It's hard enough to midair incoming players consistently, you're suggesting that we intentionally try to hit incoming grenades? And frag grenades already do massive damage, why would you want to increase that?
Yeah boost core and rjs are not enough right?
I'm not totally for frags combos doing more damage, it was just an idea I threw out there. And here are the Boost Grenade values for those curious, feel free to suggest your own for frags/EMPS:
comboDamageRadius = 15;
comboRadiusDamage = 30;
comboDamageType = $DamageType::FragCombo;
comboAreaImpulse = 3000;
comboAreaImpulseSelf = 2500;
comboRadiusDamageSelf = 30;
I would likely keep everything but comboAreaSelfImpulse the same, and bring that down to 1800 or so. You can toy around with the values by replacing empgrenade.cs in server/game/datablocks/gameobjects with
this. Lines 61-66 are the relevant bits to mess with.
The thing with EMP combos is that they would/should disable your core since it explodes right next to you, so you wouldn't be able to EMP combo + Boost core like you do with chasing. It's a sacrifice. Keep Boost nade the main tool for chasing. EMP combos don't do this at the moment so it would need some coding to get working.
Why would I run boost core on LO...?
Rocket jumps don't help either besides getting to base faster (gg 50% hp).
Boost is fine on LO, imo. I run it all the time, as I have EMP equipped I want something to help me get to the base quicker besides rocket jumping. On something like Zenith or Gorge it works out because I can boost then chill outside their base and healup to 100 for like 8 seconds, then go in when needed.