I don't know the exact range of a satchel. 10? But it's about that, there is no huge difference.
Yes satchel has a range of 10. 20% is not huge but considerable.
I compared the HGB to Penal satchel as they are basically the same abilities. The satchel ability is not OP, so unless the HGB synergizes extremely well with IS or any of their abilities, there will be no problem (I already addressed the smoke twice).
Also I am talking about the HGB in it's current implementation, which should be clear from my post. Please read it carefully, I never suggested that it should be a homing snare with stun lock and everything.
As I clearly pointed out comparison with Penal satchel are pointless because of the assumption that Penal satchel are fine. They are not. The questions one should be focusing is what is this weapon designed for, is it useful, is it available to correct unit?
Penal do not have grenade infatry section do. IS have little reason to have Satchel on top of grenades
The HGB is basically a normal satchel. Make it a normal satchel then. No stun, just engine damage. If you get stunned/snared by a normal satchel, you very well deserved that because you did not react to the squad closing in, the whole duration of the throwing animation and a >3 seconds fuse.
Penal satchel should not have engine damage to begin with it should had been removed the moment At satchel become available.
And in addition normal satchel should be removed by penal once they upgrade with PTRS.
(Imo it should not even cause one shot engine damage since this feature has been removed from other weapons and for good reason and it should work more like a soft snare.)
Finally the AOE should be lowered so that one does not drive his vehicle on the Penal to blow them up.
I have stated thrice now that I do not think it will become a huge issue for multiple reasons. You have not addressed anything of this apart from repeating that they can be used together with smoke.
And I have explained many time that weapon in its current form is simply cheesy and not suited for IS and imo it should be changed.
Yes I just completely disagree on that. Balance team should fix the glaring issues and not spent their limited time on minor things unless they are very easy and unlikely to cause issues.
You are assuming that they actually fixing the big glaring issue but for every "major" problem the fix they tent to create a couple more. Take for instance Super Heavy tank changes they tried to "fix" the issue and they created more.
On the other hand persisting issues like XP values, vet bonuses, reinforcement times, costs, doctrinal vehicle spawn options get occasional attention when the fix are simply, straight forward and lasting.
What you are suggesting here is
1. A complete rework of the ability
2. followed up by a change of the unit that has access to it
This is not an easy thing to do and requires a lot of time and testing for honestly little gain. Nothing about is "simple and easy". What makes you so sure about your idea not having to be fixed "again and again" (which is an overexaggeration, many things have been quite fine after the first patch and potentially a small hotfix) as well?
What I am suggesting is revering to original design with minor change since the "solution chosen did not work and will work even worse with coming changes.