yes they tend to explode if the entity using them dies.
  
						.. 
And if you actually read my post you would see that I have pointed out numerous times that mainline infantry should not have incendiary grenades. (Which by the way conscripts also have and are getting buffed).
(At the same time cloaked units should have DOT weapon and not demolition nukes)
If one remove Inc. Grenades from VG (as one should), one has to give other tools to them for dealing with garrison. 
But this thread is about small arm fire and DPS, not grenades.
  
						I actually have pointed out numerous times that half the problem conscripts have come from the VG ST44 upgrade... 
  
						DPS at range 0-10-20-30
mosin_nagant_rifle_conscript_mp--3.44--2.52--1.96--1.22
Patch
mosin_nagant_rifle_conscript_mp--3.43--3.43--2.12--1.35
conscript_ppsh-41_sub_machine_gun_mp--10.82--10.82--1.09--0.20
Patch
conscript_ppsh-41_sub_machine_gun_mp--9.84--9.84--0.99--0.18
PPSh squad DPS--42.78--40.02--9.14--4.26
Patch
PPSh squad DPS--39.79--39.79--9.31--3.84
Soviet infantry changes, my analysis:
Show Spoiler Changes to DPS in translate in numbers
Show Spoiler Penal
  
						
I would add some more, the very big minimum range,  the sight penalty, the accuracy penalty when switching modes. 
The fact that it can fire trough blocker thou make it very good in some maps. 
  
						Warning a wall text coming, my apologies.
DBP Goals
Tune select underused / undervalued commanders to increase and diversify the number of viable strategies available in automatch (More info to come - to be included in V2 of the DBP Mod)"
Show Spoiler As far as I understand 2 commander per faction will touched. That makes some since small changes are easier to evaluated but since there is a very large number of commanders and the process will take "for ever" I have an additional suggestion.
Repair Speeds
Show Spoiler USF Rear Echelon & British Royal Engineers:
Forward Retreat Points
Show Spoiler * UKF FRP requires Company Command Post.
Fuel and Munition Caches
Show Spoiler * MP cost increased from 200 to 250
OKW
Kubelwagon
Show Spoiler To decrease the manpower bleed the Kubelwagon can inflict in the early game (primarily vs USF), we have made the following changes:
Jagdtiger
Show Spoiler To decrease the on field dominance of the Jagdtiger against Allied tanks, the unit has received the following changes. To help keep the unit useful vs infantry, the Supporting Fire ability has received some performance enhancements.
"Panther V
Show Spoiler As arguably thebest non-doctrinal heavy tank in COH2, we felt that the unit offered too much benefit to spam and was increasingly dominate when produced in numbers. To encourage players to diversify their late game tech, we have made the following changes:
Sturmtiger
Show Spoiler Consider adding some suppression vs infantry
Panther V
Show Spoiler Unlike the OKW Panther, we feel the OST Panther is more or less in a good spot. However, to make it somewhat more reliable in combat, the variable reload time of the main gun has been reduced.
Stuka Dive Bomb
Show Spoiler * Increase AoE damage multiplier from 1/0.35/0.05 to 1/0.35/0.08
M4C Sherman
Show Spoiler The M4C Sherman has been tied to Soviet Tier 4 tech to prevent it from being spammed and to encourage players to diversify their tech.
Penal
Show Spoiler The Penal Squad has received some minor adjustments to bring it more in line with its cost and to reduce its effectiveness as a powerful generalist unit by offering a more distinct choice between anti-infantry and anti-vehicle.
Dshka
Show Spoiler The Dshka HMG has proved to be exceedingly cost effective and thus the adjustments made to the unit below will bring it more in line with its performance and make it less of a spammable unit.
Maxim Suppression Intel Bulletin
Show Spoiler Suppression bonus reduced from +5% to +1%
Conscript
Show Spoiler To make Conscript squads scale better into the mid to late game, as well as, be able to trade better vs comparable Axis squads such as Volksgrenadiers, the following changes have been made:
ISU-152
Show Spoiler Pls remove minimum range or make smaller to 2. 
USF
Calliope
Show Spoiler 
Priest
Show Spoiler The Priest has received the following changes to make it less abusive and spammable in team games.
Rear- Echelons / Riflemen
Show Spoiler To improve Rear Echelons as a support unit and improve their usefulness at different stages of a match, the following changes have been made:
BRITISH
British Trench
Show Spoiler Consider moving trench and sandbags to RO.E. 
Firefly
Show Spoiler Due to the Firefly's range and accuracy, when combined with the Comet or when multiple Firefly's are fielded, this combination of tank power can prove to be overly dominate (primarily in team games). To compensate, the following changes have been made:
BUG FIXES & Quality of Life Changes
Show Spoiler Fixed an issue where OKW starting weapon crew stats were superior to other faction weapon crews, and on-par with mainline infantry
  
						It does when it in siege mode. Place it behind a shot blocker and support it and it quite strong
  
						In addition one could also provide more tools specialized in dealing with emplacements like, FMHT, Brumbar, ST, Stuka dive bombing, that could for instance be less affected by brace.
  
						
Grenadiers and VG without weapon upgrade have the same long dps.
  
						Let me suggest something that might need abit more work but might actually be more useful. 
Imo the mod has to many changes making it hard to evaluate the impact. 
So my suggestions:
1) have a separate mod for doctrinal changes and core changes.
2) Split doctrinal changes into 3 categories.
A) changes to abilities that are simply meh or op like "armored vehicle detection". 
Show Spoiler there 2 more similar abilities, vehicle detection of shrek storm-troopers and detection from Tank Hunter IS. The of these performance 3 abilities  is completely inconstant. ATIS get the ability always on for free, storm-troopers need a 75 mu upgrade and then pay 30 mu per use, while Soviet lose a commander ability and have to pay mu to use. One has to change these 3 abilities to be consistent and useful according to "cost" with the Soviet being the strongest, then wer then UKF.
B) Redesign commander by shuffling abilities with making some rare abilities more common and some very common abilities more rare.
C) Introduce abilities hat are not used or create new.