satchel charges too cheap?


(bani) #1

covops can use his satchel charge to blow stuff in a couple seconds that eng’s have to use 30-second dynamite for.

this seems too cheap to me. i mean, if a covops can blow the side gates in 3 seconds with a satchel charge, then grenades/airstrikes/mortars/artillery should work as well.


(Veritas) #2

yeah, but covert ops have to be alive to detonate it.


(bani) #3

it only takes a few seconds for cov ops to toss a satchel charge and detonate it. it takes far longer for an engineer to drop dynamite and arm it. who do you think is more likely to get killed trying to blow the gates?

seems kind of cheap to me.

maybe require the covops to arm the satchel as well? or just make the satchel not work for blowing the gates…


(Vengeance) #4

Thats the point its called teamwork you send the agent in first to disable defences then get the engineer to run in to finish the job while the rest of the team provide covering fire.

The engineer is not designed to destroy command posts nor is he there to blow the base gate defences. Every game i have played where the allie engineer plants on the gate it is disarmed quite quickly and the engineer killed.

Soon as the engineer plants the axis are alerted to the engineer’s presence and can quickly track him down and kill him, usually before the gate is destroyed and say he does manage to blow the gate up it is quickly rebuilt while the allie engineer slowly bleeds to death nearby. While all this has been going on the axis have respawned nearly 2 times.


(SCDS_reyalP) #5

I think the gates work quite well on fueldump. It encourages teamwork, so one lone wolf eng can’t just sneak in and blow it. If it was two dynamite only objectives, it would be much easier to defend, because you would have to hold it for 2 full axis spawns.


(Ph0g) #6

Bani I like the engineer - covert ops relationship. They depend on eachother alot in ET. For example, on fuel dump (because I know you guys have played so many different maps :stuck_out_tongue: ), you can rush in with a covert ops and an engineer, then have the covert ops open the axis door for him. This is great because 9 times out of 10 the entire axis team is 20 miles away.

But as said earlier, the engineer is not intended to destroy command posts and gates, that has just become the covert ops job now.

BTW, satchel charges = ultimate way to TK people :bash:


(pack) #7

it’s good as it is now (imo)


(fatBastard()) #8

It just seems a bit unbalanced that what takes an Allied CovertOps 5-10 seconds and 1 full ability bar to blow up (the gates), takes the Axis engineer about 1 minute and 2 full ability bars to rebuild.

I don’t mind the fact that the CovertOps can also destroy several of the constructions, but perhaps it should be “cheaper” for the engineer to build/repair the constructions that a “mere” satchel charges can destroy than the constructions only a stick of dynamite can destroy.


(Ph0g) #9

Bastard it doesn’t bother you when you realize that engineers aren’t supposed to do that at all, that is intention by design.


(alexwryt) #10

Yeah but that would defeat the whole purpose of why they let cov ops blow the gates. If the Axis is really sucking up the house, a lone engineer can blow the gates and the depot. But if you are playing a skilled Axis team you will need teamwork, one Engy can’t do it alone.


(alexwryt) #11

Also in this game it’s a lot more important to prevent the dyno from ever being planted in the first place. All it takes is one level 4 Engy to get through and he can throw down 3 or 4 dynos before Axis even knows what hit them. That’s why Engineer can’t be allowed a quick easy way to get to the depot.


(Juan) #12

Its a pity you can’t hide under the truck it would be cool to drop a detpak inside the pen then assume the position watching the command map for an engineer and support to arrive. :banana:


(Vengeance) #13

Overall say you did disable the satchel for the gates i think this would make the axis almost invincible. Afterall the dynamite is real easy to disarm on the gates even if your on a poor axis team, so imagine what it would be like on a good axis team. This would just cause a big inbalance issue as well as taking away teamplay elements


(bani) #14

hardly! thats what mines are for.

i was playing axis on a really crappy noob axis team. i single handedly kept allies at bay using mines.

i havent checked, but can axis blow allied buildables (eg bridge) using satchel charges?


(SubstandardJones) #15

It seems to me that satchel charges can blow up any secondary objective. These include the foot bridge (not the main bridge), command posts, MG42 emplacements, and base fortifications.

Which is perfectly fine, because you still need the engineer to blow the primary objectives (bridge, fuel dump.) It’s what makes teamwork so necessary. The most dangerous team is a Covert Ops/Engineer team, and not just for the 1-minute tunnel rush win, though that’s effective too.


(OmegaRed) #16

Has anyone had where an engineer spends a load of time planting dynamite and after that a covert ops just runs in with a satchel charge and blows it up :angry:

The only really annoying thing I found about satchel charges are that if you have thrown one somewhere far away and didnt detonate it, you cant use another one without getting back in range or dying.