Beef the tnt charges and explosive packs

Often impossible sadly, due to the low ground clearance of some tanks. KV seems to be particularly shitty with that.

Which is BS. Should be higher.

Or even if not, then at least TNT packs should be able to pen the top armor of any tank. You literally have to fucking mount the thing and run away.

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One possible solution is introduce HEAT grenades, there is already quite a lot of posts about them.

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Give me Hafthohlladung
image
The Hafthohlladung device was very effective against armour, able to penetrate 140 mm of rolled homogeneous armour (RHA). The H3 (3 kilogram) and H3.5 (3.5 kilogram) models are easily distinguishable; the H3 is conical and the H3.5 is bottle-shaped .

3 Likes

Want to know a funny trick?

1: Spot a panther.
2: reach it and crawl underneath
3: take out TNT and start cooking it
4: Scream “Aloah Snack bar!”
5: laugh + profit.

5 Likes

What it’s bs?

That tnt only pens 35mm.

That’s exactly how I killed tank back in the days before knowing it can easily explode when you aim for the tracks on the side.

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1: Spot a panther.
2: reach it and crawl underneath
3: take out TNT and start cooking it
4: Scream “Aloah Snack bar!”
5: Tank drives off
6: laugh + dead.

A good tali… warrior needs practice! It’s important to know when to explode.

achmed-jeff-dunham

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Solution

I can agree with buffing the TNT packs, but definitely not the explosive packs. The TNT is at least balanced. The explosive packs would not be.

Actually, I wanted to try this, I had once instance where I ended up underneath one but didnt have a detpack :frowning:

been meaning to try it since but keep forgetting.

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I did it very often in Berlin, when the campaign was still young and it wasn’t as sweaty. Axis spammed Panther, and since it was still fine to use mere riflemen here, I felt one of my numerous conscripts would please Stalin like this. Their confusion, eheheh. Advantage is you don’t need to stupidly stand near the tank while cooking, waiting for the infantry to shoot you… In between tracks they can’t get you and Panther keep camping immobile as usual :stuck_out_tongue:

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Agreed.
I think explosive packs are the most powerful thing in this game.

Would rather remove it and make AT-class more valuable and unique. Add AT-guns for this class only etc.

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I also considered taking a shovel, digging underneath them (tanks in general) and boom. Up there on my list. Just cos

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In my opinion the ONLY class that should have access to “explosive packs” in the first place are AT soldiers.
It would give tanks a better ability to move forward and actually support the infantry.
In addition, if fortifications are buffed and mines given a backpack, tanks could play a crucial role in pushing through fortifications.

As far as killing tanks, people seem to completely forget that AT mines exist. So many people supposedly just want reactionary equipment such as explosive packs, and usually don’t even try to use TNT with any degree of premeditation either.

I think that makes very little sense: AT soldiers esp. mid-late campaigns already have better AT weapons, so limiting explosive packs to them means simply that explosive packs go 95% away from the game.

I think it would be a better solution if there’d be dedicated AT-nades (particularly for the soviets) with almost 0 anti-infantry effect (only being lethal if you directly hit the trooper). Meaning that the choice between anti-tank and anti-infantry becomes an actual trade off, unlike now with demo charges.

Then it could make sense to restrict demo charges, but rather to engineer troopers and troops in engineer squads. That’s anyway a better fit. Then these could remain as an emergency at weapon with current performance, with extra damage to objects/constructs and current damage to infantry.

I could get behind that.

Overall, my biggest point is that giving the ability to deal with enemy armor to such a widespread amount of troops, ESPECIALLY that it is a RANGED option (being thrown rather than directly placed) is the problem. It’s one of the biggest reasons that tanks don’t push up to support the infantry.

To add to this, when it comes full circle, its also a reason that we have so many people placing Czech Hedgehogs in doorways. What else are you going to use them for currently? Why would you need to be able to block tanks that can be killed off with a simple hand grenade that any type of troop is allowed to carry?
You see my point?

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I could get behind that

Cool.

I would actually argue it is because tanks pushing without infantry support of their own will get fucked.

As they should - they much of the time also did.

The problem is the overall lack of communication and coordination and total randomness of tanker behaviour - you dont know as an infantry player wtf the tank wants to do.

The solution is imo not to nerf infantry so that tanks can drive around with impunity - I would much rather see something like dynamic intra-match missions where tanker can request infantry support for advance and infantry squad operators can sign up for that, getting points while accompanying a tank kinda like with capping.

So there is the mechanism and motivators to provide infantry support & cover to advancing tanks.

Tanks advancing to cqc without infantry support need to get wrecked unless lucky and/or very good. 0 problem there with status quo.

Because you typically would get shot trying to place a hedgehog to block the way to the point- potentially for no benefit, as you cannot know the approach direction and whether any tanks are even coming.

Which is fine actually- the hedgehogs should be rather uncommon/situational application and not a no brainer.