Make Explosive Packs only able to plant

having an unlimited number of tanks available for a SMALL infantry firefight is not realistic.

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and like im saying again and again… im not suggesting they remove explosion packs or make then any more/less powerful… just that they allow us to use them in a more realistic way… because currently the most effective way of using them is to cook them as you run up point blank beside a tank and fucking allahu akbar suicide bomb the bitch which is about as unrealistic as it can get in WW2 cause no soldiers outside the Japanese kamikaze bombers did shit like that

if anything my idea is a buff to their detonation time with the compromise that you have to set them up and have to physically hit the plunger for them to go off

you know about as quick as this

I’d say that’s pretty valid, though I do my best to get my soldier to safety before it goes off. That said, many times I have failed and they were killed or maimed. One way to make it easier is to, well, NOT have the people in the tank realize that a grenade had been thrown at them. They’re in a tank. How the Hell are they gonna hear a small ‘thud’ outside with those engines humming? It’s quite unrealistic for them to get the grenade warning, and it’s BECAUSE of that grenade warning that cooking the packs prior to throwing is so necessary even on stationary tanks because if they have time, they can roll out of the way upon seeing the icon warning them of the explosive. So there’s one answer right there. As for moving tanks, yeah, cooking them is still the best bet.

A thought: If you die from YOUR explosion that destroys a tank, you don’t get the XP from it. People will have much more incentive to be more careful in dispatching tanks with those bundles of TNT. One more thing… wouldn’t satchel charges be more realistic than a bundle of dynamite?..

yea they did use satchel charges to very good effect in WW2 but they actually carried a specific bag so maybe what needs to happen is the Bomber could be given the choice between a Rocket Launcher or something like a M37 Demolition Kit with plastique and det cord so they can throw a 4kg charge that will exterminate a tank crew on explosion

that way if the Explosion Charges become only plant-able the bombers will become a seriously used soldier unlike how the Bomber is basically unused right now

and you know how i know the bomber is the least used soldier in the game right now? well because the 1st concern to come out of peoples mouths to this idea is that “tanks will become unkillable” even though there is a soldier with a weapon designed to blow up tanks from a distance in 1-3 shots depending on where you hit

I watched the vid you presented, or at least a good chunk of it. Pretty funny, maybe you meant to link it to start where they set it up, I don’t know, but it started with them going over things that could go wrong and various ways to troubleshoot and figure out the issue. Anyhow, I never said that tanks will become unkillable. I have had success with bombers, in fact that annoying tendency for German tanks to bombard us on D-Day from up by that one bunker off to the right from the US perspective, I actually personally managed to take out a tank up there from beyond the distance allowed by the sights using a PIAT. It took MANY rounds, needed an ammo crate from an engineer to continuously resupply from, but I did manage to blow it. Up until then, I’ve always experienced the tank being able to pick us off pretty much unmolested. Artillery couldn’t reach it, and it was beyond throwing distance. Rather felt like I had broken new ground on dealing with that annoying issue, that I may have even been the first to take out a tank in that location during the first point, but of course I have no idea if that’s true or not. Just felt proud to have dealt with a problem that seemed unsolveable.

So yeah, the PIAT can be used successfully, I am fully aware. My big concern is that the VAST majority of infantry would become helpless. That’s just no fun. So something needs to be done to make it so that a reasonable variety of soldier types can do something about tanks. That, or perhaps work should be done on the bomber class, and also ensure that it’s available for all squads. Pretty annoying though, that if just ONE soldier dies in your squad and it’s the bomber, you’re instantly made totally helpless to tanks.

Almost seems like the whole ‘pick up weapons’ mechanic could use some spit-and-polish…

the PIAT does have sights that range up to 110m, hits directly on the sights… you can hit stuff from a pretty far distance

No, I mean, even at 110m, I was aiming well above the tank. The shots were raining down quite sporadically, which is why I needed to refill my munitions several times. I had the sight set to the highest distance (110m, if that’s the max distance) and STILL had to aim above the tank to score hits. Took some time, but I took the camper ass-hat out. Felt quite satisfactory once I finally did it.

then the tank was outside the max range and yea you have to gauge it by your self but its still achievable up to like 2x-3x the max range on the PIAT

the last shot i took is close to 300m out and it still landed just right infront of the tank meaning i needed to increase my elevation just a tiny but and it would have hit it directly

but realistically your not gonna be sniping with a PIAT you usually get within shooting range by sneaking up beside the tank then hit it in the side armour where its weaker and before the tank crew has a chance to react you’ve already put multiple rockets into their side and have em crippled if the tank isn’t already a flaming pit

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also for the “things that could go wrong” segment with the planting explosives, that part can technically be overlooked in the game, ya know since we don’t have to deal with bullet jam’s or gun mechanisms breaking mid fight either.

lol like since its a game we can just assume the soldier planted and wired everything correctly the 1st time :sweat_smile:

as for the setting system they can literally just copy and paste the engineers building system and adapt it to have a few functions like

Plant Explosive which would dig a small hole and plant an explosive.
Wire Explosives which would pull out the wire reel and allow you to connect the explosive/explosives to the blasting machine
Blasting Machine which would put a blasting machine down in a location of your choosing

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Interesting stuff, didn’t know the PIAT could reach 300m. But yeah I know enough about firearms (though the PIAT exaggerates it heavily) that if you have a firearm set for a certain distance and try to hit a target that is farther away, chances are you need to aim higher, unless it’s a situation like an M16 dialed in for, what was it, 50m/300m? At 50m, the bullet is still rising, but would hit the target dead-on even though without adjusting the sights, it would also hit dead-on at about 300m. This means that in between 50-300m, the bullet would actually be hitting slightly ABOVE point of aim, which means if you want to hit something small like a target’s bull’s eye, you’d have to aim slightly low.

Anyhow, doing that but also making explosive packs more damaging, it might just counter-act the fact that it would make hitting a tank with one more difficult. Actually it would probably usually function a bit more like a manually-activated mine, like one of those claymore things but instead of spitting a wall of projectiles in a specific direction, it’s just a general explosion. We already have AT mines, and AP mines, which are automatic.

I don’t know if I’m fully down with removing the ‘throwing’ mechanic and replacing it with this ‘planting’ mechanic, but I’d be in agreement to making them both an option. Just make sure that all of the soldiers in the squad can access the plunger, otherwise if the one soldier who set it all up, dies, then all that work would have been useless.