No, the top 10% of players won't say anything because they aren't solely dependent on hand grenades for chasing/capping.
You're actually kind of right on this, I personally haven't mentioned it as I find myself not part of the 10%, though someone out there probably will (If I'm lucky) .
One area where the nades are used to unbalance the game is mostly from the Hornet loadout where a weakness of the class is (or was) the ability to get chained out of the sky. On the old IA forums I even raised the point about how weak the class really was to it. Now however, it is not because of three reasons:
- Decreasing amount of players using the chaingun to do their objectives, due to:
- The change the amount of damage a single bullet does (8 to 5 dmg points) and removal of CGII
These two changes are enough to make it much less vulnerable to the chaingun (and actually making the class more balanced with the game) , especially seeing as the loadout does not have a chaingun itself. But the changes actually made the chaingun pretty much balanced.
However, the addition of nade combos has given the class a whole new weapon gives the player a whole new way to do their objectives, and in my opinion, in the right hands, renders the chaingun useless against it (as you have t get up close with the chaingun to score more hits, but in turn making it easier for the enemy to point-blank nade combo you. They can still be dodged of course, but is hard with that amount of splash in the air, and even with the dodging, you are bound to suffer some damage.
I personally when I play the class do not use nade combos (Favouring the traditional midair, as for some reason I cannot hit those bloody nades in midair, at all) , but a good example of a player who does is on your team, and he manages to score top points in scrims shockingly. I myself used the class on Saturday, and scored the highest points on my team with it. (although the scrim was slightly unbalanced due to players being disconnected due to internet issues) Combined with the sniper OP, this class in the right hands is deadly, and most importantly in my opinion, overpowered.
Off topic: Nept has again proven why he is a genius.
Edit:
My only suggestion would be to randomize the angle at which the grenade is tossed with a smaller hitbox
+1 to this idea, though it would have to be just rightamount. Perhaps like the chaingun, gets more random where it actually explodes as the further you throw it.