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Explosion power is bugged (?)
#23
Okay, I was just able to test a bunch of different explosives at some length.

The following things seem fine:
pipe bombs
Nuke op RPGs
black powder (at high concentrations?) - note that this might be a little iffy, I had trouble getting the powder on the floor to actually detonate
Potassium/water (this was weak but it's really meant to be weak)

The following seem unusually weak:
Trick cigarettes - useless at anything less than point-blank range, will only do about 20 brute and maybe take a limb off point-blank
Microbombs? - I don't remember how strong they were exactly before explosions were dialed way up, but they could stand to be a bit buffer either way? Gibbed the implantee as expected but only did ~20 damage to adjacent test subjects.

The following seem weak to the point of being broken:
Hacked mining charges, breaching charges - these are just plain broken, they didn't reliably do any property damage at all - they scratched up the floor tiles a bit, broke a light they were placed on top of, and one out of four or so tests knocked the plating off a wall


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