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Grenades explained to iw.


83457

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Disclaimer: the c4 works fine in this game. IEDs need a major buff, as do the thrown grenades. The cluster bomb just needs a small range buff too.

Hey iw, you guys aren't too good on grenade balance, so i will try to help you understand your own game.

Right now, your Lethals suck. They either need to stay like this and be scavengeable, or be buffed to the point that they are useable. Ironically, the Throwing Knife is the only lethal that is actually lethal and you let that one be scavenged. Which, frankly, is weird.

I will use ied, but any grenade could be in this scenario; with no scavenging, here is how it should work. Note that field orders are not reliable replenishment obviously, this coming from someone who gets them frequently.

Ied vs player: player is dead always. 1 point slot nonreplenishable grenade kills player with no protection. This is it's one job (duh). No dancing to survive somehow (remove that stupid crap). You had one job!

Ied vs blast shield: player survives. 2 point slot perk wins over 1 point slot grenade.

Danger close ied vs player: player dead if even slightly damaged. 4! Point perk + nonreplenishable grenade destroys unprotected player, every time, of course. This shouldn't have needed explanation.

DC ied vs BS player: player dead always unless at edge of blast. 4! Point perk + nonreplenishable grenade trumps 2 point perk, always.

See? It's not too hard to understand.

So, now that you've been educated, either add scavenging for grenades or properly balance them.

You may not feel shame at how badly you've done grenades, but we're all ashamed of you. So do something about it rather than give creedence to all the 'ghosts sucks' threads.

Edited by 83457
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