Which campaign are you playing? In Normandy TNT explo near M4 snd Pz3/4 usually can’t kill it, in most case only track damage. And explo in the front section nearly do no damage. It had to place under, top of it to hv high possibility to instant kill, place very very close at the side also hv a 1/2 chance to kill or set on fire since the side armor of bottom section (behind the track)is relatively thin.
yes because the weapons of the bomber class are restricted to that class, the same doesn’t go for the tnt pack that literally EVERY soldier can carry and its spammed to death.
I mainly play normandy and in my case if I place a pack near any tank is 80% a kill, also if you wait for the launch shortening the fuze time when launched the tank has literally no time to react.
later would you be the first to complain that your tank is spawned killed, please this topic is stupid, consider that instead of TNT there would be anti-tank grenades would you still complain?
It is not impossible to play as a tank.
Tank player regularly get to the top of the scoreboard.
The ‘nerf’ you are talking about litteraly removing 90-95% of the weapons the team has against a tank.
Most players don’t have AT in their squads.
First of all the explosive charge have probably significantly more explosive mass than a 75mm HE shell (only about 0,5 kg), possibly even more than an 88mm.
Secondly as long as the explosive is not at least touching the tank, it will not destroy the tank, thrown usually from pointblank range.
You should mainly learn that you need to stay away from enemy infantry and out of your field of vision. That is when they kill you. Which is also quite realistic btw. Not write posts on a forum, about how whatever is killing you should be removed. You can also dodge a lot of them if you pay attention to the granade indicator.
Also, first rule of armored warfare - don’t fight in a city. In case of Berlin don’t move near buldings (in range of EC).
The only reasonable nerf would be to make it only/mostly destroy the tank if the charge manages to get under it, on it, or otherwise next to thin armor (20-40mm at most). That might make some sense, but other than that no.
see from experience the tanks easier to destroy with the infantry are the campers and the rusher, the tank who remains with the group instead is unapproachable
Yes, as a tank Hunter(my favorite part of this game), it’s really hard to kill a tank that moving with the main infantry group, most of them I killed are those sitting behind alone, charge into enemy groups, or stay beside buildings.
As I said, I don’t want to make explosion packs useless, just more realistic, used for disable tank modules and at best destroy wheeled vehicles such as pumas. I think it’s enough to make it alive.
because they are easy to destroy the tanks are blind and defenseless without the infantry and this is true both in the real world and in enlisted do you want to play well? think what a soldier would do at that moment
Here 7 tanks fucked with bomber
(2 months old image)
Only my opinion but I think the basic issue here is that currently infantry vs. tank feels good and balanced, if you’re a skilled tank player you’ll be among the top 3, if you’re a skilled infantry player you’ll have no problem to kill a tank that’s stupid enough to rush faster than the supporting infantry.
Changing that without first changing the means to deal with the new situation would be a bad move.
The bomber class anti tank rifle e.g. in Moscow is not too powerful against stronger tanks, takes several shots to make a tank blow up. Often the explosives don’t kill a tank in other campaigns, I used up to 4 explosives per tank if the driver was good enough and did not stop in a single position.
With the detpack you must get nearby, needs good aiming, also you need to cook the grenade… These are not too hard to learn but if there is enemy infantry around, it does not work out so well.
So suggest to…
make it possible to move and reload AT turrets (first one is about to happen I guess)
add sticky (magnetic) bombs
etc
and then propose a nerf to TNT.
I guess I’d be all right with changes like
tank track more vulnerable, tank itself less,
infantry much more vulnerable to grenades than to detpack
limit TNT to engineers and bomber class
but the current gameplay is just perfect for my taste, so no need to change, rather let devs work on AI and everything they proposed.
Ok thanks for your answer I pretty much agree with you.
I summarize what I said, maybe I wasn’t clear enough.
nerfing explosion pack doesn’t mean making them big frag grenades, it means making them able to disable tank modules such as tracks,engine gun without destroying so eaily the eavier ones
nerfing explosion packs, since EVERY soldier can carry it, would give more purpose to other tanks, bomber class and AT guns built by engineers
Because of this nerf, give more power to bombers, maybe as @118225699 said with special grenades such as magnetic ones etc.
I’m not sure how those changes would work out in practice, but for the most part it seem ok.
I don’t agree with nerfing explosive pack against infantry, because it would perhaps make sense in context of balance (maybe), but not in case of realism. It has much more explosive payload than a granade, so I don’t see why it should be artificially handicaped.
In my experience ganades are much better than explosive packs, because the range of the second is just to short and it is not often you are in the perfect range to use them. But in some cases, like inside buildings the extra power of explosive can be a better match.
Limiting explosives to just two classes is also going overboard. Unless you plan on giving magnetic charges, or other AT weapons to regular infantry. But I would still like to keep my explosives.
Nonsense - perhaps you are confused by the PIAT using a spigot launching system so you think it is a spigot mortar?
It is not a mortar - it is used exactly the same wqay as a bazooka.
It COULD be used as a mortar, because it has no backblast and so you could elevate it a long way and not worry about the back blast reflecting off the ground - something the Bazooka could not be used as, but it is not a mortar.
The Canadians did mount several on a Universal Carrier as an experiment - but do not confuse this with normalk use:
Older forum posts argued that a TNT charge without shrapnel or iron body fragments is less effective against infantry than something designed specifically against infantry. I guess @Josephs_Piano and others are much better at arguing for or against it than me, I have all the google but no actual knowledge.
I also wish to keep them. But I can accept changes going for realism - if you wish explosives, you either bring an engineer or a bomber along in your squad, or anything alike, I doubt every random soldier e.g. a sniper had TNT in his backpack.
Also it could be a soldier skill learned in academy how to use TNT (now that the academy loses its old functionality) and without it you can’t equip.
…and the OP wanted a nerf against tanks, not infantry, sorry for adding that to this thread.