Quote:
Originally Posted by MrFix
Can you elaborate on your personal experience? The ones I've had experience with caused a huge blind spot to develop in your vision, and burst both of your eardrums if you were in a room with it and dared to look towards it.
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US Army Joint Readiness Training Center, Ft Polk. Both as part of a unit doing MOUT qual, and later as OPFOR stationed there. Never had one dropped in my lap, but I've been in the same room/corridor within 5 meters or so. It's a damned awful experience, but not one that makes you non-functional for dozens of seconds.
FWIW, I wasn't complaining about the mechanical potency, just that it normally will take a $hit-ton of rolls for a HT 10 person to succeed on a HT-5 roll.
For $hits and giggles, I just did some test rolls for 4 HT 10 NPCs.
Here's how many rolls/seconds it took for them to recover from the standard Stun Grenade in High Tech:
1st NPC: 15 rolls/seconds
2nd NPC: 21 rolls/seconds
3rd NPC: 48 rolls/seconds
4th NPC: 07 rolls/seconds
I get that data is anecdotal, but it pretty much mimics the experiences I have had in actual games. NPCs that get flashbanged are
DONE unless they have one or more of the following:
- Good quality Eye/Ear protective equipment
- Robust Hearing/Vision Perks
- HPT/Protected Hearing/Vision/other such Advantages
- High HT Attribute (13+)
- Heaps of luck and/or Luck
Quote:
To be honest the only issue with Stun Grenade that I see is that it has zero crushing explosive damage, so it cannot take advantage of High-Tech's optional rules for explosions in interiors. Stingballs are superior in that regard, because they come with effects of flashbang AND release shrapnel AND cause cr ex damage.
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That's fair. Being near one is like someone hitting your chest with a sledge hammer.