Guide
Game HE grenade and high-explosive blast damage systems explained
Harbor Breach, a 5v5 tactical shooter, launched ranked with a single high-explosive (HE) grenade profile: flat 120 HP damage inside a 6 m sphere, no armor interaction, and no material-aware penetration. Post-plant retakes on cramped sites like B Vault became a lottery: defenders hugging corners behind thin plywood took lethal damage through geometry that looked solid, while players in open doorways sometimes survived at 4 m because the client showed a different blast VFX radius than the server applied. Telemetry tagged 58% of HE kills as “unfair nade death” — victims could not predict whether a cooked nade would one-shot, chip, or whiff.
The refactor replaced the flat sphere with a server-authoritative blast resolution pipeline: detonation FSM, radial falloff curves, line-of-sight occlusion rays, armor and helmet modifiers from the armor system, and wallbang coupling through the penetration material table. Audio and minimap tag telegraphs give defenders a readable wind-up. Unfair nade deaths on post-plant retakes fell from 58% to 14%; HE utility purchase rate rose 22% once players trusted the math. This guide explains what HE grenade systems do, how detonation and falloff work, armor and penetration coupling, friendly fire policy, the Harbor Breach refactor, a decision table, pitfalls, and a production checklist.
What HE grenade systems do
An HE grenade (also called a frag or explosive grenade in competitive shooters) is a damage utility distinct from vision denial (flash, smoke) and area denial (molotov). Its job is to convert positioning mistakes into chip or lethal damage — clearing corners, punishing stacks, and finishing wounded targets after rifle exchanges.
Core responsibilities
- Detonation authority — server owns fuse expiry, impact detonation, and cook timing inherited from throwable physics.
- Blast sampling — for each player in radius, compute distance falloff, LOS occlusion, and penetration attenuation.
- Damage application — apply base blast damage through armor, helmet, and ability shields; emit kill feed and assist credit.
- Feedback telegraphs — pre-detonation audio pin, ground decal, tag pulse on minimap, and post-blast ringing for survivors.
- Policy gates — friendly fire tier, self-damage cap, and round-phase restrictions (buy phase, warmup).
HE systems sit downstream of throw arc and fuse logic. If those are wrong, perfect blast math still feels random. Treat HE as a damage resolver, not a separate grenade codebase.
Server detonation FSM
Model each live grenade entity as a finite state machine on the authoritative simulation tick:
- THROWN — entity spawned with thrower ID, fuse deadline, cook offset, and team affiliation.
- IN_FLIGHT — physics integration for arc, bounce, and sticky attachment; optional beep cadence in last 500 ms.
- ARMED — fuse reached zero or impact trigger fired; freeze position; broadcast pre-blast telegraph (audio + decal).
- DETONATING — sample blast volume; enqueue damage events per target; spawn VFX and debris (client cosmetic only).
- RESOLVED — emit analytics row; despawn entity; apply post-blast tag debuff if configured.
Detonation must be idempotent: laggy clients may request impact twice; only the first ARMED transition executes DETONATING. Replays and kill cams read the resolved damage list, not client-side particle radius.
Falloff curve profiles
| Profile | Max damage | Lethal radius | Chip radius | Use case |
|---|---|---|---|---|
| Ranked standard | 95 HP | 2.2 m | 5.5 m | Tactical shooters; rewards spacing without full-map chip |
| Ranked light | 70 HP | 1.8 m | 4.5 m | Lower TTK titles; HE finishes, rarely solos |
| Hardcore | 150 HP | 3.0 m | 6.0 m | One-life modes; HE is primary area weapon |
| Training | 40 HP | 1.0 m | 8.0 m | Practice range drills with wide chip for feedback |
Use smooth falloff (e.g. quadratic or inverse-square clamped) rather than step bands. Step bands create invisible “damage cliffs” one footstep wide that players learn only by dying.
Line-of-sight occlusion and penetration
Raw radial distance is not enough. Competitive integrity requires two more gates before applying damage:
- Direct LOS ray — from blast center to target capsule; any opaque collision mesh blocks full damage unless penetration applies.
- Penetration attenuation — thin materials (wood, drywall) reduce damage per the material table shared with wallbang hitscan; thick steel blocks entirely.
- Cover hint volume — optional designer-placed volumes tagged HARD_COVER apply a flat 50% reduction even when LOS is technically open (represents partial entrenchment).
Harbor Breach's pre-refactor bug was applying full damage when any ray from blast to target intersected a penetrable surface — even when the player was behind three layers of concrete. The fix requires shortest-path penetration budgeting: sum material thickness along the ray; stop when budget exceeds grenade penetration class.
Penetration class table (example)
| Material tag | Thickness budget cost | Max stacks |
|---|---|---|
| Wood / plywood | 0.4 m eq | 3 |
| Thin metal | 0.8 m eq | 2 |
| Concrete | 2.0 m eq | 1 |
| Steel / vault | Blocks | 0 |
Armor, helmet, and chip damage
HE damage should flow through the same armor resolver as bullet hits, with grenade-specific modifiers:
- Armor body multiplier — typically 0.65–0.80 for kevlar; HE ignores some armor in hardcore modes only.
- Helmet gate — if blast center is above target waist and helmet equipped, apply helmet reduction to headshot-class portion (often 20–40% of total blast when crouched behind low cover).
- Chip floor — minimum 5–12 HP chip at max radius so HE always “does something” when it lands near you.
- Overkill suppression — damage beyond lethal HP does not roll into overkill stats; keeps assist attribution clean.
Self-damage uses a separate multiplier (often 0.5×) so aggressive cooks are possible without instant self-elimination. Team damage follows friendly-fire tier policy.
Tag, audio, and minimap telegraphs
Unfair nade deaths often trace to missing wind-up, not wrong numbers. Minimum telegraph stack:
- Pin pull audio — audible at 8–12 m; distinct from flash or smoke pin if those share animations.
- Ground impact clack — confirms landing position for defenders; sync with server entity position, not client prediction.
- Pre-detonation beep — last 300–500 ms at fixed cadence; hearing-impaired accessibility via screen-edge pulse.
- Tag debuff — optional 2 s minimap ping on damaged survivors; decays faster than rifle tag to avoid permanent tracking.
- Post-blast tinnitus — short audio muffling for survivors only; do not stack with flash tinnitus at full intensity.
Spectator and broadcast modes should show blast center decal without revealing pre-throw trajectory ghosts that spoil attacker intent in clutch 1vX.
Harbor Breach refactor
Before the blast pipeline, Harbor Breach HE kills drove support tickets about “random nades through walls.” Post-refactor changes:
- Quadratic falloff: 95 HP at 0 m, 40 HP at 2.2 m, 12 HP chip at 5.5 m.
- Penetration budgeting shared with wallbang material table; steel blocks.
- Armor multiplier 0.72 body; helmet reduces elevated blast component.
- Pre-detonation beep + ground decal synced to server ARMED state.
- Analytics: unfair_nade_death_rate per map site and rank tier.
Post-plant retake success rate (attackers reclaim site within fuse window) rose from 41% to 49% — not because nades got stronger, but because attackers learned readable chip lines. Unfair nade deaths fell from 58% to 14%.
Decision table: HE blast resolver vs alternatives
| Approach | Strength | Weakness | When to use |
|---|---|---|---|
| Full blast pipeline (this guide) | Predictable; armor-aware; wallbang-consistent | CPU cost per detonation; tuning surface | Ranked tactical shooters with HE utility |
| Flat damage sphere | Trivial to implement | 58% unfair deaths in Harbor Breach playtest | Avoid in ranked |
| Client-only VFX radius | Looks impressive | Desync kills trust; exploit bait | Never for damage authority |
| Instant ray-only (no falloff) | Easy LOS check | No skill in spacing; binary live/die | Arcade modes only |
| No HE utility | Zero balance risk | Retake meta stagnates; role homogenization | Only if utility budget is zero-sum elsewhere |
Pitfalls
- VFX radius larger than server radius — players dodge damage they think they escaped; classic unfair-death source.
- Penetration ignores thickness — one plywood sheet equals three; vault walls feel inconsistent.
- Armor bypass accidentally — HE one-shots full-buy players; eco nades dominate rifle duels.
- No self-damage cap — cooked nades become suicide only; entry fraggers stop using HE offensively.
- Tag debuff permanent — minimap tracking for 10 s after 5 HP chip; defenders feel punished for surviving.
- Double damage on multi-tick detonation — idempotency bug applies blast twice on high packet loss.
- FF tier mismatch — ranked blocks rifle FF but HE team damage still on; griefing vector.
- Warmup HE kills counted — practice lobbies inflate nade-death analytics used for balance patches.
Production checklist
- Define max damage, falloff curve, lethal radius, and chip floor per playlist.
- Implement THROWN through RESOLVED detonation FSM with idempotent ARMED.
- Sample damage with LOS rays and penetration budget from material table.
- Route damage through armor, helmet, and ability shield resolver.
- Apply self-damage and friendly-fire multipliers per policy tier.
- Sync pre-detonation audio, ground decal, and beep to server ARMED state.
- Emit kill feed, assist credit, and tag debuff events to analytics bus.
- Match client VFX outer radius to server chip radius within 5% tolerance.
- Dashboard unfair_nade_death_rate by site, rank tier, and material tag.
- Playtest post-plant retakes, stack clears, and self-cook entry lines.
- Document HE damage numbers in competitive rulebook and buy-menu tooltip.
- Re-QA after armor, penetration, or throwable fuse system changes.
Key takeaways
- HE grenades are damage resolvers — not independent VFX toys.
- Smooth radial falloff plus LOS and penetration gates make nade deaths readable.
- Armor coupling prevents eco nades from invalidating rifle investment.
- Pre-detonation telegraphs reduce tilt as much as tuning max damage.
- Harbor Breach cut unfair nade deaths from 58% to 14% with falloff, penetration budgeting, and synced telegraphs — not by removing HE utility.
Related reading
- Grenade and throwable systems explained — arc preview, fuse timing, and cook mechanics
- Ballistic penetration and wallbang systems explained — material tables shared with blast penetration
- Armor and helmet damage reduction systems explained — kevlar and helmet multipliers for blast damage
- Tactical shooter design explained — utility roles, economy, and retake meta