A MIRV type grenade does X damage Y times.
A Regular grenade does X damage 1 time.
If I have a MIRV that does 200 Damage X 8, then shouldn’t that say “more damage” than a regular grenade that does 500 damage? This would mimic the behavior for guns and effects (shotgun does more damage than a comparable rifle).
Instead: Grenades only compare the base damage number for up arrow vs down arrow.
No. A MIRV will do more damage provided most of the grenades hit a target. But since they’re usually spread out over an area, not all of the grenades will hit a single target. I wouldn’t go by the damage listed when comparing grenades unless I’m comparing two of the same type.
With MIRVs, the more child grenades it has the better. You can’t go wrong with a non-homing Bonus Package/Meteor Shower as long as you don’t throw either one at your feet or stand in its AoE.
And your same logic applies to shotguns. I don’t usually hit an enemy with every shotgun pellet, but the damage still reads as higher than a rifle.
AND I can almost always hit an enemy with 2+ MIRV explosions. I think I’ve yet to find a grenade (comparable by level) that 2 hits doesn’t far surpass single-damage grenades.
I think it depends on the type of grenade. Both the BP and MS have specific radius: the BP sends grenades back into the center, then back out while the MS sends grenades shooting up and they’ll bounce off of ceilings before detonating.
That’s because the individual pellets do more damage I believe. But ARs have the advantage of being medium ranged weapons while shotguns require you to be up close to utilize their full potential.
Oh, I’m not dismissing MIRVs. I like them and they have their uses, I’m just saying don’t compare them to other grenade types, like a singularity, because they act differently. For me most grenades are about utility and not damage. For example, I use a Storm Front on Krieg because it strips shields nicely, doesn’t hurt me when I toss it down, and it quickly generates Bloodlust stacks. If I’m going solo, I’ll switch to a slag bouncing betty because it has a decent area of effect and chance to slag, and can generally last through a rampage so I have an almost constant form of slag while it’s active.
@hattieinduni: math is for those who lack imagination.
Keep in mind that there are penalties with certain weapon types. AR’s iirc have a negative crit penalty added to their damage formula. That may be the cause of your arrow showing less damage on comparing what looks like mathematically equal damage outputs on the weapon cards.
“Look at that noob, stepping up to that plate. The pitcher spits once, twice, and he’s ready! I’ve seen that look before, Dave. It means something big is coming. Oh, here comes the pitch… OH! AND IT BOUNCES INTO HIS EYE! The blood is pouring out! Medic, medic! The crowd is going wild! Gulwolf has killed yet another naive casual!”
The Meteor Shower is the type of grenade you want to be on the opposite side of the map when it detonates, or at least toss it into a confined space and be around the corner and down the hallway. The only two grenades that I can think of that rivals the Meteor Shower in terms of ground covered is the Storm Front and I think it is called the Pandemic, whatever the legendary Vladof Fart Grenade is called.
So having a Meteor Shower grenade floating around and bouncing off the wall like a giant fly that had too many shots of Jim Beam Devil’s Cut before taking flight is not exactly a pleasant sight.
The first number is the grenade damage, the second is the number of child grenades. The damage is applied to each individual grenade(let). As has been said, what you want isnt happening because they spread out…unless you blow it in an enclosed space where the grenade(let)s are likelier to land next to each other, in which case the damage is multiplied by how many detonations tag the target.
On the note of Sticky (LOL…) Homing MIRVs, I use the non-Sticky ones because of hyper-aggressive enemies like Rabid Skags/Stalkers. Simple is that the normal types are bad enough, but Rabid…
And because they can get in your face (and STAY there!) like damn, a MIRV stuck onto them is basically looking Death(trap) in the Eye as he Stares at you.
@Zarnias: 20x10 is the damage and pellet numbers. Assuming that all pellets hit, the shotgun would do 200, beating out the rifle by 100, not counting Critical damage.
@Gulfwulf: Grenade safety 101 – do not fumble an impact-fused Lobbed/Thrown at your feet. Same applies to IF Longbows.
My go to grenade is Sticky Homing Bonus Package for crowds. I generally don’t have problems with killing myself (granted I’ve hit the wrong button a few times…), but it befits my playstyle.