Is it just me or have anyone feel something wrong about the anti-tank? The explowsive packs are sooo bouncy and other personal at weapons somehow can be reflected when hitting armor.
They dont even announce half the updates with all them ninja patches being a thing.
i have noticed that explosive packs arent sticking to tanks like before and they bounce a lot more. could be change in physics engine…
I thought that’s what the testers were for?
Why are there so many people within the forum, with special Tester handles?

Personally, I think explosive packs need to be removed from the game.
There are:
- AT soldiers
- TNT mines
- AT mines
- AT field guns
- Tanks
- Planes
- Fire in their vents
Are all reasonable and balanced ways to take out tanks. Explosive packs are a “one size fits all” grenade that enables ANY character to take out a tank FROM RANGE.

I wont agree unless TNT’s power is tripled. Now its just shit, cannot even takeout a t34 in berlin when placed on top.
Unless we can build better ones. Like pak43 or flak36
These people are only strong when reaching the end of the upgrade line. Before that, they are just sniper with larger guns
If we could allow engineers just to build them instead of need to carry them on soliders
You are having an entirely different experience then. I’ve never had TNT fail to kill a tank from the top. Even against the big Tiger Tanks in Berlin.
I agree it would be nicer to have access to larger ones as well, but with good angle and precision, you can still disable or destroy all tanks even with the smaller ones.
The end game ones make it easier to deal with tanks with less skill, I will agree to that. However, most of the mid-tier launchers like PIAT and Panzerfaust are very capable when used correctly. They aren’t intended to be used against heavy armor directly, but rather shot from a distance so the projectile comes in at a high arc, punching through thin upper armor.
The AT rifles might seem like they are not useful, but they can be even against high tier tanks. The trick is not to try to reach what you cannot obtain. By this I mean that you can’t directly kill it by blowing up ammo like with other launchers.
You can however disable them. Take out the tracks and the gun barrel and you will force them out to repair. If you pick them off when they do, you can effectively take out the tank that way.
I say this all the time and I will say it again:
We need mine pouches added so that characters can carry more than a single mine. That would solve the issue.
accturally. I got a better idea. lets take squad’s idea and give each team their material points and ammo points. all throwable and mines and tnt will take ammo point and all building need building points. This building points will be the point of the team instead of each engineer