flash - blinds and deafens players longer depending on where they're looking(occasionally a few sounds slip through the deafening system but it works most of the time)
conc - standard explosive, deals up to 88dmg
electric - zaps any players in a pretty large radius and slows them a bit, deals 26dmg
frag - weaker conc but throws shrapnel, explosion deals up to 52dmg, shrapnel deals up to 60x19
gas - releases toxic gas which stays for 8.5s, deals up to 171dmg
molotov - bottle you can throw and burn people with, impact deals up to 40dmg, fire stays for 10s and deals up to around 220dmg + 15dmg afterburn
nail - weaker frag with stronger shrapnel, explosion deals up to 32dmg, shrapnel deals up to 50x33
smoke - releases black smoke that lasts for 20s
stick - sticky hand grenade, deals up to 118dmg
here's my official suggestion list for this. read/use/ignore it at your own discretion:
conc/stick: remove damage falloff if it already exists so it just deals flat damage to anyone caught in the radius.
reason: consistency in fights. lends more utility as a crowd control item by forcing targets to actually move a set distance away from each other in order to survive, pushing them out of cover so you can take better shots with other weapons. also makes it really powerful because you can lob it at a wall and cripple any enemies that are behind the wall and know exactly how badly damaged they were.
frag/nail: see other page. basically line of sight check instead of projectile damage.
reason: also consistency. frag grenades can be amazing tools on maps with a lot of cover, and are more fun to use because you have to think about where you throw them in order to maximize the lines of sight. in the presence of conc/stick, it will be underpowered as it stands, but with a bigger radius it can stand up on its own.
smoke/gas: combine into one item. just have the smoke do damage, but not a great amount. like crossing thru smoke should do up to 20-30 damage maximum
reason: both smoke and gas act as area denial and dynamic cover, preventing people from crossing into territory and allowing you to set up ambushes. if anyone is brave enough to push thru it, they'll have already taken a little bit of damage making them weaker. having two separate items that already have a good synergy together is dumb because then you need two inventory slots just to get the most out of both of them.
electric: less damage, more slowdown and radius
reason: as it stands electric grenade might be the best support grenade in this pack, and there's almost no other add-ons that offer wide radius slowdown debuffs. you don't even have to change it that much. with higher damage, electric will fill another area denial role and players who use it will feel more incentivized to just throw it at choke points, and targets will simply wait it out/avoid it. ideally it should be used as a well-timed sneak attack when targets are clumped together or need to cross a wide, open area with little cover, so these changes may make it more useful in that department.
molotov: widen spread of fire, lower damage significantly. make it so players who are on fire stay on fire for a while and can leave a trail of more fire wherever they walk.
reason: molotov and gas fill the same role as the area denial punishment already. this change will point it more towards the tech/anti-clump cluster grenade style of gameplay. wider fire spread means that you can throw it high on a vertical position like the top of a building and it will spread out onto the ground below, adding more vertical usage than any other grenade. the fire spreading/lingering burning guarantees that anyone hit is weakened and must scatter in order to avoid burning their teammates too. the fire trail also means that targets can like, jump over the fire in order to avoid it, making it more fun to fight against a molotov while also forcing them to go airborne and making them an easier target for almost every gun