You don’t need grenades to do that though… they are more purposeful for breaking choke points and campy tactics. People just expect to chuck a big hot dog that you can easily time out and have it result in dead bodies. The ‘aim nades’ were unpopular because they were hard to use (which is usually considered a good thing), and let’s be honest here- being able to cook grenades makes them way less difficult than when you have the ‘predict and toss’ system. Having the more ‘reliable’ grenades on a specific class makes that class feel much more important as the grenade is used purposefully when needed.
Special Ability Suggestion
I think a three second throw-and-forget grenade for four classes, and a five-second grenade you can prime for soldier would be an excellent balance.
I really don’t bother much for this, I just want an extra weapon that helps when you are one vs many, and the nade is the ultimate weapon in this configuration.
Because right now I may take 2 down, but most of the time I get pwned after that
The earliest I know of (or played) was QuakeWorld TeamFortress. This was a nade paradise with at least 7 different nade types available (frag, conc, flash, mirv, napalm, nail, emp). Grenade jumping, double grenade jumping, grenade + rocket jumping was so much fun. Often one had to count even two nade timers at once to be able to make a double grenade jump. Additinally there were normal grenade launchers and pipebomb launchers, rocket launchers, rocket turrets etc., etc. and noone complained about spam. Sad to see how modern games downgrade in variability and diversity of weapons (see TF2 and now DB). Nowadays it’s mostly the instahit bullet weapons which is ofc better for netcode and headshotting skills but also less fun and less tracking.
Most objective games have grenades. Comparing DB to Q3 or UT is a bit silly (gun wise). Q3 has a grenade launcher and a rocket launcher, it also has a plasma gun and a lightning gun
Maybe we should see those in DB instead then? UT99 had a rocketlauncher that kind of doubled as a grenade launcher, it also had a flak gun & even a redeemer. Maybe we should implement the redeemer in DB? 
Hmm I’m starting to like this logic.
UT 2004 had spider mines you could control…
Threads like this give me no hope for DB.
‘Tries to escape with docs, turret starts to shoot me in the side, gets stuck in glue, conc. grenade comes out of nowhere, runs into some caltrops, hits spring mine and launches into the air …’
We just need a clown car to escort that the engineer (or any class :P) can repair when the wheels fall off.
[QUOTE=stealth6;464275]Most objective games have grenades. Comparing DB to Q3 or UT is a bit silly (gun wise). Q3 has a grenade launcher and a rocket launcher, it also has a plasma gun and a lightning gun
Maybe we should see those in DB instead then? UT99 had a rocketlauncher that kind of doubled as a grenade launcher, it also had a flak gun & even a redeemer. Maybe we should implement the redeemer in DB? 
Hmm I’m starting to like this logic.
UT 2004 had spider mines you could control…[/QUOTE]
I’d actually like to see some more unique weapon types like the LG and others that could be appropriately adapted to fit along side the traditional weapon type. Even some completely original weapon concepts that might fit. Can’t say too much for a lot of the other stuff though heh, but it helps when they actually try to belong.
[QUOTE=RasteRayzeR;464249]ehhh … sorry, but Quake 3 and UT had grenade launchers and rocket launchers with ammo at will …this is even better than nades but not the same type of game as DB. That’s why in DB, if you want spicy action and a way to control a point by yourself, you
NEED THE GRENADES BACK OMG ![/QUOTE]
Hmm, I should of clarified. By grenades I meant frag grenade style, not grenade launcher.