There is a back and forth of skill.
Newbie soldiers will instantly throw the explosive packs
Newbie tankers will not notice them and die
Moderately experienced tankers will notice them and drive away
Experienced soldiers will learn how to cook their explosive pack to nearly guarantee a kill
Experienced tankers will learn how to stay with teammates for cover against these more experienced soldiers.
Sure, tanks can kill dozens and dozens of soldiers from pretty much any range with their MGs and cannons. in return, if they are caught off-guard at close distance they die to infantry that knows what they are doing.
This game is realistic, not simulator. There is a diffrence. Some items are arcade-oriented, without being too arcade-y, if that makes sense. Punishing soldiers for hits they undoubtedly are going to take by removing medkits wouldn’t make things better, only more of a meatgrinder. Now experienced players get rewarded by being able to heal, taking as little damage as possible means they can last longer with each medkit.
In the meanwhile, I do not hear you complain about how engineers can whip giant fortifications out of their rear end. I’d argue that is the most arcade-like feature in the game.
Really I started with that “most experienced tanker” mindset from the getgo. Tanks are vulnerable to infantry so I try to either stay far away from built-up areas, move through them as quickly as possible, or stay with friendly infantry all around me.
Of course I still suicide-rush enemy tanks when I’m on foot because it’ll probably minimize deaths in the long run.
Every player standing themselves backup after being shot and tossing TNT bundles is not rewarding game play or indictive of skill or experience…
You ran into the premium squads yet? Nothing more immersive than shooting down a 5 man squad and then having to reload and shoot them all 1 more time because they have medkits.
This shit will devolve into squads of super soldiers all with the same perks doing the exact same thing. The only diversity will be in those who buy the premium squads and those who don’t. Which will also be the difference in the team who wins and the team who loses.
That is off topic. Premium squads are entirely different problem that was discussed many times before and I can guarantee you, that (I will dare to name) TCatPlaysGamezYT is with us in the harsh criticism of premium squads camp. We know the bs of premium squads or perks that allow them (in theory, any high ranked soldier) be too much cancerous.
Medkit gives you just a slight portion of health so you are pretty much walking corpse anyway (anything and their grandma armed with wooden pokestick can beat the hell out of you unless you got lucky with healing perk that wouldn´t be too much of a issue without 35% health perk…still I would tone it down to just +100% hp recovery per medkit instead of 200%, if you ask me) ready to be punished if you continue making mistakes. That is I think fair compromise between realism and arcade style.
Also try to stay close enough to the TNT blast and I can guarantee, that there is no medkit that would fix you up after such suicide run. Yes, if you get away in time you can be just downed, but that is leaving you vulnerable to enemy fire (so unless tanker had 1 brain cell and overextended beyond infantry cover, you can and will be shot on spot) while you heal anyway so its pretty much death sentence relying on luck.
Edit: Please, for issue with perks and premium squads, look into these threads (there are many more tho):
The question is that do you need for now for your style of gameplay. I often took 1 demo 2 medpacks and some frags or smoke grens. In Premium and other squads its the same
it’s not about being " Easy Mode ". it’s about having further bandages if things goes wrong. plus, i can heal others people and get experience while pushing and not wasting precious lives.
Looks like I the only one who never gets to use their 2nd medkit lol
Which is why I fill every slot available with whatever blows. I find it a lot more helpful than multiple medkits. You are toast when you are against premium squads anyway.
I just joined Enlisted but been playing War Thunder for a while.
As I wasn’t in CBT, maybe the AT soldier with the AT rifle is originally designed to carry the anti-tank explosive pack, and only his class has that capacity, because his class name and symbol looks like designed around explosive, and not the AT rifle.
Then you could see how OP tank will be in a game mode where each squad only has one AT guy who has the TNT pack. Because in the current game mode, we have tanks who went on rampages even when everybody got a TNT pack. Imagine when I have only one guy with the explosive pack (who I would have to unlock at Campaign 5 say) , and when I needed him he is dead. There is no way I could stop a tank if the explosive is rarer and classlocked.
The current build made tanks easier to kill, compare to the class lock.
And in late stage we would have panzerfaust/panzerschreck and bazooka(imported) for the T-34. IS-2, Panther and Tigers. So I think the AT class would get these Anti-tank rockets and they would probably be class locked.
I read them on the news update and I know Gaijin has the technology. That technology to run rockets/armor pen in range and degree/bounce/hitbox is mature and readily available as they are using the same engine for War Thunder.
main thing I’m going to miss from the tests is lobbing rockets at a tank a couple hundred yards out
90% sure spaced armor did absolutely nothing to stop my bazooka but probably too late to mention