Assuming the design hasn't changed, the RL is going to be able to fire flat rockets, flocking rockets(spiral) and grenades
Well, since the accellerant isn't being used to propel the rockets when lobbed as grenades, shouldn't that fuel be ignited the same time the normal explosive detonates resulting in a somewhat bigger blast?
The propellant may normally burn at a slower pace than the explosive due to its propulsive requirements, but when the casing is fragmented by the detonation, the burn would become uncontrolled and would add to the explosion. It may not be in explosive force, more likely in a thermal increase, which is still going to hurt like hell
Wouldn't it make sense then that the RL nades in UT3 do more damage than the rockets?
They're already at a bit of a disadvantage since not only are they not propelled and don't go as far, but also don't explode on impact*, making their effectiveness random at best
*Assuming they'll still have a fuse in UT3
Finally, yes, I know this is Unreal Tournament and real-life chemistry doesn't normally apply
Well, since the accellerant isn't being used to propel the rockets when lobbed as grenades, shouldn't that fuel be ignited the same time the normal explosive detonates resulting in a somewhat bigger blast?
The propellant may normally burn at a slower pace than the explosive due to its propulsive requirements, but when the casing is fragmented by the detonation, the burn would become uncontrolled and would add to the explosion. It may not be in explosive force, more likely in a thermal increase, which is still going to hurt like hell
Wouldn't it make sense then that the RL nades in UT3 do more damage than the rockets?
They're already at a bit of a disadvantage since not only are they not propelled and don't go as far, but also don't explode on impact*, making their effectiveness random at best
*Assuming they'll still have a fuse in UT3
Finally, yes, I know this is Unreal Tournament and real-life chemistry doesn't normally apply
Comment