Tanks are made of Papier-mâché

I must be super unlucky then, since fair share of the maps ive lately played the tanks have wrecked just fine from beyond hand held AT range.

No it’s not.
One is simple impuls like see banana → want banana. The other one requires thinking and asking questions.

I haven’t mentioned teamplay as solution even once, quite the opposite. Tbh I don’t even know why it’s relevant in this discussion. It’s not like teammates who do nothing will do less.

Also please explain me why tanks going cqc is worse for infantry than tanks gz camping? Because I don’t understand this part.

First you write that tanks will rampage in CQC if not for detpacks an now you write that they will die like flies in CQC. So which is it?

Then why don’t other tanks drive to the pont if it’s only deterrence? If I can do it in KV, I can do it in any tank because it’s only fear that stops me, right? No, it’s KV being actually strong.

Except you need to grind & buy the zooka, preferably grind the AT squad.
While nothing stops you being the teamplayer and protect the tank.

But you expect people to be the teamplayers and bring AT weapons ?

GZ is already problem for average joe, why this problem should be made to cqc as well ?

Currently, yes they do because of detpack.
It was more of a reply to your “Let the noobs learn the hardway”
Absolutely nothing currently stops you to teach these noobs thru the hardway. Just waste the tickets and drive to cqc eventually they sure will learn to protect you just as you expect them to learn to take AT with them.

Perhaps the fact that they know they might die to detpack ?

And this is exactly what you are asking for every other tanks too.

Motivation is key. I don’t want teamplay, I want shiny.

I don’t. I haven’t wrote such thing.

Cqc is much easier than Gz, it’s not even comparable.
Also tanks in CQC won’t be able to see half a map. Imo it’s a huge win for average Joe.

I don’t expect noobs to learn anything. Especially anything that doesn’t benefit them directly.

Except KV is resistant to basically every AT weapon, not just detpacks. Also to absurde degree where you need precise placement of TNT.

well that explains

so you do acknowledge the tanks would be just KV’s in BR2 and generally just want to sealclub ?

ah so thats why theres everynow and then topics about KV appearing in BR2 games.
Gotcha

so just for self-pleasure of driving around without care in a world ?

Theres that cool penning animation, that helps quite alot.
While theres not exactly any information of how to take out KV with detpacks for average joes.

So anyway, since its already known that this already is a issue, why it should be made worse ?

Yes! I want to sealclub in my one tank I use that is StuG with 18 HE rounds and no MG. UNLIMITED POWER!!!

No, tanks wouldn’t be like KV. No I don’t want to sealclub.

I’m quite sure I wrote that I’d like to make tanks harder to kill in CQC but not as hard as KV because it’s basically broken. But who cares about what I wrote?

Place TNT on a tank? It will explode just like that (unless it’s KV that is broken).

Which pretty much is exactly what would happen if the detpacks were nerfed or even removed.

Just get a friend and enjoy the cqc.

Completely false. KV is also hard to pen for other tanks and for TNT. Removing detpacks doesn’t account for this. Ppl would just use those instead, that’s what I do.

AT gun goes brr. Tank goes brr. Plane goes brr.
Rocket launcher goes brr. Molotov goes brr.

Removing detpack doesn’t change a thing.

yet its the tank that causes most most QQ and relatively often seen in “CQC” due to rather impervous nature.

Except the detpack often comes as default in many squads, I can quite confidentally without statistics claim its indeed the most general AT weapon ppl have.
Its cheap and requires little to none grind.
Unlike the AT weapons.

according to your logic, keeping them doesnt either.

so quite pointless to remove / nerf them then.

So does TNT.

This doesn’t make sense but yes, not changing anything doesn’t change anything.

Imo yes. TNT and moly will take it’s place.

cool

according to your logic, tnt, molo, at guns, tanks, planes and everything else will take detpacks place
so literally, nothing would change tanks would still die in cqc and obviously wouldnt come close to caps.

So what is even the point ?
Absolutely nothing changes according to you.
So what are we achieving with this ?

I’m happy we finally reached what I wrote 2h ago.

Cool, so now proceed to explain why something that affects nothing should be changed ?
Just doesnt make any sense.

I didn’t write that detpack should be changed, only that I would want them to be removed (reasons above).

What I wrote should be changed is the whole infantry Vs tank in CQC balance. Detpack is part of this but changing only detpack won’t have much effect (square and rectangle kind of).

well, TNT or Explosive packs exist to make infantry job easier at killing tanks.

why?

well, because there are not limits of how many tanks spawns.

so infantry must have counters that don’t typically involves team play.

if we take as an example, Hell let loose, or post scriptum, you only have AT, other tanks, or artillery calls from officers/radio operators.

reason why ATs are rather limited and kinda a 1 on 1 it’s because tanks aren’t as widely common as they are in enlisted. and you have to relay on teammates

so imo, it is balanced the way it is.

either

farm kill and do nothing away from the capzone

or

support your own team by being around the capzone and eventually, if not careful enough, you will die to explosives.

mostly because there are no limits on what you can bring and how many times said thing can be used.

to make tanks stronger by just removing most AT equipment from infantry will just snowball the issue onto infantry.

as an ever ending race of who spams more tanks at the enemy and manages to get more grunts on the point.

which doesn’t boat well considering that even now days you see br I/II vehicles in br 5 matches.

you cannot create teamwork in a game that rewards individualism.

EDIT.
the whole point of enlisted is to be some sort of sandbox.
bring what you want, and use it without limitations.

which it’s alright.
otherwise if you would have to depend or soley relay on teammates, you are going to have a bad time.

therefore, it’s kinda the reason why things are the way they are.

otherwise people would be pretty upset not being able to use what they paid for or what they wanted in the first place if there’s some sort of even more forced ques that factors in order to take out specific threats.

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I mean, you have up to 9 bots so it’s not like you don’t have a “team” equipped with all the tools you may need. Of course their usefulness and survivability are a different bair of boots. Stupid decisions causing stupid decisions if you ask me.

even the enlisted " lone fighter " plays very differently from the hell let loose experience.

because both aims to a different target audience.

in enlisted, you can potentially solo multiple vehicles or threats with a single class covering different roles.

Engy being one of the primary examples.
which HLL does have, but to a very different degreaee.

and then the mine slots, weapons being able to be used, etc.

like, both games are different on a fondamental level.

which i wouldn’t say stupid per say, just, again, different.

you can one solo an army in enlisted.

on hll, at best, solo a squad to eventually run out of ammo or be gunned down by some vehicle.

Also, accessibility plays a major role.
alongside the spawning rates that i talked about earlier.

That’s not what meant but I agree.

Imo removing detpacks won’t affect the game balance in any meaningful way. I basically haven’t use them since the merge and I manage perfectly fine.
There are just so many other options to fill this role.

But tbh I’d like them to be removed because they are some made up Deus ex machina BS that imo negatively affects the feeling of the game. Using smoke, moly and TNT plunger (I’d prefer satchel charge but oh well) is far better gameplay.

lets see anti tank options outside a giant bundle of explosives
name------range------class/limit--------use time---------useability
tnt none none short moderate
lacks range t tank can run you over and needs building or bush to deploy without being seen
at gun long engineer long low
needs engie to build slowly and move slowly, no defense out in open
plane long pilot long low
ftp will not bring this instead of take thus few players have the specialized skill to use
at weapons long at soldier short low
at weapons can be hit or miss and require a single class to use ftp will not bring at squad but a single soldier in a squad
tank long tanker short low
limited to 2 tanks often unable to deploy because both slots are filled
mortar long mortar short low
few people choose this class because limited slots and hard to use, mortars are limited to mortar squad
Molotov short none short medium
the only other all rounder after tnt if the dynamite bundle is removed, takes time to kill a tank but has decent range
smoke short none short low
does not deal with the problem, is not lethal can get the tank to move or fire blindly, last too short of a time
flame thrower medium short low
can only be used by flame throwers which are hard to keep alive if not moving at a crawl

number two getting rid of one of two at weapons any infantry can use can be ‘encouragement’ for tanks to leave the gray zone. id be willing to give a lot to force tanks out of the gray zone i offer nothing in good will to ‘encourage’ that.