Explosive pack Problem

Currently Explosive packs are the be-all-end-all of abusive.
There is no reason to use engineers or bombers as their proper roles anymore, they are replaced by SMG squads with explosive packs, which in some campaigns can just be thrown onto a tank and make it instantly explode, or as currently with Berlin, simply throw it near the tracks.

Fixes have been applied lately, before them you could just throw an explosive pack onto the front armor of a Panther and it would kill the tank, now you have to actually get it somewhere wedged into like the tracks to blow them up, or simply thrown near the track, which isn’t realistic either.

But it shouldn’t end here, while they are still extremely overpowered vs tanks in Moscow for example, they are heavily abused in an anti-infantry role, making regular grenades obsolete.

My suggestion is that Explosive Packs should be delegated to Engineers only, since their real life use was in demolition, not anti-tank. The role of engineers is to halt tank advances via emplacements, tank traps and mines. Nobody does that unfortunately, despite how effective AT emplacements are versus tanks (PAK-40s will effectively oneshot T-34s, US anti-tank cannons can frontally penetrate any german tank, and russian 20-K anti-tank cannons easily deal with german tanks, too, yet are used all-too rarely) they are only used a fraction of the times in anti-tank engagements compared to explosive packs.

I believe it would increase teamplay for people to actually use engineer classes for example to put down emplacements and ammo for their teammates (as it gives score through that aswell)

Bombers have sufficiently powerful weapons in their respective campaigns that they don’t require explosive packs, although they could be given an alternative in the form of anti-tank grenades, making their role more efficient at closer ranges too.

Right now nobody really uses these two classes, opting instead for the bane-of-all-tanks explosive packs, which make High Explosive rounds from tanks absolutely pale in comparison, even though they don’t have fragmentation.
Tanks are turned into a barrel of laughs, not the strong offensive and defensive powerhouses they are.
Explosivepacks right now are the all-ender of tanks, and they shouldn’t be, as we have effective countermeasures already.

These explosive packs can be carried once by EVERY soldier, 3x with a grenadepack.
They can be cooked by a skillful player to explode instantly on any tank completely destroying it.

I can throw them at 30 meters at a T-28 and it’ll be wiped off the face of the earth.
Many people use them incorrectly and complain about how they don’t work, but I’ve mastered their use since pre-alpha, and harnessed them extremely effectively in Closed Beta Testing. And my belief is that they are insanely overpowered and abused against infantry aswell.

to be honest, the only broken thing about the explosive packs, are/is it’s inconsistency,

sometimes, tanks can survive from a direct TNT pack.

weather for it’s efficensy, it’s a TNT. i think it’s supposed to be good at it’s job.

well, explosive shells works a bit different than a TNT.

eh, situational as well.

( another point about inconsistency )

sometimes they roll, others, not so much. phyisic it’s pretty much questionable as well.

i don’t think that would be a good idea. after all, you don’t have many ways to destroy a tank.

considering that you have only a couple of squads and a bounch of tanks, missed that opportunity to kill it, it’s a huge blow for who ever does not bring an at/engy squad ( considering the squad limit, and in this case, how many people can bring this explosive ).

so i don’t know…

the TNT it’s somewhat convenient. but unconsistent.

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tanker complaining that there’s a counter to their kill machine. git gud dude.

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I play on both sides.
I can throw you an explosive pack at a tank from 30 meters and have it explode on contact, they’d think they ran onto an anti tank mine, thats how good I’ve become.
I also consistently get 10+ Tank kills as a tanker, I’d like to know if you stand out from the bots, constantly being top of the leaderboard? Or are you another one of those that get <10 kills and sit in some bush or window with their little carbine/rifle?

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Right now people don’t have too many destroying tanks therefore I believe the explosive packs are kind of overkill, where theyre too prevalent in the game and misused as hand grenades most of the time.
Just too many people have em, theres no point in an anti tank rifle when someone can just run up to you with a bag full of 4 explosive packs no matter how shit he is eventually those 4 explosive packs get lucky.
I’d rather people only have 1-2 Squads capable of destroying squads than ALL squads, as that just encourages braindead tank hunting and it’s really not worthwhile to be in a tank knowing everyone can just lob 50 explosives at you.
We’ve got anti tank mines that are useless, anti-tank rifles that are useless, all you need is an explosive pack.

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AT rifles work fine, you just need to know where to aim. The mines are pretty useless tho, as you need to place them where a tank will drive, but they are cleared by artillery strikes so you can’t place them anywhere near an objective or somewhere people might group up enough for a strike to be called.

Yeah, the AT rifles are alright, you’re right about that, but they’re not much of a threat and you can see their trails after the guy fires so its easy to kill a dude who is firing at you with an AT rifle.

About the AT mines and artillery strikes? Good luck placing them ANYWHERE as people spam the absolutely godfuck out of the already relatively small combat area with artillery, that also needs a nerf.

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I don’t have a real good suggestion on this topic for a fix, but restricting TNT to just 2 classes doesn’t feel like a real fix, since those classes can just stock up on TNT and do the same thing as the rest, not to mention literally every squad can bring a Engi and Bomber, so then we’re right back to square 1.

Guess just stay away from buildings, stick close to your fellow infantry teammates and don’t stay in one place too long. That’s at least what I do, seems to work alright.

Edit: squad, not class.

Fully agree

If anything restricting them to two classes doesn’t sound like too much of a fix it should be made harder to use them.
For example only be able to effectively destroy a tank if thrown under the tank or ontop where armor is weak, but you can litererally throw it at a tank and hit the front armor and the tank is dead.

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Warthunder may be just a game but their armor penetration is atleast semi-realistic, so i don’t think an explosive charge of that size would do much to an armor plate of 30~mm thickness regardless

But 1 kg of TNT has a lethal blast radius of 5 meters, so it should kill the crew even if it does nothing to the tank.

You sure are insecure about the tank training wheels bub.

also 10+ kills is laughable in a tank. if you’re not doing at least 40+ you are functionally disabled.

Love tankers coming onto the forums and crying that their invincible armor gets countered when they play sloppy. :^)

Learn 2 play problem.

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well,

the main reasons why TNT were introduced from alpha to alpha, is because it was one of the fairly acessible way for everyone to take out tanks.

and as such, i think it should remain.

because, otherwise, i’m not here to judge you, or be the " black sheep " of this post, ( i guess that already belongs to ghosto to be honest )

but, the issue is not in the TNT it self, but the tankers driving so closely to the infantry.

i mean, everyone can do that. but it’s high risk. as such, everyone takes it’s responsabilities.

saying this, i’m more for use the tank from distance. don’t rush just because you have a tank. and regarding plates, tanks are not so well armored between tracks and bottom. that’s why they get ammo racked, or crew killed.

they works like a mine. if a tank steps into it, they will most likely die.

weather bringing the real life or semi realistic parameters, i’m sorry to disappoint you, but enlisted it’s not what we think. in real life, tanks could survive from mines, in enlisted, not so much. the same could be said about explosive packs. but this has been made for gameplay " balance ".

that’s all.
i guess.

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You are absolutely correct, tanks should not be the rambos that stick to the frontlines, there should be risk involved in doing that namely having a bundle of dynamite thrown into your face.

Though I’d rather it be delegated to an actual anti tank class, as killing tanks does reward more XP, but at the same time when you make it as easy as it is right now… just doesn’t feel right to me, not very immersive.
Even in close proximity people had a hard time to kill tanks back in WW2 as anti-tank weapons just weren’t literally in everyone and their mother’s pocket.

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Well if we’re talking about open top vehicles sure, there is something called overpressure.

But it’s an enclosed vehicle that regularly gets hit by kinetic impacts that rival the explosive power of TNT, concentrated in a single spot and all it does is make the crew’s ears ring a bit.

immagine

memes aside, it’s truee, but as said, it has been made for gameplay purpouse.

again, not everyone can afford to bring anti tank squads. otherwise the grind would be endless. and above all, not everyone can bring more than 3 infantry squads.

but look at the bright side, tnt packs got nerfed from before. no one will be able to throw more than 3/4 tnt packs like before ( up to 5/6 ).

cheers.

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You have a point, they’ve been nerfed before.
Though its only really the most deranged people that bring more than 1 TNT pack with them through big grenade bags, so there aren’t a lot of those.
I can go around, the commies have 3 T-34-85 up and I could destroy those all within 15 seconds with a bag full of explosive packs, thats just how insanely powerful they are.
Theres not much involved but knowing how to cook them to have em explode on impact.
I don’t exactly want them removed from the game, I know people don’t care for the grind just to have an AT squad, not everyone is able to field a ton of squads or wants to pay Gaijiggles for more slots.
But I still argue with the point that it Anti-Tank should be delegated to a specific role. Other FPS games with combined arms also do that and it works out fine.
And that Explosive Packs shouldn’t work like a contact grenade that just instadeads a tank like as if you threw a damn nuke at it.

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Yeah, plus TNT is wrapped in cardboard, is it just the concussion blast that is destroying tanks? Cause there is no shrapnel.

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I like the how these explosive packs force tanks to be more affraid oc infantry and rely on friendly infantry when close in.

My only concern is how heavily reliant on explosive packs I have become in this game. They are on all my soldiers and the solution to darn near everything.

They might need to reduce the throw distance a bit more…

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