As much as i love to kill tank after tank, with only one granade each, it seems to be to easy, even if it only stays behind allied lines, you can reach it easily.
hold the grenade till its auto-thrown and kill the tank instantly. if you figured out the perfect distance once, you will never struggle again.
At least two granades should be needed, so that the crew have a chance to react.
Maybe the first load can kill tracks and damage the gun/turret mechanics so that a reward/achievment is given.
And the second granade could kill the crew.
And/Or make the distance higher, within that the trowing soldier ist killed or put down. This way the whole process gets more difficult in case of timing/throwing distance/death.
As a personal opinion the tanks we have now are very light in armoured, they could get destroyed by a D. Charge easily, we can talk about using more cuantity of them in different tanks with more armor with different thickness distribution arround it.
Also when hunting tanks you dont want the crew to know what happens.
“And/Or make the distance higher, within that the trowing soldier ist killed or put down. This way the whole process gets more difficult in case of timing/throwing distance/death.”
This has a lot of sence and is a nice idea I agree with it, But in auto throw at short range the TNT kills you.
I dont know if percussion and shell shock is modelled ingame right now, but anti tank charges at least should have to be on the top of the tank to do something, like exploding in pieces, but right now the tanks are low armored so falling on the side should make injuries in people inside the tank.
In other campaigns there will be tanks like Tiger, King Tiger, so, they cant be killed by grenade or dynamite. Tanks in this campaign are light tanks, its ok they can get destroyed so easily.
I made a thread about this earlier, and yes, if you cook the explosive pack correctly the tanks stand no chance.
I got a response saying that infantry is too good at throwing, and I think that is the correct place to put in a nerf on the infantry side. Add some inaccuracy and/or shorten the range explosives can be thrown.
Then remove the explosive markers from tanks so infantry doesn’t need the precision they lose.
???
In most cases I throw explosive to tank, especially as I play as soviet, anti panzer 2, it less than half chance you can destroy it with one explosive. In some cases, it tooks 3~4 nades, even I throw it next to the tank, it still can not kill the tanks.
And panzer 2 has 3 crews, nades sometimes kills <3 crews, and tank still has chance to kill you.
It is not easy to throw the nade to the perfect spots.
Tanks can move and accelerate fast, and explosive only can be throw few meters, you are more likely have to go to the open field to throw the nades, and almost a suicide action. And due to short thrown distance, you are also likely to kill yourself.
In that way, of course tank can be destroyed, but in most cases, you do not have a good chance/position to throw.
I have been playing CBT for 30+h now, I saw many tanks camping in a far open field so you are not possible to get close to it. Also, tanks can stay with their infantry, so you can not get close too.
As someone who really enjoys playing tanks, I completely disagree with this suggestion.
If you get close enough to the infantry to get an anti tank grenade explode directly on you, one that doesnt even stick to the tank, while you have superior speed to the infantry while having a machine gun that melts infantry at even the longest of engagement distances, and cannons that can one hit infantry at any range, you deserve to get instakilled.
If your using something that can outrange, outrun, and out damage infantry with explosive packs and get within throwing distance of these players, you deserve to die in one hit.
In the same vain, if you sneak up on a vehicle that is faster, can kill you at a much longer range than you can kill him, and can’t be killed by small arms, and is most likely a bit behind enemy lines, you deserve that kill.