Yes, grenades are pretty broken. I noticed that even in the original fallout games, to the point I refused to use them.
Broken from "Game" or "Simulation" pov?
I get the idea that some people here want grenades to be like in Counterstrike: an annoying and sometimes useful thing that provides "support". At least in CS/CSS, nades provide some kind of indirect fire.
Also: I haven't seen knockback/knockdown from grenades in a while.
I just think that 2 Ap for throwing a grenade is to low. Can u pull the ring and throw the grenade faster then u pull the trigger on a weapon ?
2 AP is with Fast Shot AND BRoF (a Lv 15 Perk), so this is an extreme case, requiring a high-level specialist.
As for pulling a ring... rings can be pre-pulled and the lever held with a string- perhaps even several grenades on a string.
Kind of dangerous, though.
Hmmm...
Perhaps a "primed" mode with dynamite-like countdown, 1 AP put put the ring back in and stop the countdown.
Pre-burned grenades keep their countdown after ring-reinsertion and have to be recrafted (1 GP) to make them regular, stackable nades again.
I wouldn't have a problem if nades were AP6-7 to start with, and bring back the old knockback/down, maybe increase AoE by 1 hex, increase crafing CD by 1 minute per individual nade, and have the max range be based on Str 5 (Which it sort of is, but in a way that makes higher Str not matter).
Add 1 range per Str above that, and 2 per level of Heave-Ho!
At present Heave Ho only helps with Str <5.
Perhaps require an extra AP to throw beyond regular max range if Str/Heave Ho enable the extra range.
1 total or 1 per hex or 1 per 2-3 hexes?
This way nades would be balanced in a way that satifies both gaminess and simulation. (Well, a compromise.)