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If you've got a free hand slot on a merc with good strength you can give them like, lightsticks or flares (or smoke grenades which IMHO have no use). Lighting up an area at night can make a huge difference.
You don't know? Smoke grenades are excellent. And tear gas acts the same way. If you throw them in between line of fire it makes any hit a grazing hit instead. It's almost like giving yourself a huge armor buff. It's even great to create flanking situations such as throwing out an overwatch as they try to come around the smoke to get a better line of sight. They really change the battlefield and they last like 5 or 6 turns.
In theory I would use smoke realistically, to provide concealment and allow me to get out of a dangerous situation. But I'm not gonna take up a hand slot that could be used for something useful on the off-chance that I find myself in that situation someday.
Sure but this is where you can beat the AI tactically. They can continue to fire at those smoked mercs while you flank or use overwatch more safely, or move your team more safely to better cover. Also tear gas is better, enemies will run into it and get debuffed. Idk, creating barriers on the battlefield that you can use seems pretty useful.
I believe its the Rain that gives a natural mishandle debuff. I think its something like -20% or so.
so yea, dont do that in the rain.
But to answer OPS question, no.
I have RED on my team and hes the only one who allowed to use grenades. his inventory is filled with grenades. Smoke bombs, tear gas, molotov, flashbangs, frag grenades, mortar, RPG, you name it, just all around explosion guy.
enemys in for a surprise when they shoot red and dont kill em.
you know what, I never thought about the grenade launcher mods on the weapons. my RED has one on his and I mainly use it for when I cant reach far enough with a regular grenade so i use the grenade launcher to shoot further.
But never thought to use it on low exp mercs since I thought it effected exp stats as well.
ima have to give that a try.