DankE_SPB wrote:also, it was stated before by DEVs that grenade blast/shrapnel radius was adjusted to real life values, so i wont expect any major changes in that area
I have spoken with the PR Gods, and they have confirmed that the PR fragmentation hand grenades have a kill radius of 1.1m and a wound radius of 12m, with the wounding level decreased as the range increases.
In comparison to the realistic damage capabilities of offensive frags, this is much lower than a realistic level. But this is not without reason.
First, you spawn with 4 frags which is usually more than real soldiers would carry, if they were even issued any at all. Second, real soldiers spend a lot more time training on the proper use of the hand grenade, and I'm not talking about just how to throw it, but when to actually use it. In PR though, players are not trained, and tend to use anything that goes "boom" way more than they should be. This generally leads to many TK's.
My opinion is to agree with the changes made, in that PR must scale down some aspects of realism in order to retain proper gameplay and entertainment. You'll see other examples soon of where certain explosive firepower was reduced in order to conform to gameplay standards, although I won't say what yet. Trust me though, it's for the good of the mod.
In fact, some of the reasons stated why grenades should be more powerful is actually why I think they shouldn't be more powerful. Examples are below, thanks to Danke:
limited throw radius, limited accuracy, long time to throw, delay before burst
Because the real soldier has better control over where he puts that nade, and is capable of taking cover faster and easier, the above points will cause problems in PR. If you boost the blast radius, players might frequently be tossing them too close because of the lack of realistic depth perception and the ability to accurately judge throwing power. And what about friendly troops that like to run, somehow magically, to the exact point where you just tossed a nade? The reduced power does help in reduction of teamkills, even if at the compromise of reduced enemy damage.
This argument could go on for ages, but the decision has been made and the desired damage and effects are in place. They might change it again later if it's determined to work better that way, but as a soldier with experience using them, I see no problem with how they work right now. If your hand grenades aren't good enough, whip out the blooper. Again, that's just my opinion.