Agree with all the above. In fact, I am trying to reason with grenades in my mod here
https://openxcom.org/forum/index.php/topic,8661.0.html.
Let me carefully analyze grenade abusing to see what can be done about it.
#1
They are super precise. Even if slightly missed they often fall next to the target anyway. Therefore, their accuracy means kind of nothing. Shooting with 10% accuracy is almost guaranteed waste shot. Whereas, 10% throwing accuracy is about 90% hits.
#2
They are obviously area damage weapon together with rockets/blasters. Meaning that they got their target even if they fall next to it. And they also affect multiple targets at once multiplying their effectiveness to insane level. Of course, this forces player to spread, which is somewhat good tactical element.
#3
Quadruple damage to large units when they fall exactly underneath. Don't know what to make of it. Is it how it is supposed to be? Larger body is more affected by shock wave? Ether way, this seems to be quite excessive in the game with quite fine tunes balance. Killing otherwise invulnerable Triscene with a single rocket is kind of unbalanced.
#4
Throw range depends on strength proportionally. I get it is easy to program but aliens with their extreme strength (as well as well trained soldiers) can throw alien grenates over the whole map! At the same time, new weakling recruits cannot even throw it far enough not to hurt themselves. Not necessarily bad things in general but the range of throwing ranges seems to be quite excessive. Would be probably make more sense if it grows a little slowly in respect to the strength.
#5
A lot of units/armors have an absolutely ridiculously low under armor against most powerful damage type. What was the problem to increase it proportionally to weapon power? Why under armor should be necessarily lower than front one, for example? Realism? People have under armor in real life? Ugh.
#6
Vanilla designer could not raise their hand to raise under armor to adequate values. Not sure what stopped them but well. Instead, they introduced a quite low HE damage modifier to multiple units/armors. That is the most awful decision I can imagine. Show player the low under armor value but
do not show them the fact that this unit/armor is actually reduce HE damage multiple time.
Lobsterman with its 90 health and 10 under armor should immediately fall from a single 120 power Sonic Pulser. However, it actually requires four of them due to its HE damage modifier 0.3. Who would knew???
The damage modifiers are not shown anywhere in the game nor even mentioned as hints in alien description. Another Ugh.
What can be done about it? Not much in term of ruleset modding only. I lower Sonic Pulser power in my mod to make it not that devastating. I also standardized all damage modifier and tried to make most of them 1.0 everywhere possible. Instead I adjusted under armor on units to actually protect from the blast. Not much can be done about quadrupling large unit damage besides of raising their under armor even more.
Throw range progression cannot be changed with ruleset. The only thing doable is to increase grenade weight reducing its range overall. This would shorter throwing range for weaklings too but that may be acceptable.
And for accuracy, I guess, nothing can be done at all without major engine revamping.
What do you thing, folks? Other ideas?