Explosives in Enlisted are highly inconsistent. From rifle grenades that hit 0.3 metres behind an enemy soldier and yet does not kill him but manages to suicide kill the firer who is 3 metres away, to 500 kg bombs landing 3 metres away but yet does not kill you because of some indestructible protrusion (like tank-trap) happening to obstruct line-of-sight to the player, to 75 mm high-explosive shells exploding inside a small room of 5 enemies and killing 0 or only 1 because of the room’s material.
I have a few suggestions, subject to programming ability of the developers:
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Have multiple spawn points for shrapnel for explosives (bomb, HE tank shell, rifle grenade, hand grenade, even artillery shell or rocket). Right now it seems that all the shrapnel that are to be released from a bomb spawn at a single point within the bomb, probably the bomb’s centre, which is problematic if there is some protrusion that obstructs that centre but not the bomb’s other parts, since a kill is expected but does not occur. Shrapnel spawn points should be added to the front, back, sides (in many directions, not just in a 360 degrees manner) of the bomb’s centre. If there are 1000 shrapnel fragments spawning in the bomb’s centre of a 500 kg bomb (with 1 single shrapnel spawn), after the modification to 20 shrapnel spawns, each spawn should generate 50 shrapnel fragments for example. It is possible that this modification will address the inconsistency of HE tank shells exploding within a room of a wood or straw building (particularly on Moscow / Pacific). I believe this should be done not just for big explosives like bombs / shells, but also smaller explosives like rifle grenades. This may also address the inconsistency of rifle grenades.
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Add a ricochet effect to shrapnel generated by explosives when impacting but not penetrating hard surfaces, with shrapnel generated by smaller explosives ricocheting fewer times than larger explosives. Eg. Shrapnel from rifle grenades ricochets 0 times or once, while shrapnel from 500 kg bombs ricochets 5 times, with every other explosive of different powers in between, adjusted based on distance travelled by shrapnel (longer distance travelled by shrapnel means less ricochets). Penetration effect can also be adjusted based on number of ricochets
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Give full penetration to shrapnel, even to indestructible objects, for a certain distance from the shrapnel spawn point. More powerful explosives will have larger full penetration distance. This will solve the problem of being 3 metres away from a 500 kg bomb impact point and not dying.