Grenades
Posted: Tue Apr 10, 2007 6:07 am
Right so I did a search, didnt seem to find anything that specifically addresed this... not that it's a 'major' topic.
But am I the only one who considers most of the MD grenades in rifts seriously gimped?
The WI ones for the most part seem to be ok at the 1d4X10 for AP etc. But then jump on over to the JA-12's at 4d6, hand grenades ranging from 2d6-5d6 MD etc.
I mean sure they tend to have a decent blast radius for the most part but... I dunno. I've allways considered the vast majority of them worthless even back when all I had was the RMB.
It's honestly at the point that especially now that it's quite common to see thing slike EBA with 80+ MDC that frag and HEs are all but useless unless you run into something thats immune to energy. And even then your better off using WI-GL AP rounds or mini missiles.
But then soon as you go to SDC hand grenades vs SDC opponents their a thing to be feared.
I mean I still allways carry grenades when I can just for the indirect fire useage but I just about allways go with plasma with maybe one or two HE just incase.
Granted they generally could at least potentially cause knockdown etc. But that only is good to a certain point. I guess the biggest issue I have overall is that an SDC grenade vs an SDC opponent in SDC body armor can still splatter him. Thats' not something the average MDC hand grenade can even come close to.
Even if you use a plasma grenade against some one in plastic man they could survive. As it is to make stuff with a blast radius more lethal I tend to apply damage to as much as the entire suit. Especially for things like plasma grenades that release a cloud of plasma.
Has anyone come up with some decent workable rules to make them nastier without having to seriously pump up the damage? I mean even if you take pass through damage into account (which I do, with included chances to break bones) most MDC grenades wont do more than give you a few nasty bruises and a bad headache.
But am I the only one who considers most of the MD grenades in rifts seriously gimped?
The WI ones for the most part seem to be ok at the 1d4X10 for AP etc. But then jump on over to the JA-12's at 4d6, hand grenades ranging from 2d6-5d6 MD etc.
I mean sure they tend to have a decent blast radius for the most part but... I dunno. I've allways considered the vast majority of them worthless even back when all I had was the RMB.
It's honestly at the point that especially now that it's quite common to see thing slike EBA with 80+ MDC that frag and HEs are all but useless unless you run into something thats immune to energy. And even then your better off using WI-GL AP rounds or mini missiles.
But then soon as you go to SDC hand grenades vs SDC opponents their a thing to be feared.
I mean I still allways carry grenades when I can just for the indirect fire useage but I just about allways go with plasma with maybe one or two HE just incase.
Granted they generally could at least potentially cause knockdown etc. But that only is good to a certain point. I guess the biggest issue I have overall is that an SDC grenade vs an SDC opponent in SDC body armor can still splatter him. Thats' not something the average MDC hand grenade can even come close to.
Even if you use a plasma grenade against some one in plastic man they could survive. As it is to make stuff with a blast radius more lethal I tend to apply damage to as much as the entire suit. Especially for things like plasma grenades that release a cloud of plasma.
Has anyone come up with some decent workable rules to make them nastier without having to seriously pump up the damage? I mean even if you take pass through damage into account (which I do, with included chances to break bones) most MDC grenades wont do more than give you a few nasty bruises and a bad headache.