in my opinion explosive packs suck. and are kinda op since every soldier can have em no idea why they are given explosive packs as starter “grenade” instead of getting standard nades so if you have 9 men squad all with explosive pack that would mean technically you could destroy 9 tanks… which is uh weird (and AT squad exists)
i think the explosive pack should be either limited to AT guys,engis,mby tank crew OR make it less effective against vehicles and implement more AT gadgets:
(might be biased towards germans since they had more at stuff)
i love how some of the anti tank explosives are literally just a bunch of grenade(head) tied together.
and i guess something should be done to make explodepack somewhat rarer. it kinda forces tank to play it safe from the rear.
though it was really fun using the M5A1 to charge and tap dance in the front line.
I agree, at the very least there should be an arming animation and the throwing distance should be much shorter; more of an underhand toss than a football throw. You shouldn’t be able to rapid fire launch three of them 50 meters or more with every soldier.
AT grenades/explosive packs/molotovs:
+avalability, +safety of use, - damage
TNT/satchel charge/ plantable explosives:
+avalability, - safety of use, +damage
AT rifles and launchers:
-avalability, +safety of use, +damage
So basically explo packs would only disable tanks (and destroy light ones) and to destroy them you need to be either super close to plant tnt or you need AT soldier with a launcher.
I wrote this 100 times already but ppl always had some BS excuse.
That’s already true, since EP has only ±30mm pene iirc.
Obviously, majority of tanks just aren’t that well armored from the top. But nerf the pene completely to the ground would be meh. It that cas we could easily just get rid of EP overall, since even classic grenade would be better.
I think EP is on right spot since auto-cooking mechanic was turned off.
I don’t recall I had any problem with explosive packs (except for my incompetence). They still destroy tanks just fine.
Imo they should mostly destroy tracks, turret ring and gun. So the tank is unusable but can be recovered (or finished off).
Well at least packs and TNTs could kill crew and disable inner modules a bit, because too small damage would make tankers too impudent or neebs cry. They already did with “invincible” kv btv. I agree with limitation but main competition and main problem would still be aviation+GLs vs cannons and their damage which is in fact very random. Slowing down GL reload, making them more visible, limitating number of HEATs per soldier and improving GL&cannons damage would be nice. As well as adding new ATCs and hull machineguns controlled by bots
That’s effectively the same thing, with exception someone else will most likely finished right after. And rather than getting 250+ points, you’ll get 25 points for assist.
In 9/10 scenarios players would not bother to recover/repair tank. Especially since you need to run around tank, repairing each module one by one.
If they introduced actual AT grenades / magnetic mines that works only against tanks.
Only then id be fine with nerfing detpacks against tanks.
Would also mean you do make a clear decission between having hand nuke or being capable to take out tanks.
The rants against det packs have been there from Open Beta…
As it stands any damage to Vehicle tracks, MG or main gun of the tank is now as good as destroying it. The crew now rarely has a chance to repair it.
Reversing tanks into cover after damage usually doesn’t work because of the typical reverse speed, and the generally difficult terrain on most maps, which gets worse the more bombs land around the play area, and compounded by previously destroyed player vehicles.
The only way to reduce the massive problem of vehicle module repair, which noone asked for anyway, is to drastically reduce the amount of Inf AT weapons in the game.
I would be a welcome challenge to all the current infantry players to have a diverse line up and actually use/have their AT or Eng squad as a back up in their line up when enemy armour appears.
I’d basically limit all explosives like det packs, demo charges to the dedicated engineering squad only. Other engineers in various squads should only be allowed to deploy AP mines in line with their reduced building repertoire.
I’d leave the AT Squad with the ability to use current AT weapons and deploy AT mines, which is one of the historically appropriate ways to deal with tanks especially in early BRs where the AT Rifles are generally less effective.
In the mid game there are AP and AT rifle grenades that become available to all nations, which is adds that element of flexibility to just about every squad in game, and once again I’d limit the use of these weapons to one per squad.
Every other class else only has HE grenades, smoke grenades or potentially molotovs
I would also limit the large grenade pouches to Assault squads only since they are the core of the storm squads to take objectives.
Imo current explosive packs are just fine. Enlisted is a fps game and tanks are already strong enough in this game, They can score large number of infantry kills and vehicle kills just clicking their mouse, and lots of assist score as well. Therefore, it’s fair to let infantry have explosive packs as a simple and effective anti-tank weapon just for fairness. Tanks earn scores too fast and easy if someone don’t kill them.
As for authenticity and historicity, don’t worry about that. DF has already completely abandoned it after merge by letting wrong weapons go into the wrong battlefield and implementing various experimental weapons. So it is just a problem about balance.
I think grenade types being class specific could be a good thing, heck even mines could be locked to pioneers and it would create more diversity instead of less, because having more gear specific gameplay gives the player more decisions to make - instead of only being asked whether he wants to pick a auto gun or a rifle.