High explosive: Higher, more concentrated splash with sharper falloff -OR- standard, blast-only grenade with large radius
Frag: Standard grenade, normal splash and damage -OR- low blast splash, high shrapnel count, damage done primarily by shrapnel. Make it so shrapnel doesn't get through enemies, but blasts do, so you have a grenade type that works best against blast-vulnerable enemies and one that works better for enemies that aren't as vulnerable to blasts (Maybe make shrapnel hitscan?)
Thermite/Incendiary: Self explanatory, sticks to enemies, does DoT fire damage and works as area denial. Maybe try to make it occlude monster sight?
Flare: Self explanatory, no changes really needed except for maybe a larger radius. (Though some spark FX would be nice)
Clusterbomb: Improving how it works would be helpful. Maybe the grenade itself barely does damage? All shots going forward on airburst could be useful, but could also be annoying.
Nailbomb: Seems redundant... Could do DoT bleed damage to enemies? Incendiary would also do DoT but doesn't last forever, and also stops you from moving through it, and does burn damage.
Nerve gas: Hard to balance, currently very dangerous to the user. Dunno how to make more useful and less OP.
Could have lingering effects but small actual AoE time. Would also help differentiate from the Thermite, since then it wouldn't be an area denial weapon too. DoT? Could stun... How do we make it useful against players too? (Mainly for balancing it, so you get messed up if you're in range)
Incendiary, nail and gas grenades could tie into #127 for balancing.
Incendiary, nail and gas grenades could tie into #127 for balancing.