I knew it existed, but I never tried to do it and eventually just forgot…
It’s something I’ll try for fun later, though
I knew it existed, but I never tried to do it and eventually just forgot…
It’s something I’ll try for fun later, though
I can’t agree. 2 he grenades / detpacks per soldier is the absolute minimum that should be allowed. Maybe the third grenade could be forced to be a smoke grenade but I don’t see excessive nade spamming ingame at all.
If some guys do it… Fine. Other guys are running around with fully equipped high level soldiers and 6 crazy weapons… Fine. I don’t care cause I can kill them all one way or the other
I like this idea. Limiting it to 2 HE or Smooke and one Det pack would be an good limit and also to make HE grenades more used
The explosive pack will be nerfed soon so I hope it will be better.
Who needs a gun when you have a bundle of high explosives and no fear of death or repercussions.
I have it on good authority if I die holding a cooked grenade I’ll just be reincarnated into a guy standing 5 feet behind me.
I’ve seen it more and also done it more. Not that I have every troop equipped with it (My most common is actually 2 troopers with Large bag and 3 smoke so I can lay a somewhat effective smoke screen if arty is busy).
That being said, I do use it for CQC situations when I know I’m facing heavy MG/SMG spam. It equalizes the situation for when my poor BA solider is left to clear a building.
Plus if you toss 3 at once, usually only 1 gets thrown back.
I made a detailed thread months back about assigning a points value to each item, and having each squad limited to how many points it can spend on equipment and weapons.
There would be no need for additional classes, there would be very limited Meta Weapon spam and Grenade Spam.
They just need to consider it and try it out.
Its worked in many other titles under different guises.
It can work here.
US dedicated Grenadiers were rifle grenadiers
Either give charges to specific classes (engineer and AT gunner would be my idea) or decrease the dmg radius against inf.
i think those folks are somewhat balanced.
like, sure, they have 3 det packs, but less ammo.
so that’s a nice trait in my opinion. one of the few things that actually matters in enlisted as a choice that has consequences unlike the rest of the things in this game.
but… that’s just my opinion.
( in my matchy, i only find like, 1 to 5 dudes with those loadouts. they are quite rare from me in berlin and normandy )
I rather see the issue with charges that they are too good for all situations. They are meta against tanks and against inf (to a point where you cant even spot their grenade icon and still get killed by them). There is no real point in not using them instead of grenades and partly molis. Grenades fly further, yet they rarely kill (much) compared to charges, and you can’t annoy tanks.
edited cuz my two brain cells didn’t read correctly.
so, i reprhase,
i’m cool with the tnt as well. as those are starter anti tank weapons.
despite that, they still don’t know how to use it. but, it actually make encounters somewhat balanced even for a starter guy/girl.
that’s what i mean.
The guy with the BAR is called the barman
Us troops had a great sense of humor.
I’d be in favor of a severe reduction in the number of det packs, possibly restricting them to engineer and making them most effective against obstacles.
A good replacement would be magnetic or sticky anti-tank mines. They were enough of a problem that Germans coated their tanks in Zimmerit to combat them.
You add those, and the concept of anti-mag paste and you could include magnetic mine resistance as a factor in tanks as you upgrade them.
And then you end up with Tunesia and engineers unlocked on the level 9. I wonder how many new players would enjoy not being able to do anything to a tank until said level.
I see the point with starter and tanks.
Maybe it’s somehow possible to buff nades and molis without nerfing/ restricting the charges (maybe by increasing the burning time of Molotov and increasing the (dmg) area of nades).
Zemmerit proved useless for Germans tanks. They started added it because they themselves used magnetic mines, but by then they were already obsolete as USA and allies already had versions of the bazooka. They stopped using zemmerit late war (because they thought it would catch fire, but it proved to be unfounded)
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And then you end up with Tunesia and engineers unlocked on the level 9. I wonder how many new players would enjoy not being able to do anything to a tank until said level.
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That’s why you add Magnetic Anti-Tank mines that can be carried by standard infantry.
They’d be specific to tanks, take up a mine slot, and they’d be not too different than running up to a tank while cooking a grenade.
Difference is that it’d be tank specific and wouldn’t encourage suicide bombing. It’d also be historical and give opportunities to include the before mentioned anti-mag paste as upgrades on armor.
Ironically, the vast majority of Magnetic mines used were by Germany, but not to any war changing way, against them. The Zimmerit was an absolute waste of resources, and eventually abandoned.
All that said and done, I would love to have Magnetic Mines, the Panzerwurfenmine etc etc.
Give me dedicated AT items, and I’d be one happy tank hunter.
That’s fair. It’s also a scale modelers nightmare if you try to apply it using putty and a Zimmerit comb, so I had learned a long time ago to hate it.
Still, yeah, coating aside, attachable mines would feel, for me, better and it could possibly solve det pack spam and make the packs good for what they were meant for, demolitions.
HHL3 like in old AT rambo days in HnG. “Click”, “Click”, boom HE tanker gone