Hand grenades are the infantryman's indirect fire weapon. As the
old saying goes, "When in doubt, frag it out." If you've got second
thoughts about entering a room, try tossing a grenade in first to
clear the air. At a minimum, it'll flush anybody out into the open -
at best, it'll flush little meaty giblets of whoever USED to be
there out into the open.
The Mk.67 does two types of damage, the least dangerous of the
two being the blast itself. Anyone close enough to the explosion
will take damage from the overpressure wave, which falls off as a
function of distance. The second, more lethal effect is the
fragmentation of the grenade body. This produces high velocity
shrapnel in all directions around the grenade. Because the shrapnel
bounces off walls, grenades are more lethal in tight confined spaces
than they are out in the open - one grenade can completely deny an
entire hallway or small room. If you can't see the grenade you are
-probably- safe, unless you catch some reflected shrapnel. When
dodging, work on getting something solid between you and the
grenade, as opposed to merely getting more distance from it.If
you hear that distinctive 'Tunk' of a grenade bouncing to a stop at
your feet, you'd best unass the area post-haste. Flip side is, if
you're the one throwing the grenade, you might not want to give them
the chance to escape. Altfire is the key. Normally, the longer you
hold down fire, the harder you throw the grenade once you release it
- but you don't release the handle until you throw, and so you've
always got 4 seconds from the throw to the explosion. Altfire is
similar, except you release the handle after pulling the pin, so
those 4 seconds are counting down while the grenade is in your hand.
I recommend releasing the button and throwing at about 2 seconds -
any later and you're likely to eat some of the damage. If for some
strange reason you hold the altfire button for the full 4 seconds...
well... I grant it's a spectacular way to commit suicide.