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Rapporter et oversættelsesproblem
Post combat lvl 40 the player has 12 rested AP {14 AP at lvl 80} ... at this time they can throw 2 if desired. If you toss Gas first just hit [Tab] to see them so you know where to toss the second etc. Also ... very often you may get to target them while they are still in the Gas ... they love to stay there lol.
Smoke nades are fine in they literally grant no skill ... so are a pure utility nade. Tossing Gas with low skill is a waste of a valuable ammo. I never use smoke, but they do have a tactical use ... and as above can be safely used without skilling Explosives {should that matter to a player [does to me]}.
Just be grateful the mobs do not use Gas lol ... though I still remember when seeing a grenadier mob it was special. Now almost all mobs can toss them on script ... like when your team is gathered or when you end your turn with a target near death ... they will toss a stun nade 100% of the time lol ... I hate it lol. Though high initiative deals with stuns well ... still annoying as they land on me 100% lol.
Anyhow not to be critical of your suggestion per se ... just that I think it is working fine and as intended. As a player that has mastered Explosives more times than I can remember ... I think they are all in a great spot.
If I made a suggestion it would be that Explosive Perks are always all on ... so I am not janked into the character screen to set perks for 1 toss. I would not expect all to do that of course ... and I "get it" as it is, but be cool.
I get you dislike losing LoS with them for a turn or so ... but you should still know where they are and be able to toss another nade type ... Stun with DoT on top of the Gas and Toxic DoT can be OP for sure. Electro first before Gas is pretty crazy if they have Personal Shields.