Explosive pack balancement

i’ve seen horible ideas on this argoument

hear this
explosive pack but you cant throw them but you need to stick it to the tanks with an animation of 1.5 \ 2 second, after that the pack is gonna explode destroying the tank.

granade would become usefull again and explosive pack would maintain their potential

+1

So tanks can keep shamelessly driving into infantry and playing them like potatoes without any fear to be punished? Cmon… we already have kamikaze pilots after the “bug” when kills weren´t credited to suicidal pilots was fixed.

I dont think we need any more types of those braindeads.

4 Likes

It’s more like if you get near infantry, you are dead for sure provided someone is carrying an explosive pack. No uncertainties when it comes to the tank dying.
The current system is perfect. But this is way better than all the crap we’ve seen on the forum today.

Except you aren´t?

Good luck on trying to convince tankers to stay on one place to that long so you can conveniently place your charge.

Also, if you think you can place it on the tank after you climb on it… well good luck. Because tank hitboxes doesn´t work that way, so instead of moving WITH the tank, you are going to 1. take damage 2. fall back from tank.

I would just switch to BT-7 and turn match into hell for infantry. (Which is something you can somewhat do now too, but it is situational, and you are going to get punished for it 90% of times)

But that is just my two coppers.

1 Like

i’ll start by saying that i don’t know why people thinks explosive packs are broken, or overperforming when in reality they aren’t.

but,

that would somewhat defeat the point of having zimmerit paste, wouldn’t it? ( which some late vechicles have ).

and lasty, not many tanks sit still.

once they know it, they can just simply keep moving unless someone manage to stay on top of the tank. which ends up getting shoot.

one thing that people tends to overlook or forget, tnt got already nerfed.

unlike cbt, you can only carry 1 unless you have grenades backpacks.

and the other aspects, if you remove the only thing that can make explode tanks, you have to be lucky for have enough people to furfill spots, like, i barely have enough orders to revert assaulters or radio operators into bombers.

which than i have to find weapons for them, and it’s just simply expencive because of the next point:

planes and tankers do not have any consequences.
like, they can just throw their selves in the battle. there is no cooldown ( outside the 1 minut for bombers when the match it’s started ) and basically die when someone else will replace them.

it’s just a spam of tanks, this way, would buff them even more.

so i don’t understand why people wants to rework explosives when you have to risk your life and npcs life to even reach your opponent, and cook it.

2 Likes

i use tanks A LOT and if someone do this usually they are gonna explode in seconds not ony for explosive pack but cas, molotov, and other tanks

for clarity my idea is that you maintain all you movement speed in the process of installing the explosive and you have a 30/50 cm of range for installing the explosive

yeah i dont tink explosive pack are a problem but it seems like this for the community, even if i find it a little bit op.
like i can throw a explosive form 5/7 meters and explode a tank with extremely ease.

Fast tanks can get away from such punishment very fast anyway, also I can´t really imagine how it can be done.

If I understood you correctly: You spot tank driving around, then you possition yourself/run to it and “install” anything on the vehicle while it is moving at full speed (and of course, you are moving too, but vehicle is still quite a bit faster)? Where is the charge going to land then? Does it magicaly teleport to some random spot of the same side?

1 Like

the plant time is only 2 seconds apart for the m5 and the m8 all the other tanks are slow as fuck , the explosion timer can be 5 seconds, and yes for better efficency the cahrge is simply gonna appear after 2 seconds

Alright, how is that going to work on faster tanks unless what you want in mind is guaranteed instant kill anytime someone starts the “installing” process?

Magnetic bombs already exist:
(that one is a shitty brit one from ww1. Would work against flimsy panzers from moscow campaign 🤷)

900px-production_of_sticky_bombs-640x640

Here’s the german one, more potent but must be directly stuck on the tank by hand…
rD7jSSA

There’s no need to change how tnt works for now, not UNTIL those bombs get implemented. “Good” tankers are often times only killed by planes anyway, as they hide in map corners and gun infantry safely from afar. Like t28 in moscow, jumbo and pz4 in Normandy…

2 Likes

first of all there is no warning for the installing and the process is so fast that if the player dont see you before you start the process, he is gonna explode.

i know they exist but i doubt the developer are gonna implement another model,level,class and mechanics for this type of anti tank granade

That still isn´t really convincing enough at least for me, because the very idea of installing anything on light tanks in full speed is just weird. With that, we can outright “magicaly enchant” current packs to not damage infantry at all and force everyone into choosing backpacks.

There’s already files for grenade bundles, wich were used against tanks in a pinch. Don’t see why the devs wouldn’t add what I mentioned.

lest hope the add them more content is always better

you throw the explosive pack at enemy(Soldier(s), Tank(s), whatever.
thing goes BOOM and
did it for the team

its only an idead that i’ve created in like 5 minutes, it can be inspiring for other ideas better than mine.
i hope

Merely reducing the throwing range of tnt by ALOT would help. Would be too ineffective as a grenade because of it and would mostly be used by “aloa snackbar” practitioners, or on tanks as intended.