- Fire animation is broken half the time
- The "grenade" voice over is hard to hear and sometimes never goes off
- Its long range makes it hard to avoid/dodge
- It has a large AOE and can wipe 1-2 squads
- Almost the equivalent of having a precision mortar strike
This grenade is over preforming and requires adjustments or costs increases. While I understand Wher need good anti-blob as well as building options, the rifle nade is overdue for an adjustment. The grenade while having a long contrail after fired, its almost impossible to dodge/counter play. The "your men say 'Grenade' before its fired" isn't a fair enough argument to justify this abilities performance.
The grenade has a few options to make it more fair *These are suggestions and not all of them have to be implemented but the nade needs play more fairly in game*
Add a 1-2 sec timer could be a way to help make it more fair. Sure the ability has the time in between the shot fired but only if its shot at max range. All nades have this and make them easier to spot. Already other nades have this timer such as the bundle nade and the mkII so why not?
Increase cost: This would be the worst option to adjust the ability as wher already have huge Muni drains for mgs and mines but could decrease the frequency of the nades.
Reduce Range: the range could make it so the squad has to get closer to fire the rifle nade making it hard to fire on a whim over large areas of the map.
Reduce AOE profile: This could reduce the heavy squad wiping after the Unit formation and cover changes. Reducing the AOE profile would limit the size of the nade while still keeping its lethality like other nades in heavy to med cover. It shouldn't be able to wipe whole squads (not clumped) spaced out on heavy-light cover.
again these are all suggestions but there has to be something done for this to be more fair as an ability.