Underrail Forum
Underrail => Suggestions => Topic started by: harperfan7 on May 20, 2021, 04:42:23 pm
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Lowers damage nade CDs by 1 and special nade CDs by 2.
Frag CD .5 turns per point, up to 2 points
HE (same, assuming plasma = HE)
incendiary (same)
Flashbang/stingball 1 turn per point, 1 point
EMP (same)
whatever others (same)
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If your goal here is to curb grenades' power without directly nerfing their damage then I dont think Grenadier is the place to hit, even without it you can pretty consistently decide fights in just one damage grenade by aggroing -> fleeing to let enemies dogpile after you in a tighter group. I'd take the route of restricting higher-quality grenades to Throwing-centric builds with a skill requirement; this could be strictly gating their use to a certain skill threshold, or treating it like Trap disarming and introducing a 'critical failure' for grenades where they fly behind you, wildly deviate much more often, or just blow up in your face when your skill is too low.