In case you didn’t know, the max damage explosion radius for several explosives – Fragger’s Frag, Nader’s Martyrdom and Proxy’s mines – were cut in half in this last patch, bringing them down to 32 cm from 64 cm. In order to “balance” this nerf, the max damage was increased to 180 (instead of 150.)
On paper it’s hard to judge these numbers, but in practice – it’s a massive nerf to Fragger, and it makes Proxy’s Mines and Nader’s Martyrdom even more useless than they were before. So I’ll focus on Fragger here.
64 cm is about 2 feet. Which meant that in the past, if you planted a frag inbetween a party of three enemy mercs all distancing themselves 2 feet from the center (as long as you’re not targetting Rhino) – kabloosh – triple kill. Now, it’s a lot harder. And even if you succeed – you won’t instagib anyone unless your enemies have less than or equal to 80 hp.
This is all speculative of course. Let’s get into the numbers:
Your max kill-radius with Explodydendron on used to be 70.4 cm. Now it’s 35.2 cm. That’s 1 dimensional radius. Let’s put that into 3-d explosive volume terms – because that’s what counts for getting Frag kills: It used to hit ~1.46 m^3 with death. Now it hits ~0.183 m^3 with death.
That’s ONE EIGHTH the volume. This means that not only does this patch require you to be up to 8 times as accurate with Fragger, it also means that the statistical probability of landing a multi-kill frag is way, way lower (a lot less than one eighth.)
I’m not sure what SD intended with this rebalance, but it’s a huge nerf to Fragger. The 1 grenade change wasn’t. It changed how Fragger works. This is a HUGE nerf.