Demo packs need a nerf to tanks and a buff to structures

The demo packs which aren’t shaped charges can disable or kill any tank in the game (except they are very hit and miss on pumas for some reason). They make anti tank weapons mostly obsolete and anti tank mines worthless. At the same time they don’t destroy structures. For tank damage they should be similar to a grenade. With the AI as basic as they are you can just run straight up to a tank and cook a pack and its gone. Why would i bother with the bomber squad when I can just give my troops det packs?

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No. deto packs are just fine.

8 Likes

If tanks were more difficult to spawn then it might make sense to tone down the damage from the demolition pack

But since tanks can be brought in back-to-back then demo packs should probably stay the way they are currently.

13 Likes

depends what campaign you are.

Piats can easily kill up to 100 meters. Cant throw detpacks that far.

Antitank rifle can kill bt7s and the other Russian 45mm tank from a long way a way. Cant throw detpacks that far.

3 Likes

just press “W” or “S” when you see the grenade indicator. Demo Packs cant hurt you if they explode more than a meter away from you.

Also demo packs are the only thing that new players have to defend themselves against tanks, so a nerf to them would make new players even more vulnerable than they already are.

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as someone who made the decision to bum rush a tank with a demo charge and wiped it Because I landed it right on it and while that trooper died i made an exchange of one trooper for a tank plus it’s drivers… yeah demo charges need a bit of a nerf.

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The W or S just works until most figured out to pre-cook your demolition pack ^^ But still you have to come close and can get killed while holding it. So i also think its fine. I prefer using the anti-tank weapons, which reaquires you to know the weakspots.

Funnily enough it is the new player throwing a det pack that is easy to avoid. It is the cooked pack that is difficult to avoid which aren’t new players throwing them. W and S doesn’t solve the issue at all. New tankers are easy pickings with Det packs. I would say I am good at tanks and manage my engagement distances.

I always prioritise a tank when I see it and just bum rush it when I have only 1 or 2 troopers left.

Still it is no reason to nerf them. Even cooked grenades are avoidable if the tanker pays attention to his surroundings and knows how to proper place himself (or even just staying in movement is enough to avoid cooked grenades).

Tankers often call for nerfs to everything that is able to destroy them, but tanks aren’t supposed to be indestructible.

I for myself often drive tanks and always made incredible amount of kills and experience before I get destroyed. I never had the impression that tanks are too weak and every nerf to AT is an indirect buff to tanks, which makes them even stronger then they are.

In my opinion tanks and AT are in a fine position. No need to nerf anything.

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Exactly.

It is really easy to destroy tanks with explosives but thats cause tankers are just bad and dont have any situational awarness. They just sit there farming infantry far away from friendly soldiers so its really easy to cook that deto.

Other hand i have killed hundreds of infantry that try use deto pack against my tank. Killing that inf is also really easy.

To sum it up: Skill Issues

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I’m not proposing a nerf to everything that can destroy a tank. I am calling out one item. Like I said, I position well and I have high survivability and impact in games. I’m killed by bombs far more often than Det packs. The proof is in the pudding; when you want to kill a tank with infantry do you take a bomber squad with maybe 2 guys with anti tank weapons or use the squad you have with Det packs.

Absolutely disagree.

Demolition charges are fine. When you are using a tank, must be carefull for infantry units aproaching.

If devs nerf demolition charges, tanks will be invulnerable and the next step will be a lot of posts of people crying because tanks are op. Demolition tanks are fine.

This post remembers me when people started creating posts about disabling Crossplay. Devs disabled it and now people want crossplay activated.

2 Likes

Nope. They can explode the second they land on your engine deck. Which itself is fine, but saying you can avoid them would be a lie.

Yes, but as it stands, explosive pack is drastically more useful than molotovs or normal grenades. The difference in throwing distance between grenades and explosive packs isn’t that big, and the explosion radius is similar enough as well.

As such, explosion packs furfil all three roles a handheld explosive can do:

  • Anti-infantry
  • Anti-tank
  • Structure destruction

Grenades can do anti-infantry marginally better but its inability to perform the other two roles makes it a much less attractive weapon. Meanwhile, moltovs exist, I suppose, but are absolute garbage.

Reducing explosive pack explosion radius while making molotovs be able to damage tank engines more easily would probably be the best fix. That way, molotovs would be able to immobilize a tank extremely easily, forcing the tanker to exit the tank to repair, or become a very easy explosive pack kill.

This would make explosive packs weaker against infantry, taking away that role of this weapon, making normal grenades the preferred weapon for that role, while moltovs would be much easier to use than detonation packs for immobilizing a tank, but would require an actual detonation pack to finish the tank off, meaning it would be a good option for players less confident in their ability to hit a moving target, or to prevent the tank from escaping if you don’t want to basically suicide cook your grenade on them.

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Landing a nade on top of a moving vehicle is not as trivial as you try to make it appear (sure, it is not impossible, but still significantly harder).
Calling everyone a liar that offers a different point of view is surely not a good way to lead a discussion!

Seems reasonable to me, howewer OP demanded to nerf the anti-tank capabilities of explosive packs, your points seem to advocate more to nerf the anti-personal capabilities of demo-packs.

I can follow your points, but my points still stand: nerfing the AT-capabilities of explosives will make tanks indirectly stronger and it will also nerf the only thing new players have to defend themselves against tanks. thus there is not only no need to nerf them, but also it would be counterproductive.

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You said evading a cooked explosive pack that is thrown at you. That is not the same as being the one throwing the explosive pack. I never even mentioned how difficult landing a throw like that is, as it is completely irrelevant to the statement you made. If an explosive pack is properly cooked and lands on your engine deck or some other lethal spot, you literally cannot do anything against it.

A reduction of explosion radius would in fact make it harder to land a killing blow, so it would be a nerf of AT capabilities as well. In return, the molotov would be buffed, meaning new players get to use that as an “easy but not perfect” counter for tanks, as molotovs would only immobilize a tank, not kill it.

I said it is possible to avoid cooked explosion packs IF you are in movement and/or in a good position. I did not say it always 100% works.

I also did not say it makes you immune to explosions.

I don’t understand what triggered you so much at that statement that you need to call me a liar.
There is nothing wrong with what I said.

If you are placed well and keep moving you can exactly avoid situations like this.
But stay on your high horse, I am only a liar.

Moving doesn’t help you if the enemy can aim. If the cooked grenade lands on you, you can’t move away from it unlike with uncooked grenades.

Molotovs can damage tank engines JFYI
All sticky fire can hurt tank engines and block vision if it’s close enough to where it is on the tank.

They “can” damage engines but in no way are they consistent at it, or efficient at it.