07-26-2021, 01:18 AM
(This post was last modified: 07-26-2021, 02:07 AM by TDHooligan. Edited 5 times in total.)
(07-24-2021, 04:31 AM)virvatuli Wrote: This is something I could get behind if it were applied to *all* converted grenades. You gain impact fuse but lose payload (and it also makes more sense, 40mm grenades traditionally do not have the same payload size as hand grenades). Additionally, keeping with the theme of more "sense", converted 40mm grenades could have a minimum arming distance that make them not detonate if they're within a few tiles of launch.
the problem is that this payload size is hard to balance for different nade types. several grenades are so good in the GL solely because they're insane at point blank. giving nades a short timer after impact won't nerf gas grenades as hard as it nerfs flashbangs and stingers, as it's unlikely a victim will stay at point blank.
moving things behind difficulty to get is annoying because as it stands, non-GL flashbangs are a really useful tool as sec. to have them made rare because of exploiters will only help codify that using them less optimally is a waste.