In theory perhaps, but there should be a requirement of immobilizing it first I think. It would couple nicely with my suggestion for sticky Bombs. Take of the track, jump up on top, have a small progress bar/ timer, after which you immediately drop whatever grenade is at the ready into the hatch.
Perhaps additionally it should require a lethal grenade in your inventory to initiate it.
Note: I actually really like this idea the more I think about it.
I dont personally see any issue with explosive packs and TNT charges. Explosive packs have a longer range (at least you can throw them from a window onto an engine deck) but they don’t guarantee a kill. Unlike TNT charges which when placed on the roof or on the road, are much more effective. Don’t place them on the drivers hatch, the armour thickness is exactly the same as the front plate.
Tanks already have a very rough time. CAS can deal with them very easily, and they are blind, just run up to them. It’s so artificial and not fun to just stop tanks from doing their main role, which is fire support from behind infantry if you just make them use smoke shells. Whats the point in playing a tank if you cant use range to your advantage, and if you get close up, you have to then deal with, as I seem to understand, even more powerful anti-tank weapons. It completely kills the role of the tank.
I’m sure if you played a tank in your scenario, you’d get so frustrated that you cant use your main gun 100m from the objective because it’s in the greyzone. and just forced to use the 50 cal/ defensive machine guns.
I like the idea of opening a hatch, but tanks, when buttoned down, usually have the hatches locked. To prevent this exactly. Anyone can bring a TNT charge, so if you’re close enough to the tank, why not just dump a TNT charge on it?
While there were tanks that were used for artillery support, the MAIN ROLE was actually to push forward and be the tip of the spear in most cases. It was their job to break through and help the infantry get in.
While I wholeheartedly agree that tanks were used for spearheading attacks, in the strategic and to some extent tactical levels of engagement, on the operational, which is where I would place Enlisted, the tank was used to support infantry advances and help to break through fortified areas, maybe demolish a pillbox or two. That is what the Stug was made for, supporting the infantry, early models had no defensive weapons as the infantry was meant to operate in front of the vehicle (Just as a specific example). A tank without infantry is useless. I actually believe that tanks most of the time during combat in WW2, brought more HE with them, than they did AP (I’d have to verify this). I know that the Sherman was particularly effective in the infantry fire support role, especially for the British. (We didn’t give HE to our tankers as the HE was reserved for the artillery men )
Its a hard balance between tanks and inf. I don’t know what to do there, not only do you have their own strengths to weigh against eachother, but you have to consider the experience somehow as well. I know you’ve seen the matches where even the players get farmed like bots because the tanker guys are longtime vets, they know the spawns and it’s GG. It seems like the balance is off to me right now because the demo packs and infantry at dont seem to do much, almost all my kills have come from tanks v tanks, or building a at gun with engi. I have also seen the tankers have no chance and felt it myself, because of planes doing endless strafing runs and infantry marking and swarming the tanks.
But at the end of the day you can’t make tanks too strong because up to 8 players against them are going to be infantry that die to anything super easily. My biggest gripe is the tankers in the grey zone, if they can fight out of it then I should be able to reach them if needed. I remember busting a tank with a demo pack one time that was so far back i only just had enough time to throw the pack over to him before the zone damage killed me and I ran straight to them. I would suggest either removing the ability to gain points for tankers from kills inside the grey area, or expand the grey area so infantry are’nt fish in a barrel for HE spam and can flank or run all the way over to tanks for AT if needed. Yeah, spawn camping will intensify but if its one sided it’s already pretty bad anyway.
How would you rate the strength of the sticky and magnetic AT you suggested? I used to play H&G and it was probably equivalent to what I’d say the TNT is here.
That’s why I think directing the game more towards pushing up with tanks will better help gameplay overall. I get that some people want to sit back and use them for artillery purposes, but perhaps that would be better suited if they make a mode with much larger maps.
In the meantime, getting players to try to push forward is the better play. Which to enable them to move forward and to have that more interesting gameplay (including fortifications), I think the other methods of AT gameplay such as mines, or immobilizing and grenading the hatch definitely need to be refined. While explosive packs as they are currently are removed.
I’d say a bit less powerful than a TNT mine. After all, the primary intended function would be to disable tanks, not kill them outright.
I know some people have brought up the argument of “why not just use TNT then?”. Which on that note I would say require a little bit of distance between the TNT charge and the detonator, just to keep it from being a kamikaze run and too strong.
You are completely disillusioned.
Playing tanks actively is very efficient and effective even currently.
EPs aren’t big threats since auto-cooking was disabled. You can dodge 9/10 of them pretty easily now.
Its kinda fascinating to me people who basically hates run & gun gameplay suggests things like this.
Your suggestion about greyzone will never work cuz tank should be able to refill his ammo whenever hw wants. Not to wait until he depletes all of it.
Greyzone campers are just noobs, like basically every camper. Sitting on exactly the same spot and just shooting few irrelevant targets really isn’t fun. They’re not good players. And they don’t have big impact on outcome of match. They’re just extremely annoying sometimes.
But acting like majority of players who plays tanks do only 24/7 sit in greyzone (because of EP btw, that’s just hilarious logic), it’s so extremely insulting and completely false.
To me, it’s just dishonesty and manipulation only for the sake of supporting your own suggestion.
That’s good and all but I do not think there should be more ways to stop tanks from Gray zone camping when the teams don’t help you or give you any support when you get swarmed as you’re helping them I don’t see much of an incentive to actually act as a spearhead if my team will let me die I’d rather stay in the Gray zone and lay down covering fire instead of going to my death
My 2 cents:
Explosive packs should cripple a tank (damage the engine, fuel, tracks or turret ring) but not destroy it.
TNT charges should be able to destroy a tank if put on the right position.
AT mines and AT launchers should stay the same.
Probably add satchel charge that delete the tank entirely with the power equivalent to a 250kg bomb? It can’t be throw very far and has a 10~15s fuse but you can still cook it
Tnt is working like sticky bombs and magnetic mines already. So its not mandatory.
Besides, Giving japanese lung mines didnt create balance issues. Any equipment rather than molotovs and phosphorus ( which the have already been nerfed) is not creating balance problem anyway.
Soviet not having wierd mine is not a problem i guess