Grenades do less damage in cover to reward players in cover and help weapon teams survive single grenades. The reduced damage provides an obvious play/counterplay option. Flush them out of green cover and you can blast them with nades, otherwise you need to think carefully about when to drop the nade.
This is slightly different in buildings where proximity is of critical importance and facing changes, as well as size of the building, also come into play.
Nades are for assisting in squad breakthroughs not to be 30 munitions hand nukes.
i cant agree with that. in vcoh grenades were the supposed counter to hugging cover. even in reallife grenades are the counter to heavy cover.
and how do you wanna flush a enemy out of cover without grenades? (if you say flamer/mortar now then you wont need nades at all anyway)
btw how many times do you see nade tech? i rarely see it because its just not viable with the heavy cover bonus for explosives.
cant agree with obv. play/counterplay, the biggest and easiest counterplay to nade is just to move back/sidewards, voila.