The moments the signs show up and the first detonation is at worst only sligthly longer than a normal grenade from tests. If MilkaCow is right in his numbers, the first explosion should actually be faster than a normal grenade. Making the "Easy to dodge compared to other grenades" null.
I compared them to the MK2, since that would be somewhat an American equivalent. Those numbers are the times that the grenades need to be thrown. The total ability time is longer as I stated earlier since all models need to move in range instead of just one. It has more telltale signs than normal grenades and it is more random - if you are lucky you get a good spread that hits well, sometimes those grenades deal barely any damage even though they hit straight on target.
Compared to their standard Stielhandgranate (The 30? munition one from Volks) they are equally fast or slower on the animation, but once again only one model has to throw the grenade in this case. I wouldn't consider their strength to be a problem, else people would use them frequently with assault grenadiers as well. It's just the fact that they are more cost-efficient to use as OKW due to the fact they cost only 10 instead of 45 munitions. Both factions only have access to them via doctrines. They are definitely easier to dodge than the normal Volks grenade as it's easier to see their animation and even if you get hit by one it's usually less devastating. Only getting hit by multiple grenades will be really dangerous.
Making this ability fun for both parties? Like dropping the cooldown for something else?
1 minute of out combat + price increase to maybe 20/25MU + less damage over the AOE? or an even smaller cooldown. Something along those lines. But we have to keep in mind that this ability can make the cheap good at long range volks become lethal close range units.
Edit: the CP cost could probably be brought to 1 or 2 depending on the final package.
Might make it more balanced, but I think that would to a great degree also destroy their uniqueness. Right now they are a rare use, high potency ability. The munition increase would water down their cost effectiveness (most likely to the point where they are simply a higher risk, higher reward version of the Stielhandgranate) and the 60 second cooldown would make them be available rather often. I'd rather keep them strong, but somehow tweak the trigger that enables the use to something harder to achieve. See earlier suggestions.
Anyways regarding some posters, could you please discuss the actual grenades / ability and possible ways to change them instead of trying to make others look bad? This is not a political discussion in which you win by destroying the credibility of other people. Going down that road will just cause the thread to turn into a garbage bin with no useful creative process happening. The balance team as well as several people in the balance Alpha are reading those forums and if there are good suggestions they will get discussed. In the recent times there were a few posts linking to CoH2.org threads, but it's still rare due to the high amount of 'noise' (let's call it that to be non toxic
).