kits taken by soldiers to reduce grenades taken overall. Which helps to reduce grenade spam and increase game balance.
I think you need to take a look at more photos from that era. WW2 saw EXTENSIVE usage of barbwire.
I think you are overlooking the fact that it requires an engineer to be AT THAT LOCATION to build it.
They may be able to build 10 by the time attackers reach that location, but how likely are they going to be able to maintain all 10? Especially in the case where they build barbwire out in front of the point (where it is supposed to be). It would become very difficult for them to replace once it was destroyed.
I just meant compared to WW1.
They are far from all-purpose anymore. The kill radius against infantry is tiny. It’s not that explosive packs are too good, but frag greandes aren’t good enough.
But I can agree, that since EPs are throwable and you can potentailly carry up to 3, maybe they shouldn’t deal as much damage against structures, as TNT does. Or TNT could get a larger blast radius.
The kill radius of explosive packs is still enough to kill 10+ troops that are sitting on an objective.
The kill radius of frag grenades is massive. I literally got 36 kills with a single frag the other night.
Contrary to popular belief, TNT has a MASSIVE blast radius. Far larger than most people realize. The only reason that this misconception is so prevalent is because tank armor is properly accounted for against a TNT blast, whereas explosive packs it is not. (Explosive packs are given more leniency.)
Additional Note: if TNT blasts were made any larger, they would no longer even need to get close to fortifications to place it. The sheer size of the blast already breaks almost anything within a 10m radius. Anything beyond that would make it too strong.
That’s under ideal conditions. But how often do you have half the enemy team huddling together in a small area? When they behave like that, you are winning hard no matter what.
If there are two enemies 6 meters apart and at full health and I throw an explosive pack in the middle, both of them will survive. Make it 10 meters and they might even survive a frag grenade.
Huh, I guess I really need to start using those. I originally wanted to wait for the merge, before I start buying large quantities of equipment, including TNT for everyone. But since that is still far off…
That is my point though. The “ideal conditions” actually occur quite frequently. You know what does an excellent job of protecting against that though? Sandbagged windows and sandbagged rooms. Especially if they were given a durability buff.