That’s it. Limit grenade shrapnel range to 4-5 tiles to limit the FF potential. Maybe add heavy damage falloff instead of making the projectile disappear (it’d still embed tho). Keep mortar shrapnel on current range, but actually buff it (separate shrapnel types).
Mostly a reminder to do it myself later but is there any reason this ain’t done yet or shouldn’t be done?
I like shrapnel being able to travel long distances. It’s got that little ode to realism that makes me happy
Why do you want it changed?
Cause of the huge FF potential (edited OP to clarify), even if you use them well ur bound to hit friendlies. Mostly for OT purposes admittedly (could make the change to that alone so as not to impact HvH) because marines don’t have any shrapnel nades besides m15 ever since HEFA was removed due to ff.
Yeah I meant without changing all the spalls and shrapnel that spawns naturally as an effect of explosions, damage etc.
make shrap give you instand bleeding or internal damage like real life.
Shrapnel has its range for a good reason. It being able to do so much FF, is so its not too easy to use em.
Shrapnel doesnt cause problems of any kind currently, only in certain cases there are some problems. Overall shrapnel is perfectly fine.
Like, the bone shards of runner. They are a shrapnel type, but too weak currently. But thats not a problem of shrapnel, thats a problem of the boneshards.
How about not just no, but also instead bring back the 45 points PFC grenadier kit with 12 lovely HEFAs? Playing Alpha is just not the same without it.
Rouny bone shards are fine.
Yeah, but the dont feel fine. Something can be perfectly ok stat wise, but still feel underwhelming.
shouldn’t they at least have 7 range? I always thought it’s kinda underwhelming at 5.
there is a subtype that gives organ damage when it hits but it’s only used in anti tank rockets
Too much range and it makes rouny into a powerful ranged caste (albeit, with slow cooldowns)… Not necessary really because they can gap close if necessary w/ speed, I think it’s fine as is, a bit difficult to use but still very useable and useful when you hit it.
It’s useful as solo or in a group - especially in open areas where you can dodge bullet easier and just slow people on da edge or who try to go through cramped spaces and become ez hits. Or to hit after a pounce, which can be dodged but is very powerful if u hit it. Too much range tho and you just fire it basically offscreen (from areas of low light)
I think rouny bone shards are fine since super-slow is more then enough stat-wise. They travel slowly, so you can use them defensively since they suspend in the air longer (and thus, people have a higher likelihood of walking into it). You can use corners to hit them easier… and lead into ez KOs. Or weave in and simply fire at one member of a crowd to disable… many more situations where it’s useful and useable too. A good ability to use in any situation since it’s free…
It has a lot of potential utility rn (by virtue of being a strong slow just like lurker’s crippleslash), so it’s hard to call it underwhelming (at least from my perspective - it’s very hittable if you get skilled at it).
Nah you missunderstand me.
Boneshards 100% are great tool, and even a decent runner can absolutly use them to their advantage without much trouble.
What i mean it is a bit underwhelming in terms of presentation.
Its not that much of an entising ability, often completly overlocked by new players.
Again, not saying to buff it. I just think it needs some more passas.
Because if new players tent to just leave it, it definitly needs some new make up.