Non "Meta" Grenade suggested reworks

Hello,today I have some proposed reworks for the grenades in game,since most are either over nerfed or don’t preform well enough to be used over alternatives (Frag grenades,explosion packs) that can be used more effectively for dual roles,and are more consistent.These things have always been pretty powerful or incredibly weak,especially the phosphorus,so these suggestions hopefully are a middle ground.If you think there is a better way to make these viable to use over common grenades,I’d be interested to see your opinion.So without further ado,let’s begin.

Smoke

Probably the least used grenade due to having zero killing potential,I feel this one needs a bit of love.while they can be used to cut sightlines,that dosn’t really have much reward over a frag or explosion pack.My proposition for this is to give some assist score somehow (could be done by giving points when enemies/teammates going into/shooting into the smoke) either increase the duration or radius by a little bit, or maybe even have them come in a “bundle” of 2 grenades per slot

Molotovs

Molotovs in game aren’t all that useful,despite how fun they are.you throw them at an enemy soldier,and a good amount of the time they just brush it off and leave them vulnerable for a few seconds to put out the fire,and to be able to use it against tanks isn’t very easy.Molotovs have so much less versatility then something like an explosion pack,which can easily be dual role,but molotovs lag behind in both anti infantry and tank.I suggest a few things:to slightly increase the burn damage against infantry,make the puddle of fire have a bit larger radius,and to make it easier to ignite engines.

White phosphorus

This used to be incredibly powerful a long time ago (when they still went through walls and had good damage),but ever since a long list of changes,they are a glorified smoke grenade that can almost always is not worth brining over an AP or AT grenade.When they were nerfed,the radius was nerfed from 6 meters to 4.5, and a 1.5 second delay was added until you caught on fire,which is too long of a time for it to be considered effective anymore,since most of the time,it can be walked out of without killing the soldier.my proposition to make them usable again is to reduce the delay to 0.75 seconds or maybe increase the radius to 5 meters.

Impact grenades

Also incredibly powerful in the past but now a lot less useful,my suggestion is fairly simple,and it is to only slightly increase the radius of garunteed kill,but not by much (sometimes throwing it at feet dosn’t even give a kill or knock down)

8 Likes

you don’t go from strongest to useless, i am sick of weapons that are op being nerfed and then being call weak. Weapons are supposed to be balanced a weapon that is spammed by everyone is not good its broken. weapons do not need to be balanced but they should be relatively close. weapons should be balanced between power and ease of use.

impact was too easy to use as it could be thrown and kill without having to worry about a time. it cannot be thrown back. Molotovs are ariel denial weapons not to kill but create a death wall. that you do not understand this is half the problem.

only one of them is right smoke yeah it sucks it covers to small of an area. outside smoke shells of tanks it is not thick enough. it does not last long enough to be of use. so yes buff smoke grenades as they are weak.

wp and Molotov’s are not direct kill weapons, if they did heavy damage they would be op. able to set the environment on fire and anyone who touches it. so if you want wp/molies to be weapons that kill on impact they cannot start fires. stop trying to revive the old broken meta they were nerfed for a reason, maybe some fine tuning but acknowledge they we broken and toxic.

1 Like

remind me the issue with mines being too op <,<

1 Like

I don’t want them to be spammed like they were,I just want them not to be totally useless compared to frags and explosion packs,but not to be op as they once were.molotovs can sort of do this area denial you talk of,but in 80% of the cases there’s fire on the floor,i can get over or around it without catching fire.I don’t want molotovs or WP to be instant fire,thats why I still keep the delay on catching on fire,but make it harder to BS standing in fire for a second or 2 and just brushing it off like nothing

Yeah I want to try to keep them at a usable level as a whole but not make them overly OP like mines were a while ago

Smoke could have slight increase in bloom + linger time or be equipped as 2 w/o need for grenade pouch (like guerillas have a equip 1 tnt but get 5 deal). Perhaps the smoke could give a light cough if you’re in it too long, give it a anti-stealth use. (Ofc issues w/ cough radius and exploitation through walls etc.)

3 Likes

you can, teach me how i just brush it and bust into flames, if you mean by spending points than you had to spend those points to be more fire proof thus the weapon did its job

yeah when i catch fire and then while putting myself am not shot by other enemies, we all know the strongest state in enlisted is on fire

its not that molotovs are weak its that the skills that affect fire are strong, look at how strong a maxed at skill is for putting out fires on a soldier, dont buff molotovs nerf anti molotov skills

molotovs are completely worthless, if you want to kill people, use a grenade, if you want to kill a tank, use an explosion pack, its purpose of area denial is bad because its radius is only enough to plug a doorway for maybe like 15 seconds, when there’s usually just a window a few feet away people can use

1 Like

Learn how to play the game, flame a stairwell and cover half the ways up to the second floor.

ah, so you’re the kind of player who hides and camps in a point instead of moving around and fighting, thanks for letting us know!

Yes camping on a point I am trying to defend, now we know what kind of player you are the kind that goes for kills instead of taking or defending the point, hmm which is worse.

Just merge smoke and white phosphorus.

Smoke takes too much time to provide any meaningful concealment, and can even be thrown back before it does.
WP explodes in a translucent, but barely damaging cloud.

Might as well make them do both effects and increase the opacity of the smoke.


Molotovs are only bad due to the fact it takes an increased amount of time for soldiers to get set on fire, after coming into contact with fire, allowing soldiers to run or easily jump past the flames. Reverting the time it takes to get burned would allow a player to strategically deny an entrance for half a minute per molotov.


Impacts seem fine. I’d vouch for turning them into something like a stun grenade, but I don’t have strong feelings either way.

1 Like

Smoke bombs really need better explosion range and duration
But I think the quantity stacking and score benefits are unnecessary
If the suicide infantrymen do not want to make a trade-off for their own survival
Then let them continue to be fertilizer for the enemy.

Incendiary bombs are currently bad
Even infantry won’t catch fire when running over it
When used to protect the explosion point, the burning range is too small and 2 or 3 must be thrown to effectively defend.

Make white phosphorus another short-duration wide-area incendiary bomb
(It can only last for 5 seconds but can forcibly ignite everyone who enters the explosion range, but the explosion range will be affected by the cover)

You only need to strengthen half of the explosion range and effective killing range.

I don’t think there is anything wrong with the previous classification of grenades
Regular grenades have better killing range and throwing distance
Impact grenades have a shorter throw range and are prone to suicide

The impact grenade has undergone about three nerfs.
Before last year’s nerfs they were already weapons with shorter throws, smaller kill ranges, and were often ineffective.
And the reason why they are constantly being weakened is just because a group of suicide infantry who don’t like to use bunkers and smoke to protect themselves are often killed due to lack of IQ when walking in open areas and main battlefields.

The purpose of white phosphorus and incendiary bombs is to block and drive away
They were able to achieve these goals well in the past.
And it’s not invincible
But now they can’t even drive out the idiots
Not to mention using it against players with normal intelligence.

yes blame the average player and not the grenade spammer that can have up 36 grenades each capable of killing a squad. limit grenades to one of each type per soldier.

its not hard to deal with an obnoxious player spamming grenades, learn to play the game instead of crying for nerfs

Ok how show me you’re genius and no get good this is not dark souls or hell let loose, or a way to shoot people around wall, they thre over, on top of a building they threw over a wall that was acting as a lip of the building, after they ran behind a building ect.