Personally I think explosive pack grenades need to be removed from the game. They offer far too much versatility to general infantry. It’s no wonder that most tanks are afraid to push forward.
The thing is, there are other ways for infantry to take out tanks, but they are all BALANCED!
- AT squad, they give up other potential capabilities such as taking flamethrowers or smgs, etc. in order to get a ranged weapon capable of taking out a tank. They give up something in order to have that ability.
- AT mine, it requires a player to give up the element of a ranged attack, and requires smart placement. They give up something in order to have the ability to take out tanks.
- TNT mines, It requires a player to either get point blank with a tank, or place it a little bit in advance and detonate at the right time, while keeping the soldier with the plunger alive long enough to trigger it. Thus giving up that character’s expendability and range in order to have the ability to kill a tank.
Explosive pack grenades don’t really give anything up.
- They don’t require a special unit to use.
- They have range which can be further increased by using the perk.
- They can carry more than one at a time, plus can have numerous soldiers equipped with multiple.
Once its thrown, that character doesn’t have to stay alive for it to do its job. - They can be used against infantry as well, which if you’ve even tried using an AT launcher against infantry you will notice its very ineffective, sometimes not even killing when landing a direct hit, while explosive packs function as a small grenade.
- On top of all of that, they usually one shot tanks simply by detonating anywhere on top of a tank. Meanwhile AT launchers have to hit a specific location such as an ammo rack or fuel storage, assuming it penetrates, to be able to kill a tank.
Take that into consideration.