A few things about grenades in BFV:
1- I’ve tossed firecrackers stronger than these things.
2- No cooking? STILL??? How many battlefields do we need to go through before we get a useful option present in almost every other game out there!
3- Only able to carry one grenade, and it can’t be resupplied from support ammo crates. Panzerfausts, PIATS and other more powerful, more spammable explosives can, but not grenades…
4- The ‘smart grenade’ issue. How does having the grenade begin it’s timer when it falls to the ground make sense?
It seems everywhere I look, people are going “thank goodness there’s not so much grenade spam like other battlefields!”. And quickly follow up with some half-baked idea that grenades aren’t actually supposed to be lethal, as if they were meant to be some kind of dinky cattle prod.
Have none of you played the original BF1942? You started with THREE grenades, and they were MUCH stronger than these little party poppers, plus a shorter fuse, no obvious HUD icon, no audible callout. I mean, you almost have to TRY to get killed by a grenade now with all the hand-holding DICE gives you, and the direct nerfs to the nades themselves. Yet BF1942 was succesfull and people learned to adapt, instead of whine.
Heck, I’d love to see a ‘grenadier’ class with only a pistol and a full bandolier of decent grenades.
Ever since Battlefield 2, the ‘crutches’ have been given to the players who couldn’t effectively use or anticipate grenades- by limiting the power, number carried, and resupply of grenades. Plus, in a normal sized battlefield map, the distances involved and number of paths to objectives are large enough that I don’t see any reason why grenades should be so weak. Unsurprisingly, who do grenades hurt most? Corner campers, snipers in their hidey holes, bipod supports happily draining one belt mag after another. When playing aggressive and taking flags, I think I’ve died TWICE to grenades in BFV.
So it makes me wonder if everyone whining about grenade spam either spends all their time camping, or spent too much time in that disgustingly un-battlefield operation metro, which really shouldn’t be used when considering weapon/explosive balancing on the other 99% of maps.
/end rant
Suggested solutions?
1- make explosives/gadgets refill from support ammo crates more consistent across types- A panzerfaust is more deadly and far more useful to your team (fort and tank busting, blowing out building walls on window peepers) than a grenade. It doesn’t make sense you get ammo for it but not a grenade.
2- let everyone start with one grenade like it is now, it fits the attrition model, but up the total carried to 2 when resupplying at an ammo dump or support crate.
3- support crates refill grenades- one per grab, like the other explosives.
4- either make grenades cookable, remove the ‘smart fuse’, remove visual HUD warning, or simply make them more powerful. I’d be happy with all these, but I don’t want to be swept out to sea by the flood of salt.