While impact grenades are what a lot of people are talking about currently, I’d like to address concerns about ALL the grenades, to better bring BALANCE to the options, rather than just shifting the meta.
Impact Grenades
Decrease the effected radius
Increase the time it takes to prep the grenade
Should be incapable of breaking fortifications
Explosive Packs
Decrease the amount of armor they will penetrate through (currently its at 35mm allowing it to outright kill tanks with ease, the reduction will make it harder to kill tanks outright, but still allow it to break tracks and immobilize it)
Should only be able to break fortifications within a 1m radius
Molotovs
Increase the damage done upon initial hit by a little bit, so that its less easy to just run away and put out the fire when hit directly by them
White Phosphorus
Is honestly pretty good on balance right now. It does its intended job of damaging enemies in cover.
Frag Grenades
Remove their ability to break sandbag walls
Smoke Grenades
Increase the size of the plume by 50% both in width and height.
uh NO. The WP spam was ridiculous. The point of grenades should not be “spam as many as you can for the desired effect”. It should require precision to some degree.
That’s why I like how WP is now. You can toss it into a room and it will seep around cover, allowing you to clear the room without destroying valuable cover.
Rather than creating an unstoppable wall of gas that persists for far too long.
Yes, and instead of being limited by class it’s limited by range. That’s literally the point being made to you. They are balanced as is because of that range restriction.
There is no way in hell you are throwing a det pack more than 75m, and to do that you already have to know exactly what you are doing. Points are typically at least 120m away from any first spawn, so don’t give me that bullshit. There is a very large window where det packs have no viability and you need AT troops.