A little personal thought about grenades

At present, this game has a large number of throwing props, which is good, but this game does not seem to divide and specialize these numerous throwing props.
So I would like to share some personal views and suggestions.
First of all, the currently common throwing objects in this game can be classified into: explosives (grenades and dynamite packs), Molotov Molotov bottles and smoke bombs.
As for impact grenades and white phosphorus bombs, these are not popularized in all battles, so let’s not talk about them for now.
Just talking about these projectile props that have pervaded all campaigns.
I personally think that a complete set of countermeasures should be introduced to these items.
Dynamite packs have been segregated for use against vehicle specializations, while grenades are a thrown item for quick area kills.
The role of the grenade in the game is close to the rush style of quickly breaking through the defense line, and this item can be restrained by the Molotov Molotov bottle, because it can always effectively block the route and delay the enemy to force the player to change the attack route.
The problem is that the current food chain lacks props to restrain Molotov cocktails, making a large number of Molotov cocktails all over the game.
I think the mechanism of smoke bomb fire extinguishing can be introduced to restrain the burning bottle and make this food chain complete
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Why do you think so?
First, let’s base it on realism, white phosphorus in smoke bombs burns quickly in air and it robs other burning things of oxygen, which is why it can extinguish fires.
Secondly, based on gameplay considerations, smoke bombs are the props with the lowest appearance rate I have seen. This can give players a reason to carry smoke bombs.
Finally, does this change make smoke grenades too powerful?
That’s my second thought.
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This idea is additional, because I think explosives can already restrain smoke bombs, but I think this food chain should be made more rigorous.
Therefore, I think it is possible to add a mechanism for explosives to disperse smoke.
Explosives create shockwaves that blow away the smoke that blocks vision in the air, and grenades are less effective than dynamite packs, which disperse smoke perfectly, while grenades just thin it out.

In this way, the throwing objects restrain each other, and they all have a reason to appear, which helps to increase the diversity of throwing objects on the battlefield, and reduces the impact of the lack of natural enemies on the game balance caused by individual throwing objects.

Whether you agree or not, thanks for reading!

3 Likes

Use Spawn Scores or Soul Scores Mechanics to prevent any kind of abuse, instead of weakening grenades into marshmallows

It takes 30 souls to bring 3 grenades, 10 souls to bring 1 grenade, and no extra souls if you don’t bring it.

Any throwables are out of quantity and should be limited to how many the player can carry

1 Like

Absolutely not. There is already too many issues with teammates running in and getting decimated, not learning from their mistakes, and running in and doing it again. They hemorrhage respawn tickets like this as is, let alone if that were increased further.

If it was something that only affected THEM and not the whole team, I could perhaps agree. Like if each player were restricted to how many respawn tickets they themselves were allowed, then yes. Unless something like that were implemented though, my answer will continue to be NO.
(This is coming from my experience playing more supporting roles, generally as an engineer main, who keeps the team supplied, and often gives fire support with a field gun. I keep a lot of the enemies thinned out, and have low deaths, hoping my teammates will make good use of the tickets that I’m not spending to do the CQB work. If I have competent teammates it works perfectly.)

I like the idea of smoke being able to put out fires. Not just of molotovs but also could be useful to put out burning tanks as they can be detrimental to support sight lines.

I think it MIGHT help increase their popularity. Though I think if points were given for putting out enemy fires with it would help as well.

good ideas

also removing the large grenade pouch would help with decreasing throwable spam

As much as I absolutely DESPISE the grenade spam, I don’t think removing the large grenade pouch is the solution. Perhaps limiting how many of each grenade can be carried in them, now that I can get behind.

My reasoning is that while it is commonplace for people to just load up on frags, explosive packs, and white phosphorus, there are other options too… such as the Smoke Grenades! Perhaps limiting the really lethal grenades but not limiting smoke grenades would help? It doesn’t seem that many people make use of smokes as it is currently.

So optimally it would restrict players with the large pouches to something like one frag/ white phosphorus, one explosive pack, and a smoke at the very most.
They could still use one lethal grenade and two smokes, or run all three slots with smoke.

1 Like

or impose a squad limit for lethal grenades equal to the number of troops in squad, its a fair point, no reason to limit smoke

ie 7 man squad has maximum 7 WP and 7 frags and 7 detpacks so now you have more freedom. you can still have 1 guy with 3 WP if you want, its easier to spam them (but not to the point of having 3 on each guy) but you risk losing them all when he dies.

I still think that is too strong. The spam is still incredibly broken in this regard. 3 white phosphorous going down at once is insanely strong. Same with molotovs.
Frags wouldn’t be so bad if they weren’t capable of shattering sandbag walls. Explosive packs are still a major issue in this regard as spamming 3 at a tank in rapid succession is extremely likely to kill it. The level of effort of spamming 3 grenades compared to moving a tank into position is massively different. It would be different if they have a SINGLE chance to make that throw count.

it is still the same as just throwing 1 WP and then switching to your next soldier and trhowing another

At least then there is SOME delay, plus if the soldiers get shot down, that’s less chance of the spam. Focusing on keeping the one soldier with all the grenades alive is a LOT easier than trying to move through and keeping them ALL alive in order to grenade spam.

1 Like

the grenades need something thats been suggested alot, and thats their arming animations, i think that they would slow down the abuse of the grenades, especially with molotov cocktails, since they need to be lit up to work, and not just be whipped out and thrown

5 Likes

If not in a similar fashion. The result you get will be to delete everything in the game. . . Remove grenades, remove flamethrowers, remove Molotov cocktails, remove WP, remove tanks, remove planes, and start pewpewpew SKILL gunfights. I can start playing CSGO and COD

And r

Remove wood material penetration

Removed rifile grenades, nerfed grenades into marshmallows because players abused it

Removed KV1 and KV2 because abusing them is too OP for me to deal with

Remove Explosives

Remove Aircraft Request, because too OP, or make them drop 50kg nearly become useless meh

Remove Artillery Request, too OP

Remove motorized squad as useless or OP

Remove AA Guns

Remove Mortar Guns

Remove HMG

Remove…

When some players requests to remove everything because of abuse and doesn’t want to be restricted. I don’t know if that’s really what they want


Because there are no limits, meaning anything can be abused. Once WP and Molotov cocktails were considered useless. Because grenades and explosive packs cover them up. After the explosives have been weakened in some way, it’s their turn to be abused.

Automatic weapons, aircraft bomber, tank guns, grenades, grenade explosives, white phosphorus bombs, Molotov cocktails, one after another


If they want to maintain some kind of freedom, allowing the player to choose more or less, they have to set some kind of cost limit, be it points or time spent.

Otherwise, there is no degree of freedom, and now it is abused (because there is no resource constraint, the best choice is only abuse), change it to a fixed number, such as 1 for each team, but this will also lose diversity.

Limiting the quantity This is completely contrary to the original design. The existence of large backpacks is for players to choose. If you want players to choose, you must give them a reason to choose. Otherwise they could delete the large backpack, reversing everything they did before. Same as wood wall penetration.


Back to the thread, I think the initiator of this thread is also based on this idea, allowing players to choose through different grenade functions.

But from my point of view, such kind of interactions is very complicated, and it will cost a lot of cost to develop from the program, the cost of development and the cost of testing and fixing bugs.

And finally it may not work as described, and the end result is still that the player abuses something

1 Like

that’s what i’m worried about
Maybe this will be very complicated, not only the technical issues of the developers, but I also worry about the burden on game optimization and servers

2 Likes

It is a revolutionary and wonderful idea.
A powerful grenade should have a long animation before it is thrown.
I support your suggestion.

The suggestions are so realistic…I want to hit the “like” button more than once.
I’m going to light Molotov on fire and throw the bottle. The motion would be really cool!
I agree with this proposal.

1 Like

yeah and this new grenade arming animation could be a gateway to a new perk called ‘’-50% grenade arming time’’ this perk would of course be on the yellow perk area and of course costly, for obvious reasons

it depends on the grenade, i wouldnt want a simple grenade to take 3 years to arm, but i also wouldnt want a complex grenade to take 3 nanoseconds to arm, so i guess we gotta find the grayzone in between all of this

it should’ve been added a while ago, but here’s hoping that in the next major update they’ll add grenade arming animations

1 Like