If each person is limited to only two grenades, with the exception of a perk that allows three, then the problem would be solved in my eyes. Yes, grenades in The Conduit did detonate on impact and only bounced off a wall once, which may lead some people to believe that they are broken, but a single grenade cannot kill a player with full health. That being said, a newly spawned player can only kill one player with full health by using both grenades. With three, well, that person would just have an extra one. I suppose a problem that could still occur is players throwing a grenade and then firing to finish off another player. However, if someone is good enough, at least at decent skill level, I don't think that this would be too much of an issue. This is just thinking on my part, and any scenarios played out in my head have the chance of not happening the way I imagine them.
Remember those in prison as if you were their fellow prisoners, and those who are mistreated as if you yourselves were suffering. Hebrew 13:3 (NIV)
There's no point in discussing the issues with Tcon1 grenade logistics, since we all know at least that can't be that same.
Anyways, I think two grenades would work well. My reason for two is just to provide someone extra help when he's knowingly being attacked by multiple people up close. Also, I like the idea of scavenging, especially in such a run&gun-friendly game. Whether you can access whatever a dead body has left or a default amount, I think that would remove the need for caches, while still giving people options.
first off, lrn2 spehl, its Grenades. secondly, being able to throw 6 grenades that take 2/3 health with one hit is ,no question, game breaking. Also, the fact that they have a huge detonation radius doesn't help.
If it was my choice, no grenades or one grenade that cant be given back to you.
Are you picking up what i am putting down?The official bowgun user.Baroth armor ftw Call me Incognito(3), Martian, Pwnage, or THE ranter, if you would please.