ok, guys, i'm returning to this whole "explosives" idea and i need suggestions for tier 1 and tier 2 explosives
oh, and just to clear up the ideas behind the RPG and grenade launcher
the original concept was that the two weapons are not actually supposed to be used with eachother
despite the fact they're both in the tier 2 package they aren't actually supposed to be used in deathmatches: when used together the grenade launcher fits more of a tier 1.5 role and the RPG is outright tier 2, but when used by themselves they both fit their roles rather well
anyway, the concepts i'm running on right now for E1 and E2's additions are as follows
dynamite (tier 1) functions fundamentally like a grenade more like a mine then anything: you can't throw it very far but it explodes with a fairly large damage radius (read: grenade launcher size), and can be found in packs of 3 or more
TNT (tier 2) is basically an explosive you can set up anywhere at any time: drop it, and then shoot it, for a controlled but still rather large explosion
also comes in 2 other flavors: gas tanks and propane tanks
cluster grenades (tier 2) are essentially a powered up concussion grenade: throw it, and once it impacts the ground somewhere it will fragment (just like the name implies) into smaller explosives which will then ALSO explode
How about:
A smoke grenade (very dense particles for backup).
A spike grenade (like a Stick Grenade just that it has some spikes on the Black side, and it sticks some time to walls before explosion).
A shock grenade (creates a bunch of impulse power but does not do much damage).
A long-edge grenade (explosion takes place [and damage] more on the X&Y&-X&-Y axis, Z&-Z axis giving a little amount of damage).
A hammer grenade (explosion takes place [and very high damage] on the Z&-Z, X&Y axis giving a very little amount of damage).
A entry grenade (penetrates a brick [like, a wall] then the timer starts).
A grenade-on-demand (once thrown the item is switched to a controller, the grenade won't explode untill the controller button is pressed).
A hit-start grenade (once the grenade hits a surface a small timer starts).
A stop-grenade (once the grenade velocity values are 0 0 0 the grenade explodes).
Fixes:
A flash grenade which works better than the current one...
A fragmentation grenade, somewhat like the Frag Grenade but a better model and more particles after explosion released.