So.... exactly the same like flamers, but at a different distance(unless you're one of these top dogs who just hug green/garrison cover regardless of flames).
Which..... happens to be the fucking point of the ability.
When was the last time you played the game if you think you can dodge a flamer? It's a DoT weapon. If a flamer goes for your garrison, you get out of the garrison. You don't hop out, wait for the grenade to go off and hop back in.
It's practically the mechanical opposite of the rifle grenades.
Or.
B. Replace the ability with RE flamethrowers and put RE rifle grenades in the Rifle Company Commander.
Then you've just moved the problem to another commander.
My problem is with the
mechanics of the rifle grenades, not their availability or their power.
Don't mortars (not just the mortar pit) operate much the same way? Theyre set and forget, and they deny cover. Obviously there are differences, but with regards to everything you said regarding why they are badly designed, they're the same.
I don't think mortars operate that differently from infantry squads at a high concept level. They have a range around them they can shoot, and they'll autofire at enemy squads within that range.
You can't realistically dodge the mortar shells any more that you can realistically dodge an LMG. All you can do is position your troops in a manner that mitigates the damage.
For an LMG, that's behind cover. For a mortar, that's spread out.
Yes, the mortar only needed one click to set up, but you only need one click (a reposition order) to react to it.
This is the strength of CoH's design: it's (usually) not an APM game. It's about smart actions rather than
more actions.
My problem with the Rifle Grenades is that you
can dodge them.
Imagine if mortars had shell timers. The shells land, and you've got a few moments to move your squad before they go off.
That mortar now requires much less
thought to deal with. You just move your squad off the timer.
However, it now demands a disproportionate amount of
attention. You need to constanly keep an eye on that squad in case a timer goes down. You need to move it off the timer, wait for the timer to go off, and then move it back.
When you're trying manage other engagements, this time-consuming yet menial quick-time event is really,
really annoying.
The solution is simple: if this is to be an autofire weapon, ditch the timers. Accelerate the projectiles. Make it unrealistic to dodge these things. Then balance their damage around the fact that they can't be dodged.
That solves everything.