Explosion packs are wayyy to powerful for what they actually are

Im using those. 2 engineer squads with 3engi+2at and 1at squad with 3at soldiers and 2 engineers

Why? Dont know mayby for great team support?

Edit: also no problem with gray zone camper tanks(most times atleast)

i don’t have a problem with grey zone campers, they’re usually close enough that i can run at em cook a grenade and let it off before the out of bounds kills me

det pack are way too common and i think they do need a nerf

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Ok, but then engineers get to build 75mm pak guns and up.

Any tank in the game will automatically detonate when all of it’s crews are dead. Here is a video showing the M3 75mm HE shell against an armoured car, a couple seconds after the Sherman take out a Pz. III. Although the Sherman took many shots to destroy the Pz. III the majority of those shots bounced due to extreme angle. It does take 40 shots to kill a tank, maybe you didn’t know where to shot or the shells bounced.

Requiring 5 explosive packs to destroy 1 tank is unreasonable, because first you have to get close to the tank about 20 meters or so while trying not to get shot at by enemy infantries. If you are in a tank and you get destroyed by explosive pack it just mean you over extend or you stay in one spot too long
without having friendly infantries nearby not because the explosive pack is overpowered.

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Stop spamming the same topic over and over again.

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i never said 5 explosion packs never even hinted at 5… i said 3 max for a heavy tank and 2 for light/meduim tanks but the 1st will always disable the tank regardless of armour class

so the 1st pack removes the tanks mobility and the 2nd or 3rd will detonate the tank

Mayby if it would take 5 he shells to kill infantry? and 5 mg bullets to overheat mg…

if i throw detopack to top of turret it going to break its track magically?

Yes please :slight_smile:

kép

You need to hit left and right arm to make soldier unable to throw grenades, two legs to stop him from running away and then finally a HE-adshot. :slight_smile:

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Remember that there are just two tanks at the time, my idea is that explosion charges should be able to kill tanks only when placed under them, and in other cases just break his modules such as tracks, gun etc, which is enough to make a tank squad REALLY vulnerable (again. just two tanks per squad remember)

That’s the whole point I tried to explain in my topic. There are just two tanks for squad, in the other hand we can have like an army infantrymen that can destroy tanks.
Also, for the ones that thinks a tank has de facto more advantages than an infantry squad:

  • who can hide and crawl into narrow spaces without being noticed? infantry
  • who have a limited field of view, full of blind points? tanks

A single tank can gun down and pin two spawn areas simultaneously, while at the same time it can be at half a kilometer from the nearest enemy infantry soldier.

From that point they are as strong as they should be.
Any nerf or buff will literally break the game massively. For that reason you may argue side grades from a realism stand point, jet straight buffs or nerfs are beyond reason in the game as it is

As I said, infantry can somehow sneak, tanks cannot.
Infantry can see all the field around them, tanks have limited visual

Tanks can move, And the conditions to kill a tank do require to attack two points that can be protected by moving.

Aside that if the enemy infantry gets close enough to you to go for a kill, you either are poorly position, or your teams infantry don’t do anything, either way you would already had kill more than enough infantry to make your tank worth it.

Two headshots; one to knock off the helmet

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Still, I think that in a lot of cases tanks are too vulnerable to infantry. If we want the packs stay as they are now , maybe they should increase the max number of vehicles for squad from 2 to tre, and make the hull machinegunner and tank smoke grenades working.

Honestly if you allow people to get that close to your tank your awful at the game and you deserve to get killed.

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no it would break its turret and main gun if thown ontop of the tank… :unamused:… otherwise known as disabling it… sure i didn’t specify that but i figured people would be able to figure that out of their fucking own… a tank that cant use its primary/secondary gun isn’t very threatening as well… if anything its less threatening then a de-tracked tank because if the guns are broken you can walk straight at the tank without fear of being shot to shit

1st explosion pack should always disable a part or multiple parts on the tank when first hit with it throwing it at the sides should disable whatever track is on that side and blow away any of the armour plates covering the track (if the vehicle has any) if thrown at the front it should disable both left and right tracks and the primary gun, if thrown on the top it should disable all guns, and if thrown at the back it should disable the engine and both tracks so you won’t be able to drive or move your main gun

if its a light tank then i guess it would be realistic for it to be able to destroy it 1st pack if you get it in a spot where the armour is the weakest like the sides or under it.

its like you’ve got tanks with 114mm thick front armour reacting the exact same way as tanks with 38mm thick front armour when hit with an explosion pack… i don’t even bother aiming for a weak spot because even if i whip it at the strongest armour on a tank the explosion pack instakills any tank…

like i can understand being able to instakill any tanks in ww2 with a 4kg charge of C-4… like thats a massive charge that would be like strapping 10 of those explosion packs together but that should be specifically an AT grenade that only AT soldiers can equip

I can’t believe you’ve been this mad about your tanks being detpacked for months. You’ve been ranting and raving entire novels on this forum for months, spamming the same topic over and over again like a psychopath over this one meta. Stop being terrible at tanking and letting infantry place detpacks under your vehicle. problem solved.

im not terrible at tanking im posting this because destroying tanks with dynamite packs is stupidly easy and its like tank armour thickness has no fucking meaning at all the same dynamite pack effects 38mm thick hull the same way it effects 114mm thick hulls… its a stupidly overpowered item that is ruining this fucking game i can basically run around like a anti-tank god when i have my large grenade pack equipped infantry squad totalling 27 explosion packs on a single squad

…yes im annoyed because its way too easy to blow tanks up as infantry… it should be challenging and should take a lot more then a single fucking petty 1.2kg low energy explosive to turn a heavily armoured death machine to ash… and thats why i suggest the 4kg C-4 charge equippable by AT Gunners only…

like reasonably it should go something like this
Light Tanks: Front - 2 packs, Sides - 1 pack, Back - 1 pack, Bottom - 1 pack
Medium Tanks: Front - 3 packs, Sides - 2 packs, Back - 2 packs, Bottom - 1 pack
Heavy Tanks: Front - 3 packs, Sides - 3 packs, Back - 2 packs, Bottom - 2 packs

anything above 50 armour would take 3 explosion packs to destroy anything below 25 armour would take 1 explosion pack to destroy and anything inbetween 50-25 takes 2 explosion packs…

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