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Hand grenades are way underpowered
Acknowledged, WishlistPublic

Description

Hi,

I just realized it often takes 2 or 3 grenades to kill 1 guy.

Sometimes I can clearly see the grenade landing on the enemy's head and not killing him...

It happens more often when the target is in prone position.
Of course being prone would help but withing 2 meters radius I would not expect to survive or being combat effective anymore.

This needs to be adjusted.

Details

Legacy ID
1041043853
Severity
None
Resolution
Open
Reproducibility
Have Not Tried
Category
Engine

Event Timeline

50cal set Category to Engine.Apr 3 2015, 9:23 PM
50cal set Reproducibility to Have Not Tried.
50cal set Severity to None.
50cal set Resolution to Open.
50cal set Legacy ID to 1041043853.May 8 2016, 11:49 AM

what grenades are you throwing? Mini grenade is lighter you can throw it further and it deals less damage maybe this is the case?

I can confirm it usually takes two RGO's (the larger grenades) to take out an OPFOR dude.

When I have to clear buildings I always make sure I have the larger grenades on me and often have to leach more grenades from my AI team mates to clear multiple buildings.

I throw them accurately: I go inside building until I have visual contact with enemy -> throw grenade -> look again, see that he's alive -> throw another -> now he's dead.

The grenades seem underpowered, with enemies surviving the blast indoors from a grenade a few feet away.

+1, voted up. I think thats beacuse there is not frag simulation , just explosion. Something like "blastwave" and "damage" should be increased.

I agree too.
The Grenades(not mini-grenades) have weak explosion damage effect.
But I think in the game is not only grenades are weak explosion effects.
Also the explosion of anti-tank missile(not anti-infantry charge!) has a weak impact on the enemy in the radius around of hit.
undoubtedly explosion capable of destroying tanks, should have a greater effect against enemy infantry also/

50cal added a subscriber: 50cal.May 8 2016, 11:49 AM
50cal added a comment.Apr 6 2015, 10:14 AM

Yep talking about RGO grenades.

And also while playing with that I realized that it's virtually impossible to throw them through windows that have any sorts of frame attached to it.
The grenade will always bump on it and come back to your face.

The grenade effects and handling needs to be reworked somehow.
In earlier build we could adjust the throwing strength by holding the fire button. This was way better.

Perhaps this should come back into the game with some kind of optional vector indicator to actually help us with aiming.

Adam added a comment.Apr 7 2015, 11:31 AM

Hello,

Opfor has better resistance against explosives. Also when they are prone they also take less damage from explosions.

Yes, we know that, but as author writed :

"It happens more often when the target is in prone position.
Of course being prone would help but withing 2 meters radius I would not expect to survive or being combat effective anymore."

For mickeyman :
"Also the explosion of anti-tank missile(not anti-infantry charge!) has a weak impact on the enemy in the radius around of hit.
undoubtedly explosion capable of destroying tanks, should have a greater effect against enemy infantry also/ "

Those rounds are not effective against infantry at all (maybe do some scratches) beacuse its cumulitive enegry (explosion force go in way, where there is void [emptyness] in round, not all around it). Only HEF, HE rounds are for killing live targets like infantry - there is no void in round and all explosion energy and frags are falling with extreme enegry around hit place.

@ vlad_8011
I understand, that the explosion effect of Anti-Tank Missile is not effective against enemy infantry. But if such hit will be directly under the legs of the opponent? Very close! You and BIS think the enemy should not die?
Please see video: http://www.youtube.com/watch?v=7WEqfD38Ug8&feature=youtu.be

I shoot from a distance of two meters directly under the feet of many opponents, but this hit did not kill anyone. Big nonsense!
I'm sure, such hit and explosion in the real life, will to tear off an enemy's legs (i.e. to kill!) anyone who is within a two-three meters.
But this is not happening and it's wrong.
Need to make a small, but lethal radius for Anti-Tank Missile explosion/

I agree with Mickeymen. AT ammunition is not effective against infantry means that it is not worthwhile to use these in comparison to other munitions. It doesn't mean it is literally ineffective, they are still explosives.

With the grenades I can accept that 'future protection' is better, but if the grenade is really next to the enemy and he doesn't die? Still a bit unbelievable.

50cal added a comment.Apr 11 2015, 6:03 PM

Even 2035 protective gear will not save you from a grenade going off 1 meter away from you.

But hey miracles do happen ;-) let's just pretend we have very lucky AI...faster that fixing it right?