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Explosions being hecka weak
#3
ErikHanson Wrote:Those chemicals don't really make the largest bangs you can get.

Chlorine Azide - 4x4 low severity
Potassium Explosion - 1x1 low severity

They also don't scale with volume, you might want to look into getting better chemicals.

I'm more into the idea of: if it blows off your limbs, it should do some measurable amount of damage. I blew up an entire test chamber with a monkey in it and the monkey wasn't even injured. I don't really care that there are chemicals that are stronger than these, because that can be said for anything that isn't at the pinnacle of its creation (canister bombs > tank transfer bombs for example) and is a goofy argument for why something is bad. The numbers generated by these limb removing, turf destroying, fire igniting explosions in the way of brute damage are literally 0 and I can't fathom how that could be intended and not just an oversight.

As it stands, from what I've seen, every single synthesizable chemical explosive besides black powder is actually useless when it comes to damage. Crank, Ni3, Potassium/Barium/Magnesium explosions, ClF3 + ClF4 all produce 0 damage explosions. I'm not complaining about/testifying for low damage values, I'm doing it for no damage values, as any number above 0 is actually possible to work with.


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