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APGrenade
Basedamage:5
ArmorPierce :-2
APGrenade2
Basedamage:7
ArmorPierce :-5
Thank you. Now all mod's is working well.
If you just updated, you need to run the game twice so the game properly updates its config files for the patch changes, then the second time will load your mods again.
I say this because nothing about the patch affected most of the mods you've commented on, and I already fixed the couple that were affected.
What I was expecting was an anti-armour grenade - A "flechette grenade" - Basically, the grenade has the same radious as the standard frag, but has less damage potential (lower max damage, rather than lower minimum), and IS affected by the 'damage falloff' option. This drop would be compinsated by being MORE effective against armour (Shreds 1.5 per 1 damage, rather than 1 for 1).
Basically... I saw "AP" and though 'Armour Penetrating' rather than 'anti-personel'... ^^;
~JD
Late game a lot of enemies are armored. These don't destroy cover, they don't penetrate armor with concussive force, and they don't deal anything close to the amount of damage to even take out LOST. They do nothing of value!
Grenades are supposed to be these little things that you throw in a group of people and it kills them. This firecracker just startles enemies and makes them say "Ha, good thing I'm not a total vagina and didn't get scared by that small explosive that did nealry no damage to my massive life bar, thanks to my fantastic armor."
Sorry, but this mod is effectively a grenade debuff.
a RL frag grenade has a kill radius of three meters, which is a lot more like these Anti-Personnel grenades.
- I have Alloy Grenades but I dont have Plasma yet
- The INI defaults for MK2 are incorrect, theyre currently at 4 plus one 50 instead of 5 spread 1
- The AOE preview shows all tiles, not affected tiles (cancelled by being in cover)
The pre-WoTC version of this required some INI hacking of -bg-'s "Grenades Damage Falloff" mod.