T50 has only 15mm upper protection
One of the weakest areas in the tank
Therefore, all the crew inside the tank died and the tank had to be destroyed, but it was not
It is very dangerous to approach the tank and install and burst the TNT, but often the tank will not be destroyed
TNT is a weapon used in close proximity, so performance must be guaranteed
The explosive or penetrating power of the TNT should be improved so that the tank can be destroyed at once
this game hates the concept of smart players they do anything to help the Stupid players not be slaughtered and always handicapped the smart players breaking something or nerfing something
it feels like they added some kind of random number generator that impacts the success chances of various things, from tnt, to EP to mines, to tank shells, it all seems to have had a random aspect added to it which basically means we are now playing a game of luck instead of certainty
I first thought it was lag, but this never happened before until recent times
Place the tnt exactly on the cupola (hatch), you can destroy the tank triggering the whole crew death if you are lucky, is the same procedure for kill a kv1 or t34 with the tnt
I have the impression that some RNG mechanics have been implemented into the game.
Because it’s not only TNT, but also a bundle of dynamite, mines or cannons.
Sometimes you throw TNT on the engine and nothing, and other times you throw TNT on the same place and the tank looks like it was hit with a nuke.
Same with other weapons.
I don’t think you can ever kill a KV1 putting TNT on the cupola, cuz the only reliable way to kill it is putting it on top of the driver/MG operator hatch
In my experience, putting TNT on the driver’s hatch rarely works. However, sticking it above the engine or even along the sides (you don’t even need to climb on top!) will usually kill it.
That said, the most effective method is placing it down on a road and getting the tank to drive over it then detonating. Problem of course being that trying to survive with the soldier that placed it is not always easy.
That’s why I’ve suggested in the past that they make it where you can place the detonator on the ground (kind of like how you get the ghost outline when using an engineer), after you place the TNT charge.
This way you can operate it even after that soldier is dead and gone. So it can be used for effective traps.
Meanwhile I think “sticky bombs” need to be implemented. Yes the idea comes from “Saving Private Ryan”. Make it where you have to prep it for a couple seconds then can run forward and stick it on the tank. Blast power would be mediocre so its better for taking the tracks off of tanks or starting engine fires rather than outright killing. Which still forces them to get out of tank.
I do NOT think that outright killing tanks with standard infantry should be easy. It should either require preparation (usage of AT mines, TNT Mines) or require incapacitation followed by killing the crew.
AT soldiers are the only infantry that should be able to outright kill tanks without extra preparation.
This is an excellent illustration of under-powered explosives versus armor and damage effects while taking adequate cover during detonation.
I am very new to Enlisted, and I have experienced similar situations. In my case I was playing a Soviet assaulter, not a Wehrmacht soldat. I used an explosive pack against the tread of a PzKpfw III to no visible effect. In my case I threw the pack against the panzer from the prone position and was able to crawl behind cover (a concrete barrier). During the explosion, I received some concussion effects but was not killed (unlike you).
They should be able to improve this gameplay given examples such as yours. Since there are so many variables to consider, I am thinking they’ll at least have to consider at the following:
Class and level of the combatant. (Perhaps accuracy of throw and/or placement improves with level for players who did not get the throw/placement absolutely great).
Potency and/or design of explosives - Some explosives could be made more potent than others and/or purpose built, such as your excellent suggestion of a sticky bomb.
There could also be considerations made for the level of tank crews in the defensive calculations made of the damage effects to the tank…perhaps.
Et cetera. Implementation of effects will require some thought and it will probably involve squad/solider/weapon progression–since this is a business. The weird damage effect you experienced is likely a defect that can be fixed and rolled into the code without level or perk required.
I’m optimistic since game development seems to be quite active for Enlisted, and I’m quite willing to pay for upgrades at this point so they have money to fund development.
It would be very cool if you were awarded something–gold or anything really–for your effort to provide such well-documented feedback. Most people just complain with no attempt made to substantiate.