I don’t have these problems throwing grenades myself, but after reading through all of this I’m starting to wonder if the skill tree is somehow broken for new players? Old players/characters may be fine, but new characters may be screwed? Maybe THAT is the issue? Do any other skills seem to be broken, offer no benefit?
I’ve been playing about a year, a little over actually, and with four characters…my primary has two points into throw accuracy, one point into throw distance, and while the point of aim is indeed hard to judge, it does appear to be consistent for me. My other characters have different point amounts here or there, so throw accuracy wanders for some, but doesn’t seem to be as bad in general as some others have pointed out. If they’re newer players, newer characters, maybe there is something wrong with characters created after a certain date? Shouldn’t be possible, but,…well…
As for throw accuracy/behavior of other throwables, they do not all act the same for me. As another mentioned, molotovs seem to fly straight and true, comparatively speaking. Sticky bombs also seem to be pretty well thrown. Thrown EMP cells (small, medium), flares of both types, fireworks, and smoke grenades may not all have the same exact throw behavior/characteristics.
As for the hand grenade fuses, has anyone timed them? They seem fine to me, what I would expect for a fragmentation (HE-FRAG) or concussion (HE) grenade. For a typical grenade, a five second fuse time is pretty much world standard. What are these grenades based on, what is supposed to be the standard for them, the design specification goal fuse time/length for those grenades? Whatever that data says, is what the game should try to replicate, within reason. Speaking of which, at the other end of the spectrum, the fuses on the thrown EMPs are too short for my tastes at least. Hard to make use of any throw distance improvement, with the EMPs going off early! We can always ‘COOK’ the grenades if we want them to detonate sooner after we throw them, use cover to prevent getting shot up while ‘cooking’ them…but the EMPs, I feel like I can’t use them from as far away as I would like.
As an aside, it would’ve been really nice if one of the locations in the game had been a legitimate training ground for soldiers. A decent length rifle range (500m), grenade range, etc… There are a few shooting ranges in the game, but they all have such short distances, you can’t really stretch a rifle’s legs so to speak, or anything else beyond a handgun, really. I went so far that I took it upon myself to try and build half decent ranges at Tyloveden and Gardberg Mine. Full length/width of the construction area, targets at one end, lanterns and other structures positioned at roughly measured distances stretching all the way to the other end of the area. Gardberg, I’ve got the range down on the lower flat, east side of the zone, targets at the south, shooting positions scattered to the north at roughly 20m intervals. Tyloveden, I have the range set up about the same again. I have something of a grenade range built at Tyloveden as well, targets scattered at different ranges and in different concentrations to the west and ‘grenade pits’ to the east, with a wall between the rifle range shooting lane and the pits. Both cases, though, the distances are still not exactly stretching a rifle’s legs… Locations sacrificed as Resistance training facilities, rather than built as sites for base defense. Most other bases didn’t have flat enough terrain to suit my tastes, not for this purpose. (Hell, for any purposes, in my opinion. Different spots in each zone at different elevations, fine, but rolling hills all over don’t make for a good base…)