BloatedGuppy said:
One mission does not mitigate the fact that grenade saturation is a ridiculously overpowered strategy across all difficulties right now. It needs to be aggressively toned down. As it stands there's really no upper limit on the number of grenadiers that is healthy to take, whereas every other class has strict drop-off points.
Yeah - right now, I'm bringing two grenadiers to each mission. And they rock. I had another grenadier specced into the control/heavy weapons tree but I found that she's not nearly as useful as the ones who take the explosion skills[footnote]although even for them, I still take the armour shredding ability and the Suppress, since I found the alternatives - extra 1 armour and Demolition to be mostly useless a lot of times[/footnote]. Each of them has 3 grenades (2xthe grenade slot one) and a heavy weapon (I go for sredder and rocket) and the amount of boom they do is just crazy. With Salvo, enemies just melt.
I activated three pods today (by accident) and still destroyed them all thanks to all the explosions. Sure, I had other teammates also doing damage and stuff, but there is the thing - I'm pretty sure a team of entirely grenadiers would have been
more effective. I keep other people around to keep the game from being too boring. Well, that and the fact that if you blow up an enemy, you lose the loot. Not really as much of a problem, but still something to keep in mind.
I agree that grenades are pretty powerful. They make the game SO MUCH EASIER. At least if you have two grenadiers, like me, you still have a somewhat limited amount of grenades. Still, even with 6 that's plenty - there are between 3 and 4 pods (9-11 enemies) per map on Commander excluding the reinforcements, dark event insertions (chrysalids, faceless) or other enemies not revealed by the Shadow Chamber (like turrets). You can pretty much just use two grenades per pod with no problems. Then there are the heavy weapons. Those totally allow you two explosions per pod. And even then, you probably won't
need to use them. I usually start concealed engagements with the psi operative throwing Void and then pretty much everything dying thus not requiring any grenades.
I tend to finish missions with spare explosives left, just because they are so useful deploying one or two tends to solve lots of problems immediately. I've given my grenadiers extra movement through PCS since positioning them right makes them so much better.