Explosion packs are primary weapon that the infantry have against reckless tankers.
No one ever asked to make them bouncy.
Explosion packs are primary weapon that the infantry have against reckless tankers.
No one ever asked to make them bouncy.
Thinking, that with the AT guns also, not working properly, and bouncing x packs, i think someone, does not want us to kill tanks. 
they were very strong, but this created this realistic tank combat, that made tanks reliant on infantry in order to push forward, reckless tankers died very fast and that was great.
Right now TNT is extremely unreliable and there are even some tanks “like the KV tanks” that are practically immune to this.
This needs to be fixed fast, because it completely destroys vehicle gameplay.
I think explosive packs as a whole need to be removed. Even with them being “bouncy”, all you have to do is cook it and time your throw.
AT soldiers, AT mines, and TNT mines are all still options. Not to mention CAS, other tanks, and AT field guns. Heck, you can even toss a molotov on the vents to kill it.
AT soldiers - they are limited (1- 2 soldiers per squad) and their weapons are inacurate / weak at long distance.
AT mines - not available at the beginning of campaign + expensive
TNT - requires to climb at the tank to plant + detonate.
CAS - requires the supremacy in air.
Sometimes other tanks and field guns are also not a threat - like a Jumbo or AT gun vs Tiger or Panther.
Molotovs will only disable the engine for a short time, nothing special.
Explosion packs are not the only weapons the soldiers have against the tanks… but they are the best weapons against the dumb / reckless tankers.
I disagree that the weapons are “inaccurate/ weak” at long range. The PIAT and Panzerfaust take a shot or two to correctly dial in but almost never fail to kill upon hit from range.
Not the ONLY way to use it. You can place on the ground and detonate it when it rolls over. You can also stick it to the side (when it isn’t buggy), and blow it there too. Whatever the case is, the point is that it better balances it by removing the ranged element for the effectiveness to kill.
So fight for it.
Any cannon can be a threat if their aim is good enough. Outright killing tanks with them may not always be possible, but you can still disable them by taking out tracks and frying the barrel. When they jump out to fix it, hit them with HE.
Molotovs on the vents will set the engine on fire, which is a death sentence UNLESS they jump out, extinguish the flame and repair.
They are too strong as “all purpose grenades”. You say “dumb and reckless”, but sometimes they are the only option to push up through gunfire that infantry by themselves cannot get through.
Im a sad Panda
Patch broke AT launchers…massively unreliable…shooting blanks sucks
Have to depend on explosive packs/molotovs/tnt and planes right now
But the Soviets have no Piat and Panzerfaust (for most of the game), so angled Panzer IV can be a problem on maps like Quarry South / Quarry North.
And AT-gunners are limited to 1- 2 soldiers per squad.
Yes, TNT very likes to hop back into the hand 
I dont know. First taking the fighter plane to clean the air-space, then switching to attacker plane… it can take a lot of time.
It is a method to DISABLE the tank, not destroying it.
It still takes about 20- 30 sec. before the tank will explode. Until then the tank is still functional.
Which is in most of cases even more effective. Basically blocking tank slots for enemies in exchange for very armored MG but not so versatile.
Same reason molotovs on engine block are amazing.
Tanker cant ignore it and must get out or die slow
Yep, molotov are ultra annoying. I hate them as tanker.
But they definitely do deserves to be that way.
Hi, unrealistic ricochets from AT launchers have been fixed fixed in update 0.4.5.57
Richochets?? Most of them never registered as making contact, even at point blank. Just plain disappeared.
I will have to try it out tomorrow
Thanks
Must admit, i am quite getting used to the x packs bouncing, can do a few funny thing with them, etc 
Throw at roof of bunker today, normally it wouldn’t of made it into the bunker gap, skipped across the roof and dropped right down the gap in roof, pity there wasn’t more in there.
Am going to mess around more with them, see if i can get them to bounce up a wall on to a tank, haha
Have tested it
Can confirm AT launchers are still FUBAR
point blanks not penning, or registering. Bazookas doing absolute zilch. Haven’t tested the other because Its fair to say they are also still broken
I agree with Wieloglow here.
Explosion pack is just lazy “pres 5 to win” button in inf vs tank combat. Other options are far more interesting gameplayweise imo. I’d even say more ballanced though we could argue.
Personally I try to not use them at all and I don’t complain.
Though sometimes it’s not possible due to braindead teammates.
Removing it would be overnerf.
For example, on maps like Stalingrad or Tunisia, it takes a long time to get decent AT weapons, or they are not available at all, so anti-tank fights would be very difficult without dynamite.
However, it seems problematic that explosives as powerful as dynamite can be thrown so far.
I think it should have a lower parabola, not fly so far and not be put on tanks unless they get close enough.
Then the bouncing problem would be less of a problem.
They were already nerfed for throwing distance a while ago
Also not possible to, PUT on tanks, a, as they bounce, and b, there’s no,(like a right click, drops at you feet or lobs a few meters) just drop button, so they still bounce, due to the throwing motion, not a drop motion.