Molotov cocktails . Smoke grenades . Grenades and explosive packages

Hello to the people who are reading this post ( if you haven’t closed it right now).
I am not the first and not the last who will write about this ,
but you need to write about it on the forum constantly, otherwise the developers will simply ignore it.

Who of you uses a Molotov cocktail , a smoke grenade or maybe a grenade?
Write under the post, if there are still such (I will be very surprised)
But seriously, the 3 things are absolutely useless
Now the explosion packages have replaced absolutely everything

Characteristic

Explosive package

Positive

  • Large radius of defeat
    Destroys tannki

Minuses

  • You can’t throw far
    (if you don’t have this perk)
    image

A grenade

plus

  • long distance

Minuses

  • a small area of destruction
  • does not destroy tanks (which is logical)

Molotov Cocktail

plus

+Delays the enemy

Minuses

  • Almost no damage
  • Sometimes it doesn’t work
  • It doesn’t burn enough

Smoke grenade

plus

  • he Disperse so that the enemy does not see you

Minuses

  • The smoke is quickly sprayed
  • Faint smoke

1 Output

The explosive pack is the only good slot instead of a grenade.

You will say that the explosive package opens last, so it is the strongest.
If you write this, are you sure about it?
Berlin


Normandy
Moscow

We conclude that the explosion package is the strongest, although it is not given by the last one

Decision

Reduce the radius of the explosion of the package

Make a larger radius of the grenade (but not like the explosion of the package

Make the damag from the fire more, it will benefit the flamethrower

Add a smoke grenade radius

Or do not bother and make an explosion package at level 20

2 Output

If this is implemented, other grenades will also gain popularity.

Perhaps some of the above is nonsense, express your point of view
(only reasoned and without negativity)

2 Likes

I thought the certain death radius of “regular” grenades was bigger than the deth pack’s one? :thinking:

2 Likes

I think explosive pack should be replaced with actual anti-tank grenades that were issued such as the soviet RPG anti tank grenade series, German anti tank grenades such as panerwurfmine (normandy), the Hafthohlladung, and the bundle grenade variants seen in use by both German and Soviets.

There were some interesting grenades that were used (German Model 39 grenade, British sticky bomb, etc. etc.) used by west allies, and each theater actually may have unique grenades seen in them. There were variants of molotov cocktail too (mixtures of gasoline, etc.) to be incredibly deadly.

“In order to be more efficient against enemy tanks, our soldiers made special bundles consisting of two grenades and a Molotov cocktail (What our man called a bottle of Champagne for a hangover!”). These bundles had to be thrown from a distance of no less than 50m, because the blast was so powerful that it could injure you." -Manser Abdulin from “Red Road from Stalingrad” (Soviet excerpt took place in July 1943)

1 Like

Hmmm, the other grenades are better than you give them credit for (but still not as good as tnt overall).

Frag grenades are just as good at killing infantry as tnt is, contrary to what you say. Still no reason to use them over tnt, unless you absolutely need the extra range (I also use the throwing perk, so I don’t).

Molotovs are probably the worst out of the bunch. Yes, you can deny an area to an enemy but the fire doesn’t last long enough and the area is too small. You can cover a doorway or stairs with it but not much more. Also you can blind a tank with a molotov, which is pretty cool, but not as useful as outright killing it with tnt, obviously.

Smoke grenades are pretty useful. Yes, a single grenade is insufficient to cover a whole squad, but you can just use more than one. Not a problem. My main beef with these things, is that defenders rarely need them at all and you don’t know in advance, whether or not you will have to attack or defend. Tnt is always useful.

Molotovs and smokes can be buffed to make them viable alternatives but buffing frag grenades wouldn’t be possible without making them too strong.

The problem with tnt and frag grenades is, that tnt can do everything, that frag grenades can, but more.

My ideas for a solution to make other grenade types more attractive:

  • Reduce throwing range of tnt even more and make the fuse longer. That stuff is heavy and unwieldy. The throwing range should be shorter than the damage radius (without perk), so you have to run away after throwing unless you have cover.

And/Or

  • Make it so you can’t carry as many tnt bundles as you can other grenades. Maybe re-style them as satchel charges, which occupy the backpack slot instead of grenade slot.

Or

  • Just replace tnt with dedicated anti-tank grenades. Historically, these weren’t all that good, however. But I won’t complain, if they are made a little better than in real life.

I’d like to add that bots sometimes shoot through smoke

Good intentions but won’t work, it’s already more lucrative to waste a trooper to kill a tank fast than to try and save all your squadmates and avoid the tank. Ppl will just kamikaze suicide that way it would look silly.

Wonderful idea. I see that working, you have dedicated healers, why not dedicated djiha… bombers.

2 Likes

I use smoke grenades on my tankers to generate some cover while repairing.
Molotov Cocktails on flamethrowers (for the fluff) and on some soldiers to cover hall ways and access denial.
Normal grenades on snipers who take the fight not close and personal.

Since tankers like to drive close into the action (even with scoped aiming device), I need TNT packages on all soldiers that go on point.