Current situation with thrown explosives (average damage vs armor): Frag Plasma Dynacord
Leather Armor MKII 27 81 48
Metal Armor 35 68 59
Metal Armor MKII 29 63 52
Tesla Armor 37 12 63
Combat Armor 23 41 43
Combat Armor MKII 17 40 35
Frag grenades will knockdown/back a target, but one would need 10-20 hits to kill anyone. About 7 plasma or dynacord are needed for a kill, that's two rounds of throwing and the victim will not get knockdown.
Perks for throwing are limited - Heave Ho!, Heave Ho!!, and Bonus Rate of Fire. Action Boy is of some utility and then that's it.
You get no crafting bonuses and you need tones of grenades for pve- 100 dynacord sticks last for about 30-45 minutes of hunting. I'm not even gonna talk about crafting plasma 'nades...
So.. would anyone disagree with me if I'd say that grenades suck?
What could be done?1. Damage buff.It seems like a universal solution to all problems. Let's have more damage!
Grenade (Frag) 35-60 -> 55-80
Grenade (Plasma) 60-120 -> 80-140
Dynacord Stick 60-100 ->80-120
Frag grenades could have -DR properties (like in FT), -40 and they'd do 30-55 to most armors and be
somewhat usable.
2. New type.Incendiary grenades:
Damage type fire (affected by pyromaniac), damage 50-100(?), no knockback, 6 AP.
With both pyromaniac perks it would deal 90-140 (65-102 vs CA, 53-86 vs CA mk2)
Sticky boomb (food for thought - not sure if I really want this).
100-200 damage, 8AP, range 9. Explodes after 10 seconds (or in the next round in TB). When hit with this thing it spawns an explosive in ones inventory - if someone is fast enough it can be dropped, disarmed or thrown back, if not... well:
3. New perks.A Fistful of Dynamite (or Duck, You Sucker!)Requirements: 200 throwing, luck 6(?)
Effect: When using dynamite you have +50% chance of a critical hit.
4. Mechanics rework.In Fallout Tactics getting hit by a grenade usually meant cripple limbs. A 10-20% chance for a arm or leg cripple for every non-critical hit could make them usable in pvp.