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Re: Grenades (Mk2 Grenades, Mini Grenades) are useless?[message #336147] Thu, 25 September 2014 19:23 Go to previous messageGo to previous message
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Messages:2657
Registered:December 2012
Location: Russian Federation
There are also some balance issues:
For example, sometimes it's hard to (reliably) hit enemy even at 10-15 tiles (if he runs a lot or when using NCTH), so if you make grenades powerful enough there will be no need for small/medium range guns most of the time - make IMP with high str and dex and demolition trait, fill a backpack with small grenades and you have a devastating killing machine =)

Another thing is iron man mode - in 1.13 enemy throws a lot of grenades, so you will not want to lose 3-4 mercs from one grenade thrown by elite enemy.

As for me, I think that (explosive) grenades should fill their role on the field:
- mostly use against someone you cannot hit with gun (behind the obstacle or smth)
- use powerful but heavy grenades (or packs of grenades) against multiple enemies or against tanks at close range

As for giving interrupt for enemy when throwing grenade - I think it was implemented in some mods, maybe ja2'005 or NOps, don't remember exactly.
It is also possible to throw "timed" grenades in NightOps mod, just like in old XCOM game.

In 1.13, it's is easy to make timed grenades by transforming grenades to regular explosives with default fuse attachment, arming and throwing. But the explosives are thrown as regular items and not grenades, so range and CTH will be calculated differently.
Also, the AI doesn't know about item transformations =)

About RL grenade power - small grenades have only 30-50g of explosives, so if you remove the frag case they will be harmless even at very close range like 1-2m, except for some stun effect.
To tear off smb's extremity, you have to put armed grenade directly in his pocket =)

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