Ashen Earth wrote...
holdenagincourt wrote...
Ashen Earth wrote...
holdenagincourt wrote...
Grenade Capacity V is balanced atm because there is no longer any time to collect grenades between waves, meaning you have to expose yourself to enemy fire and get pulled out of position during enemy engagements just to restore your ability to use one of the three powers in your kit.
With Grenade Gear V and my 5 thermal clip consumables, my Krogan Soldier can throw 45 Inferno Grenades consectutively, in addition to however many he was carrying before I started using clips. My Asari Vanguard can throw 40 Lift Grenades in a row, each with enough power to OSK a room full of troopers.
Don't even get me started on Drell Adepts.
There's a tradeoff though, with the time between waves zeroed out and all that. And there is no situation in which one would throw 45 grenades of any type consecutively.
My Krogan Soldier can carry 9 grenades. I can throw them all, then use a thermal clip consumable. I now have 9 more grenades.
I can repeat the process until I've incinerated everything on the map, and the butthurt AA I was playing with gets mad and posts a "nerf the Krogan Soldier it's OP" thread on BSN.
What I mean is, you won't require 45
consecutive grenades of any type to wipe out any enemy spawn. Those grenades are meant to last you for an entire match, in addition to whatever you can manage to pick up from ammo boxes as you're running and gunning
or screwing up the spawns between waves.
Sure you can blow them all at once in a spectacular display of improvidence and manliness (not that I ever do that

), but you do have to manage them. With some characters more than others, of course.
I also like that grenade capacity gear actually makes it possible to play a gold match with another grenade user (or more than one other) and not feel like reaching through the interwebs and strangling him. It makes me less dependent on buggy or stingy ammo boxes and on another teammate not having just beaten me to an ammo drop.