Explosion packs are wayyy to powerful for what they actually are

This I can agree with - frag grenades need a boost relative to the Explosive Packs when fighting infantry, so that choosing Explosive Packs isn’t a “this is the correct choice 98% of the time”.

The extra range of Frag Grenades is relatively minor benefit, but if one could aim them better as well (for example, to reliably land them inside trenches at range) that’d be interesting.

1 Like

14.70 lb or … average 6.76kg… that’s the explosive charge… not the entire shell weight…

5 Likes

I agree with you from a realism standpoint and I have even made post in the past saying much the same thing.

But the more I though about it I consider det packs to be an abstraction. That is an over simplification to simulate how dangerous it is for tanks to get too close to infantry.

In reality tankers in WW2 would not go near infantry without their own infantry in support … They were afraid for a reason …

2 Likes

Explosive packs are fine.

For an actual problem, grenades are such a steaming pile of garbage that there’s no value in using them. Just stick explosive packs on your infantry, cook it and toss it in a room. It’ll clear it in a MUCH wider radius than a grenade will.

Grenades need to be buffed. THIS is an actual problem.

1 Like

im not trying to remove your instant tank killing grenades… i suggested they add a satchel charge grenade that only AT Gunners can equip for killing tanks… it would make AT Gunners a more viable class to play because its like non existent right now even with the new launcher

AT gunners can be made relevant by improving on post-pen damage of their main weapons. The idea is to have a longer-than-explosive-pack-range weapon.

Engineers (in Engi squad) do the same idea with their constructed AT guns, which (last I tested) were also lackluster.

Its the weight of warhead, something like 25kg is the whole shell including the propellants and shell , even the 105mm M101 howitzer only got around 2kg of TNT filled.

1 Like

i actually disagreee on this aswell. AT gunners should have more range than just a sachel charge that will most likely get you killed if you try to use it. i think thay have done a good job with this in game with the M1 bazooka, the panzerfaust and GRB-39. they should definetly be buffed though as they are really fucking bad right now as @1105458 said

At the end we are basically talking about reskining TNT to make it more “logical”.

1 Like

yea sorry if iv got a hard time believing that chart when the tank shells are nearly 3ft tall and 75mm diameter… so if you understand physics you’ll see how 2lb is a little underweight for a fucking tank shell of those dimensions…

Well I don’t know how else to prove it than by using official documents but just in case you aren’t aware: the projectiles aren’t made of 100% explosive filler.

1 Like

grenades are fine… they explode quite realistically like maybe they need a larger wound radius outside their kill radius to simulate the fragmentation better but the explosion packs are just too powerful for being a 1.2kg pack of dynamite (most likely ANFO)

well i get it if your just talking about the explosive fill used… but when you start talking about total projectile weight when you actually mean something completely different you can see how that might confuse someone…

Soviet F-1 grenade has 60g of filler.

Of course there’s attention paid to making sure it has a good fragmentation effect and that’s how it achieves lethality… but it should put into perspective just how much TNT those Explosive Packs actually have in them - we can assume that TNT sticks have a higher percentage of “filler” than other types of throwables/projectiles.

TNT may be “low power” compared to some advanced explosives, but multiple sticks of TNT is still huge amount of explosives, whether it’s properly designed with fragmentation effect or not.

1 Like

For you to know, there are literally WW2 German manuals of how to take down a tank with a hatchet and a regular frag grenade.

Tanks of that era had quite a lot of vulnerabilities if you knew how to exploit them.

Also almost all if not all WW2 tanks, were vulnerable to be destroyed with a single well placed Molotov cocktail. And that would occur far faster than in the game as it is, you just need to hit the upper ventilation vent with it, and the oil around the engine will catch fire, and faster than not that fire will neutralize the tank in question.

Other methods where used, some involving to smoke grenades attached with a rope, so o e guy could get near and place a mine in between the turret and the hull, etc.

2 Likes

the thing is those dynamite packs don’t have any TNT (trinitrotoluene) in them. its specified that they are dynamite which is usually ANFO when used in the field and nitroglycerine when used for mining operations

Explosion packs are fine, get better at tanking

another explosion pack nerf thread hmm ? no they are not too powerful.

What is it with people continuingly complaining about the weaponry in enlisted labeling it as “overpowered” and it needing a nerf when they do not. Most things are easy to kill with in enlisted lets keep it that way and not have things unnecessarily nerfed because people kept making threads about something being overpowered on the forums when that specific thing wasn’t.

im fine at tanking i can go an entire game without dying in a tank while getting 50-100 kills… my problem is how easy it is for me to kill other tanks because i just suicide bomb tanks by cooking explosion packs to their max cook time before whipping it at a tank… like i may lose 1 guy but your losing your tank and your entire tank crew

1 Like