The cheat lies in that you immediately know if your grenade has eliminated the enemy or not, as opposed to having to wait until next turn.
Yes, and how is that a
cheat? Virtually any grenade I've thrown in any game other than X-Com has behaved that way, and no-one has been up in arms about how 'cheaty' grenades are
because of that.
The major thing that seems to make people call it a cheat is that it's
different from base X-Com, which is
assumed to be balanced. Which I very much question.
This largely eliminates the need to use shooting weapons (exxcept in buildings and forests), which invalidates the entire X-Com mechanic.
Grenades still invalidate the entire shooting mechanic
anyway. Have you not seen what Superhuman players
do to avoid getting spotted? Have people not been saying "forget rifles, use AC-HE and rockets and grenades and suicide rookies and HE packs and grenade relays if you want to be efficient" to newbies since forever?
There's bit of very recent testing in the BOXCE Realistic Accuracy thread, and jnarical was pretty explicit in saying the way grenade accuracy works is an immediate red flag for them. The streamer testing Xilmi's AI early on largely relied on grenades to break the game, and the AI evolved to play along. The result is an interesting game of mutual grenade tag, but it's not even remotely realistic.
Never mind that you can still be reasonably sure that an on-target grenade will kill an appropriate target. I've not really seen people double- or triple-tap enemies with 0-turn grenades except in cases where their effectiveness is in question - stun grenades, Mutons vs regular grenades, and the like. So in practice, this distinction of "does it kill or does it not" is not as relevant as you think. People tend to just live with the results, and these are close enough to instant grenades that they don't suffer overmuch from doing so.
The broken parts are still the excessive range and accuracy, not the immediate explosions.
Yes, there are intended instant grenades, but they're balanced for this role.
How? The only thing they don't have is the actual cheatyness of grenades as far as long-range accuracy goes. And weight. So you can't really have a grenadier-rifleman the same way you can with regular grenades. Otherwise, as far as I can tell their performance is on par or even better.
It's not just me either, others have proclaimed their like of grenade launchers, too. Well, those who don't play the "don't get spotted by abusing grenades" game. And even some of them - psavola just remarked how instant grenades don't seem to be much of a game-changer to them, either.
Edit: Overall, my point is that grenades are broken anyway, and I agree with psavola that instant grenades merely change the way they work and don't make them much more or less broken./edit
Now, I get that XCF isn't meant to be meticulously balanced or realistic, and people largely like it how it is. So feel free to ignore this, and instead make more of your interesting maps and factions and new items and other stuff which are the main draw of XCF. But I did get a bit triggered here. So, sorry for the rant.