I don’t really see the point of this. There is no br restriction for any grenade in game anyway.
For the difference from the explosive pack.
Also, this is an impact grenade, so no cooking is required.
But why compare it with explosive pack?
It is a different type of grenade in the first place.
I think it is better to balance it like how currently grenades are balanced.
Every grenade have its pros and cons.
So at grenade can have less damage to infantry and tank compare to explosive pack in exchange for impact fuze and higher penetration.
Because the performance should be guaranteed to destroy the vehicle at once with just one. (Otherwise, there is no reason to use this.)
That’s why can’t lower the power, but if buff the explosive pack, the frag grenade becomes a problem.
So can’t buff the explosive pack, and this also can’t lower the power, so the only alternative left is to put the BR limit on it.
I honestly want the existing impact grenades to move to BR 3 or 4 and roll back the performance to the old performance.
It’s almost useless now.
Tank heat round that has more explosive in game can’t one shot the enemy tank, why should a tiny little at grenade have such ability?
That impact fuze is already a good reason. You can spam several of it on tank without the need of cooking it. Also it will be useful to use it against moving tank.
I don’t really think the br is the problem. The problem is such weapon is too toxic.
My opinion on this remains the same.
It must exist with a performance that can be destroyed at once.
Otherwise, there really isn’t a reason to use this.
so if not, I’ll still use the explosive pack as it is
What U saying now is actually to come out as the performance of the impact grenade that exists now.
An infantryman can kill with a gun, but never a APC and tank.
We need to destroy ACPs and tanks, but if we can’t destroy it at once, there’s no real reason to use it.
Bags are fixed ammunition bags, so there is no reason to use other bags.
If I use a bag other than an ammunition bag, that’s when it was a tank soldier or a impact grenade was Meta. (After the nerf, it became useless enough to be completely dead.)
The bags of all infantry except for tank soldiers should be focused on killing with infantry.
This is because its stake is overwhelmingly high.
Made a suggestion on this a bit ago… think they should be locked to AT soldiers though
Would you like something like this or feel like it’s wasted resources? Please share your thoughts below. poll Currently each faction has their anti tank grenade being a bundled pack of dynamite, generic but plausible… this could be improved however and creating further immersion by giving each nation a dedicated design for their explosive pack or adding a new one as these involve impact type AT. These could have a higher BR considering the increased penetration and OR restricting them to AT wh…
To do that, the explosive pack in BR5 is very subtle.
The need to quickly remove APC and tanks has increased because the killing takes place very quickly.
In fact, I suggested adding this because of BR5.
It really happens so fast that I’ve got the need to change it to AT impact grenades for all infantry to quickly remove APC and tanks.
The time when the ticket is deleted is very different than other BRs.
As soon as I try to throw an explosive pack to destroy the APC, I get one shot and killed by a soldier with an SF that’s been spawn on the APC.
Even if the throw is successful, the AI soldier spawn on the APC will throw it back to another place and fail to destroy.
We need to destroy ACPs and tanks, but if we can’t destroy it at once, there’s no real reason to use it.
How many stuff in game can guaranteed to destroy one tank with just one shot? Not even explosion pack can do it.
Or just make it to deal high damage to modules so you can one shot if you directly hit the ammo rack.
How many stuff in game can guaranteed to destroy one tank with just one shot? Not even explosion pack can do it.
Or just make it to deal high damage to modules so you can one shot if you directly hit the ammo rack.
Why can’t?
With the explosive pack I destroyed all at once at 99%. (except when a moving vehicle was dodged)
For tanks, of course, it means throwing at weaknesses.
Did you mistake that it was destroyed at once no matter where threw it?
I don’t mean that.
If throw it at a weakness, it means that it will be destroyed at once unconditionally. (For example, ammunition rack)
This is the same as the explosive pack.
What I was concerned about was the weakening of the firepower to the point where it wasn’t destroyed at once even though it was aimed at this.
It’s really useless if hit weak spot and it doesn’t get destroyed at once.
Did you mistake that it was destroyed at once no matter where threw it?
I don’t mean that.
If throw it at a weakness, it means that it will be destroyed at once unconditionally.
I think you mistaken first since I initially said at grenade should have less damage to tank doesn’t mean it loss one shot abilty against ammo rack. For example for some tank, explosive pack can be thrown to the roof of it and one shot the tank. It shouldn’t be the case for at grenade.
I wonder if that’s going to happen, because there’s enough firepower to penetrate the ceiling, and if penetrate the ceiling, the ammunition rack and tankers are adjacent, so there’s still a very high chance it’ll die in one shot anyway.
I mean, if throw it ceil, there’s a very good chance that the tank will be destroyed even if lower the firepower.
It’s a pure curiosity about whether such an approach makes sense.
This is because I don’t think there will be much difference.
you have from 45mm to 150mm of pen they all cant be at the same br
So I think it would be better to unify it to 70mm as a game acceptance.
works
explosive packs already have 35mm pen
That’s because Explosive packs are overpowered and have unrealistic stat
Explosive packs weight 1200g
88mm HE Sprgr.43 have 1100g tnt but only got 19mm armor pen
Right.
In fact, the explosive pack has a penetration of 35mm as a game acceptance.
I wonder if that’s going to happen, because there’s enough firepower to penetrate the ceiling, and if penetrate the ceiling, the ammunition rack and tankers are adjacent, so there’s still a very high chance it’ll die in one shot anyway.
Depends on how the ammo rack is positioned in the tank.
I mean, if throw it ceil, there’s a very good chance that the tank will be destroyed even if lower the firepower.
It’s a pure curiosity about whether such an approach makes sense.
This is because I don’t think there will be much difference.
For explosion pack you still can one shot the tank most of the time as long as it is at the side of the tank and close enough to the tank. But you will need to precisely hit the ammo if you want to use at grenade.
As long as it’s not too difficult.
If it’s too difficult, honestly, I don’t think there’s any reason to use it.
One concern, If lower the damage, is that APC will not be destroyed at once even if it hit weakness.
The performance that will surely be destroyed in one shot must be guaranteed.
That example is AT Launcher.
AT Launchers are quite often unable to destroy the APC in one shot because the damage is not so good. (used it to kill infantry in the past, which is why nerf. maybe 2019 2020 close beta? I can’t remember it because it’s been a while.)
One concern, If lower the damage, is that APC will not be destroyed at once even if it hit weakness.
The performance that will surely be destroyed in one shot must be guaranteed.
That example is AT Launcher.
AT Launchers are quite often unable to destroy the APC in one shot because the damage is not so good. (used it to kill infantry in the past, which is why nerf. maybe 2019 2020 close beta? I can’t remember it because it’s been a while.)
I think dev should just make apc to be easier destroy by at weapon.