Explosive pack problem 2.0

EP

Whats going on:

Currently Explosive packs are the be-all-end-all of abusive.
There is no reason to use engineers or bombers as their proper roles anymore, they are replaced by SMG squads with explosive packs, which in some campaigns can just be thrown onto a tank and make it instantly explode, or as currently with Berlin, simply throw it near the tracks.
They are spammed at infantry any chance they get and are 3 times more lethal against them aswell, despite no fragmentation.

What has been done so far:

Fixes have been applied lately, before them you could just throw an explosive pack onto the front armor of a Panther and it would kill the tank, now you have to actually get it somewhere wedged into like the tracks to blow them up, or simply thrown near the track, which isn’t realistic either.

But it shouldn’t end here, while they are still extremely overpowered vs tanks in Moscow for example, they are heavily abused in an anti-infantry role, making regular grenades obsolete.

What could be done:

My suggestion is that Explosive Packs should be delegated to Engineers only, since their real life use was in demolition, not anti-tank (or anti-infantry for that matter). The role of engineers is to halt tank advances via emplacements, tank traps and mines. Nobody does that unfortunately, despite how effective AT emplacements are versus tanks (PAK-40s will effectively oneshot T-34s, US anti-tank cannons can frontally penetrate any german tank, and russian 20-K anti-tank cannons easily deal with german tanks, too, yet are used all-too rarely) they are only used a fraction of the times in anti-tank engagements compared to explosive packs.
I believe it would increase teamplay for people to actually use engineer classes for example to put down emplacements and ammo for their teammates (as it gives score through that aswell)
Damage for anti-tank weaponry and upgraded anti-tank guns could also be an option.

Aswell as adding dedicated anti-tank grenades and techniques to no longer have to rely on detpacks for everything, as it doesn’t make much sense.

Etc:

Explosivepacks have absolutely no downsides:

  • Insane availability (all classes, increased carrycapacity with bags)
  • Cheap
  • Destroys ANYTHING (I’ve got planekills with em, kek)
  • is buffed through perks that let you cook it and hit a tank at (rangebuff) 50 meters and have it explode directly on impact (especially nasty in Moscow with tank that have little armor)
  • Is often abused as a roomclearing weapon even though we have grenades for that, which are obsolete

Bombers have sufficiently powerful weapons in their respective campaigns that they don’t require explosive packs, although they could be given an alternative in the form of anti-tank grenades, making their role more efficient at closer ranges too.

Right now nobody really uses these two classes, opting instead for the bane-of-all-tanks explosive packs, which make High Explosive rounds from tanks absolutely pale in comparison, even though they don’t have fragmentation.
Tanks are turned into a barrel of laughs, not the strong offensive and defensive powerhouses they are.
Explosivepacks right now are the all-ender of tanks, and they shouldn’t be, as we have effective countermeasures already.

These explosive packs can be carried once by EVERY soldier, 3x with a grenadepack.
They can be cooked by a skillful player to explode instantly on any tank completely destroying it.

I can throw them at 30 meters at a T-28 and it’ll be wiped off the face of the earth.
Many people use them incorrectly and complain about how they don’t work, but I’ve mastered their use since pre-alpha, and harnessed them extremely effectively in Closed Beta Testing. And my belief is that they are insanely overpowered and abused against infantry aswell.

Cheers.

10 Likes

Any change that buffs the vehicles in game is a bad change. So, noooooo.

7 Likes

Bad idea so no

2 Likes

I totally disagree and I want to add that Explosive packs are the only real counter for infantry against vehicles.

Just don’t drive sucidial into enemy lines and you don’t have to worry them.
And don’t sit to comfortable for too long at one spot.

If you have those two roles in your mind, you will be fine.

2 Likes

If only AT weapons weren’t so bad (Sturmpistole).

7 Likes

yeah, if stull like the PIAT and PTRD were more powerful, I’d be in favour of less explosive packs.

4 Likes

PIAT compared to crappy Sturmpistole is actually pretty good but if you’re close enough there’s no reason to use it instead of explosives.

And here we are, the explosive pack that makes everything else obsolete again, even though it shouldn’t.

1 Like

Just wait untill Rocketlaunchers are added.
Vehicles aren’t as strong as you make them out to be.
Especially when some dude bypasses all of your team and just runs to your spawn and throws an explosive pack at you, I know it all too well from experience.

I mean the Sturmpistole is a small pistol-based launcher, it really wasn’t designed for fighting tanks, but light vehicles. You could use it against tanks but it was kind of a last resort.

The PIAT is okay, but sometimes you need two or three hits to score a kill which, considering the reload and the shell drop, is a lot. And that’s assuming you don’t get any bounces or shells being absorbed by tracks or external armour or accessories.

1 Like

Have you taken nothing from my point?

You are solely reliant on the explosive pack to be your solution to tanks, you don’t even see having those two roles being used against tanks as an option.

Not every infantry should double as anti-tank, it encourages tank hunting over point capturing which is abused to heck and back.

Panzerschreck and PzFaust are likely planned for stuff like Normandy.

I find no difficulty in killing even Jumbos with the Sturmpistole, it takes practice, something people don’t want to acknowledge.

Aiming for this one pixel weakspot is just a bad experience.

Nice aggresive first line.

Anyway.

You have multiple possibilities to get rid of tanks. All are valid in my eyes.

And my points stand.

Yep. Those weapons are really weak in comparison to dynamite packs.
The anti-tank crews are at the moment a bit useless from my point of view.

I also want explosive packs to require more skill to use and be more for disabling tanks rather than blowing them up (at which point the tank is likewise pretty much ineffective but with a chance of recovery) alongside making them A: require lighting the fuse and B: have an audible noise when cooking, but the other options (Bomber, anti-tank guns built by engineers, etc…) need to become much more consistent and viable first.

Why use a Sturmpistole that is slow to reload, inaccurate as hell and won’t even deal damage 3 out of 4 times if I could just use an explosive pack and kill the tank?

It’s far too easy to just load up a soldier with 3 explosive packs, give them the long range throwing perk and have them destroy tanks from 50 meters away.

and this is a problem how?

Because it is, nasosc.

People rely too much on the detpack for anti-tank, making other classes that should be more suited to the role obsolete.
It also doubles as an anti-infantry nuke, is much cheaper to obtain and require almost zero skill aside from proper cooking to destroy a tank, which usually can’t fight back if you attack it from a vertical position, and especially because the playerbase won’t stop to cover their own tanks.

Explosivepacks have absolutely no downsides:

  • Insane availability (all classes, increased carrycapacity with bags)
  • Cheap
  • Destroys ANYTHING (I’ve got planekills with em, kek)
  • is buffed through perks that let you cook it and hit a tank at (rangebuff) 50 meters and have it explode directly on impact (especially nasty in Moscow with tank that have little armor)
  • Is often abused as a roomclearing weapon even though we have grenades for that, which are obsolete

Engineers get anti-tank cannons which are extremely effective against tanks.

Bombers right now are underpowered and disregarded because people can’t hit with their weapons properly.

Anti-Tank grenades on bombers/engineers should have the job of dealing with tanks, not a random trooper/assaulter/sniper/gunner.

1 Like

Imo explosive packs are perfectly fine the way they are now.

Lock them only to engineers and you will see tons of complains on forum about tankers ruining the game for everyone, just like bomber planes.

The only thing I’d do is put a limit of maximum 1 piece per soldier (no matter the class), because 3 (with large grenade pouch) are kinda too much.

1 Like

What stops you from playing engineers/adding an engineer/bomber to your squad and engaging a tank?

If you’re an engineer you can just as well place down an anti-tank gun and destroy tanks that way?
And while you’re at it maybe place down some ammo for your team, bro.

1 Like