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Remember, this only applies to grenades that look like or are referred to as frags. If things are exploding when they shouldn't, the object is MadeOfExplodium. For stun grenades, see BlindedByTheLight. May cause an ImpairmentShot in video games. When frags are presented realistically, expect a bad case of The Coconut Effect. Subtrope of ArtisticLicenseExplosives.

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Remember, this only applies to grenades that look like or are referred to as frags. If things are exploding when they shouldn't, the object is MadeOfExplodium. For stun grenades, see BlindedByTheLight. May cause an ImpairmentShot in video games. When frags are presented realistically, expect a bad case of The Coconut Effect.TheCoconutEffect. Subtrope of ArtisticLicenseExplosives.

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* ''VideoGame/EnterTheMatrix'': Ghost finds concussion grenades in the Airport level. True to form, they simply knock the SWAT team guys across the room--then again, it's somewhat justified, as they're in very heavy armor.


* ''VideoGame/CommandAndConquerGenerals'': A scrapped gameplay mechanic would have allowed infantry to stun and capture enemy infantry. The only remnant of this are the US Ranger's flashbang grenades, which do high splash damage to infantry, and are the US' method of instantly clearing out buildings (compared to China's flamethrowers and the GLA's nerve gas).

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* ''VideoGame/CommandAndConquerGenerals'': A scrapped gameplay mechanic would have allowed infantry to stun and capture enemy infantry. The only remnant of this are the US Ranger's flashbang grenades, which do high splash damage to infantry, and are the US' method of instantly clearing out buildings (compared to China's flamethrowers and the GLA's nerve gas).bioweapon aerosols).


* ''VideoGame/KillingFloor''[='=]s standard grenades hav no shrapnel on explosion, and even set things that they don't immediately kill on fire for a short time (albeit this is purely a visual effect, rather than dealing any damage over time). ''VideoGame/KillingFloor2'', in contrast, differentiates between the Support class' frag grenades and the Commando class' HE grenades. Frag grenades' fragments can bounce off terrain to continue traveling, and will pinball in tight hallways very lethally. They use different damage types (piercing and explosive respectively) that will have varying multipliers against advanced Zeds (for example, Scrakes take half damage from explosive, but full damage from piercing).

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* ''VideoGame/KillingFloor''[='=]s standard grenades hav have no shrapnel on explosion, and even set things that they don't immediately kill on fire for a short time (albeit this is purely a visual effect, rather than dealing any damage over time). ''VideoGame/KillingFloor2'', in contrast, differentiates between the Support class' frag grenades and the Commando class' HE grenades. Frag grenades' fragments can bounce off terrain to continue traveling, and will pinball in tight hallways very lethally. They use different damage types (piercing and explosive respectively) that will have varying multipliers against advanced Zeds (for example, Scrakes take half damage from explosive, but full damage from piercing).



* In the ''VideoGame/MedalOfHonor'' series, both the American frag grenades and the German concussion grenades launch enemies across the room or into a backflip.

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* In the ''VideoGame/MedalOfHonor'' series, both the American frag grenades and the German concussion grenades launch enemies across the room or into a backflip. This is particularly apparent in the games that let you have separate caches of both types of grenades and then make no difference between them except the models involved.



* The ''VideoGame/{{Unreal}}'' series has the Flak Cannon's SecondaryFire, which averts this. Alternate fire shoots out a primed shell as an impact grenade, and it sends shrapnel flying in every direction, and a lucky shot can hit even players far away with a stray flechette.

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* The ''VideoGame/{{Unreal}}'' series has the Flak Cannon's SecondaryFire, which averts Cannon, whose entire mechanics are centered around averting this. Alternate Primary fire shoots fragments the grenade loaded in the barrel and fires out the shrapnel in a primed shotgun-like blast, while SecondaryFire launches the shell as an impact grenade, and it which sends shrapnel flying in every direction, and direction on hitting something or someone; a lucky shot can hit even players far away with a stray flechette.flechette, though it will obviously deal less damage than taking several fragments at closer range or getting directly hit by the grenade.



* Played straight in the ''Team Fortress'' series. The Scout has access to concussion grenades in ''VideoGame/TeamFortressClassic'', and those do barely scratch damage while [[BlownAcrossTheRoom sending anything affected flying]]. The Soldier's frag grenades behave like your run-of-the-mill concussion frag, and the Demoman's dynamite packs [[Administrivia/TheSameButMore do the same with more damage and a larger radius]]. (All of these grenades were planned to appear in the sequel, but were DummiedOut.) In ''VideoGame/TeamFortress2'', the Demo's grenades produce no shrapnel, and neither does the Soldier when using the Kamikaze taunt (the only way he can use the grenades on his chest).

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* Played straight in the ''Team Fortress'' series. The Scout has access to concussion grenades in ''VideoGame/TeamFortressClassic'', and those do barely scratch damage while [[BlownAcrossTheRoom sending anything affected flying]]. The Soldier's frag grenades behave like your run-of-the-mill concussion frag, and the Demoman's dynamite packs [[Administrivia/TheSameButMore do the same with more damage and a larger radius]]. (All radius]] (all of these grenades were planned to appear in the sequel, but were DummiedOut.) DummiedOut). In ''VideoGame/TeamFortress2'', the Demo's grenades produce no shrapnel, and neither does the Soldier when using the Kamikaze taunt (the only way he can use the grenades on his chest).


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* ''Franchise/StarWars'' games typically do this when grenades are involved. This is justified in the lore when thermal detonators are used for this purpose, since their blasts are from a miniature fusion reaction rather than a regular explosion, and they are specifically designed to have an ArbitraryMaximumRange. Strangely, the series also has actual concussion grenades that work more like real-life ones, and they are used right alongside thermal detonators in several games despite having few physical or mechanical differences other than "a grenade but weaker"; some even use them as dedicated anti-armor grenades.


Remember, this only applies to grenades that look like or are referred to as frags. If things are exploding when they shouldn't, the object is MadeOfExplodium. For stun grenades, see BlindedByTheLight. May cause an ImpairmentShot in video games. When frags are presented realistically, expect a bad case of TheCoconutEffect.

to:

Remember, this only applies to grenades that look like or are referred to as frags. If things are exploding when they shouldn't, the object is MadeOfExplodium. For stun grenades, see BlindedByTheLight. May cause an ImpairmentShot in video games. When frags are presented realistically, expect a bad case of TheCoconutEffect.The Coconut Effect. Subtrope of ArtisticLicenseExplosives.


* The ''VideoGame/{{Unreal}}'' series interestingly plays it both ways with its combination shotgun/grenade launcher in the Flak Cannon. The grenades fragment just fine, well enough to completely shred a target or two when most of the fragments hit - so long as you use the primary fire to detonate the grenade right in the weapon and launch the fragments out like a shotgun blast. SecondaryFire, which launches the grenade out as an actual grenade, reveals the grenades' flaw: They fragment into so few pieces that individual shards are unlikely to do more than ScratchDamage, requiring a more or less direct hit to get results approaching what the primary fire can do (the upshot is a direct hit and instant kill is still possible from a further range with secondary fire, due to launching the grenade as a single projectile in a predictable arc rather than several of them in a semi-randomized burst).

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* The ''VideoGame/{{Unreal}}'' series interestingly plays it both ways with its combination shotgun/grenade launcher in has the Flak Cannon. The grenades fragment just fine, well enough to completely shred a target or two when most of the fragments hit - so long as you use the primary fire to detonate the grenade right in the weapon and launch the fragments out like a shotgun blast. Cannon's SecondaryFire, which launches the grenade averts this. Alternate fire shoots out a primed shell as an actual impact grenade, reveals the grenades' flaw: They fragment into so few pieces that individual shards are unlikely to do more than ScratchDamage, requiring and it sends shrapnel flying in every direction, and a more or less direct lucky shot can hit to get results approaching what the primary fire can do (the upshot is a direct hit and instant kill is still possible from a further range even players far away with secondary fire, due to launching the grenade as a single projectile in a predictable arc rather than several of them in a semi-randomized burst).stray flechette.



* Played straight in the ''Team Fortress'' series. The Scout has access to concussion grenades in ''VideoGame/TeamFortressClassic'', and those do barely scratch damage while [[BlownAcrossTheRoom sending anything affected flying]]. The Soldier's frag grenades behave like your run-of-the-mill concussion frag, and the Demoman's dynamite packs [[Administrivia/TheSameButMore do the same with more damage and a larger radius]]. In ''VideoGame/TeamFortress2'', the Demo's grenades produce no shrapnel, and neither does the Soldier when using the Kamikaze taunt (the only way he can use the grenades on his chest).
* ''VideoGame/XCOMEnemyUnknown'': Played straight with the basic frag grenade. The Needle Grenade introduced in ''[[ExpansionPack Enemy Within]]'' downplays this, working a bit more like an ''actual'' frag grenade its explosion has a larger radius, but if there's any cover between the grenade's detonation and the target, no damage is dealt.

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* Played straight in the ''Team Fortress'' series. The Scout has access to concussion grenades in ''VideoGame/TeamFortressClassic'', and those do barely scratch damage while [[BlownAcrossTheRoom sending anything affected flying]]. The Soldier's frag grenades behave like your run-of-the-mill concussion frag, and the Demoman's dynamite packs [[Administrivia/TheSameButMore do the same with more damage and a larger radius]]. (All of these grenades were planned to appear in the sequel, but were DummiedOut.) In ''VideoGame/TeamFortress2'', the Demo's grenades produce no shrapnel, and neither does the Soldier when using the Kamikaze taunt (the only way he can use the grenades on his chest).
* ''VideoGame/XCOMEnemyUnknown'': Played straight with the basic frag grenade. The Needle Grenade introduced in ''[[ExpansionPack Enemy Within]]'' downplays this, working a bit more like an ''actual'' frag grenade its explosion has a larger radius, but if there's any cover between the grenade's detonation and the target, no damage is dealt.dealt, and the explosion doesn't damage map objects.

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* Averted in ''[[Film/TheAssignment1997 The Assignment]]'' (1997), which opens with terrorist Carlos the Jackal throwing a hand grenade into a Paris cafe. There's a SlowMotion shot of shrapnel flying through the air, followed by a gas pipe bursting which supplies the requisite StuffBlowingUp.

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** The ''[[VideoGame/XCOMLongWar Long War]]'' mod somewhat improves on this, by making both types of grenade available from the start - the former frag grenade renamed to HE grenade, and the needle grenade renamed to frag grenade. The HE grenade does slightly less damage and has a smaller effective radius than the frag, but it can hit enemies even if they are in cover, and can destroy that cover as well.


* The ''VideoGame/{{Unreal}}'' series interestingly plays it both ways with its combination shotgun/grenade launcher in the Flak Cannon. The grenades fragment just fine, well enough to completely shred a target or two when most of the fragments hit - so long as you use the primary fire to detonate the grenade right in the weapon and launch the fragments out like a shotgun blast. SecondaryFire, which launches the grenade out as an actual grenade, reveals the grenades' flaw: They fragment into so few pieces that individual shards are unlikely to do more than ScratchDamage, requiring a more or less direct hit to get results approaching what the primary fire can do (the upshot is a direct hit and instant kill is still possible from a further range with secondary fire, due to launching the grenade as a single projectile rather than several of them in a burst).

to:

* The ''VideoGame/{{Unreal}}'' series interestingly plays it both ways with its combination shotgun/grenade launcher in the Flak Cannon. The grenades fragment just fine, well enough to completely shred a target or two when most of the fragments hit - so long as you use the primary fire to detonate the grenade right in the weapon and launch the fragments out like a shotgun blast. SecondaryFire, which launches the grenade out as an actual grenade, reveals the grenades' flaw: They fragment into so few pieces that individual shards are unlikely to do more than ScratchDamage, requiring a more or less direct hit to get results approaching what the primary fire can do (the upshot is a direct hit and instant kill is still possible from a further range with secondary fire, due to launching the grenade as a single projectile in a predictable arc rather than several of them in a semi-randomized burst).


* Grenades which are clearly frags explode into fireballs, while an invisible wall prevents the shrapnel from traveling more than two feet. Alternatively, the explosion may look realistic and have fairly realistic range, but somehow manage to blow things across rooms.
* Concussion grenades are used as a type of stun grenade instead of being lethal. In video games, they'll likely act like a type of flash-bang with a different status ailment (like not being able to turn or move).

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* Grenades which are clearly frags explode into fireballs, while an invisible wall prevents the shrapnel from traveling more than two feet. Alternatively, the explosion may look realistic and have fairly realistic range, but somehow manage to blow things across rooms.
rooms rather than puncture them with several pieces of shrapnel.
* Concussion grenades are used as a type of stun grenade instead of being lethal. In video games, they'll likely act like a type of flash-bang with a different status ailment (like not being able to turn or move).move, versus an actual flashbang simply {{blind|edByTheLight}}ing them).



* In ''ComicBook/RedRobin'' Tim is decidedly unimpressed and annoyed when he runs into Detonator who uses grenades in close quarters combat. Despite Tim lampshading just how dangerously stupid this is Detonator and his team never even seem to be worried about becoming injured when he lobs grenades just feet from them.

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* In ''ComicBook/RedRobin'' Tim is decidedly unimpressed and annoyed when he runs into Detonator Detonator, who uses grenades in close quarters combat. Despite Tim lampshading just how dangerously stupid this is is, Detonator and his team never even seem to be worried about becoming injured when he lobs grenades just feet from them.



* ''Franchise/{{Halo}}'': Frag grenades have a fairly realistic explosion visuals, but the explosion can launch vehicles airborne, making it a hard counter to the Warthog, and killing someone will launch them through the sky.

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* ''Franchise/{{Halo}}'': Frag grenades have a fairly realistic explosion visuals, but the explosion despite what any expanded-universe material claims, you're safe so long as you're not directly in that explosion. It can even launch vehicles airborne, making it a hard counter to the Warthog, and killing someone will launch them through the sky.sky the same as the Covenant [[StickyBomb plasma grenade]].



* ''VideoGame/KillingFloor2'' differentiates between the Support class' frag grenades and the Commando class' HE grenades. Frag grenades' fragments can bounce off terrain to continue travelling, and will pinball in tight hallways very lethally. They use different damage types (piercing and explosive respectively) that will have varying multipliers against advanced Zeds (for example, Scrakes take half damage from explosive, but full damage from piercing).

to:

* ''VideoGame/KillingFloor2'' ''VideoGame/KillingFloor''[='=]s standard grenades hav no shrapnel on explosion, and even set things that they don't immediately kill on fire for a short time (albeit this is purely a visual effect, rather than dealing any damage over time). ''VideoGame/KillingFloor2'', in contrast, differentiates between the Support class' frag grenades and the Commando class' HE grenades. Frag grenades' fragments can bounce off terrain to continue travelling, traveling, and will pinball in tight hallways very lethally. They use different damage types (piercing and explosive respectively) that will have varying multipliers against advanced Zeds (for example, Scrakes take half damage from explosive, but full damage from piercing).



* The ''VideoGame/{{Unreal}}'' series interestingly plays it both ways with its combination shotgun/grenade launcher in the Flak Cannon. The grenades fragment just fine, well enough to completely shred a target or two - so long as you use the primary fire to detonate the grenade right in the weapon and launch the fragments out like a shotgun blast. SecondaryFire, which launches the grenade out as an actual grenade, reveals the grenades' flaw: They fragment into so few pieces that individual shards are unlikely to do more than scratch damage without a direct hit.

to:

* The ''VideoGame/{{Unreal}}'' series interestingly plays it both ways with its combination shotgun/grenade launcher in the Flak Cannon. The grenades fragment just fine, well enough to completely shred a target or two when most of the fragments hit - so long as you use the primary fire to detonate the grenade right in the weapon and launch the fragments out like a shotgun blast. SecondaryFire, which launches the grenade out as an actual grenade, reveals the grenades' flaw: They fragment into so few pieces that individual shards are unlikely to do more than scratch damage without ScratchDamage, requiring a more or less direct hit to get results approaching what the primary fire can do (the upshot is a direct hit.hit and instant kill is still possible from a further range with secondary fire, due to launching the grenade as a single projectile rather than several of them in a burst).


* Played straight in the ''Team Fortress'' series. The Scout has access to concussion grenades in ''VideoGame/TeamFortressClassic'', and those do barely scratch damage while [[BlownAcrossTheRoom sending anything affected flying]]. The Soldier's frag grenades behave like your run-of-the-mill concussion frag, and the Demoman's dynamite packs [[TheSameButMore do the same with more damage and a larger radius]]. In ''VideoGame/TeamFortress2'', the Demo's grenades produce no shrapnel, and neither does the Soldier when using the Kamikaze taunt (the only way he can use the grenades on his chest).

to:

* Played straight in the ''Team Fortress'' series. The Scout has access to concussion grenades in ''VideoGame/TeamFortressClassic'', and those do barely scratch damage while [[BlownAcrossTheRoom sending anything affected flying]]. The Soldier's frag grenades behave like your run-of-the-mill concussion frag, and the Demoman's dynamite packs [[TheSameButMore [[Administrivia/TheSameButMore do the same with more damage and a larger radius]]. In ''VideoGame/TeamFortress2'', the Demo's grenades produce no shrapnel, and neither does the Soldier when using the Kamikaze taunt (the only way he can use the grenades on his chest).chest).
* ''VideoGame/XCOMEnemyUnknown'': Played straight with the basic frag grenade. The Needle Grenade introduced in ''[[ExpansionPack Enemy Within]]'' downplays this, working a bit more like an ''actual'' frag grenade its explosion has a larger radius, but if there's any cover between the grenade's detonation and the target, no damage is dealt.

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This is usually considered an AcceptableBreakFromReality in video games, since frag grenades that behaved realistically would be extremely frustrating to play against.


* ''VideoGame/RainbowSixSiege'' is another interesting example of a game doing both portrayals alongside each other, but in a different way: Frag grenades will damage the environment in a realistic way, leaving a consistent pattern of shrapnel holes in surrounding walls just like a real frag would, but in terms of damage it behaves the same way as in other games, only doing damage within a limited radius and not via shrapnel. Hence, the grenades behave like frag grenades relative to the environment, and concussion grenades relative to the players.

to:

* ''VideoGame/RainbowSixSiege'' is another interesting example of a game doing both portrayals alongside each other, but in a different way: Frag frag grenades will damage the environment in a realistic way, leaving a consistent pattern of shrapnel holes in surrounding walls just like a real frag would, but in terms of damage it behaves the same way as in other games, only doing damage within a limited radius and not via shrapnel. Hence, the grenades behave like frag grenades relative to the environment, and concussion grenades relative to the players.players.
* Played straight in the ''Team Fortress'' series. The Scout has access to concussion grenades in ''VideoGame/TeamFortressClassic'', and those do barely scratch damage while [[BlownAcrossTheRoom sending anything affected flying]]. The Soldier's frag grenades behave like your run-of-the-mill concussion frag, and the Demoman's dynamite packs [[TheSameButMore do the same with more damage and a larger radius]]. In ''VideoGame/TeamFortress2'', the Demo's grenades produce no shrapnel, and neither does the Soldier when using the Kamikaze taunt (the only way he can use the grenades on his chest).

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[[folder:Comic Books]]
* In ''ComicBook/RedRobin'' Tim is decidedly unimpressed and annoyed when he runs into Detonator who uses grenades in close quarters combat. Despite Tim lampshading just how dangerously stupid this is Detonator and his team never even seem to be worried about becoming injured when he lobs grenades just feet from them.
[[/folder]]


* The ''VideoGame/{{Unreal}}'' series interestingly plays it both ways with its combination shotgun/grenade launcher in the Flak Cannon. The grenades fragment just fine, well enough to completely shred a target or two - so long as you use the primary fire to detonate the grenade right in the weapon and launch the fragments out like a shotgun blast. SecondaryFire, which launches the grenade out as an actual grenade, reveals the grendes' flaw: They fragment into so few pieces that individual shards are unlikely to do more than scratch damage without a direct hit.

to:

* The ''VideoGame/{{Unreal}}'' series interestingly plays it both ways with its combination shotgun/grenade launcher in the Flak Cannon. The grenades fragment just fine, well enough to completely shred a target or two - so long as you use the primary fire to detonate the grenade right in the weapon and launch the fragments out like a shotgun blast. SecondaryFire, which launches the grenade out as an actual grenade, reveals the grendes' grenades' flaw: They fragment into so few pieces that individual shards are unlikely to do more than scratch damage without a direct hit.hit.
* ''VideoGame/RainbowSixSiege'' is another interesting example of a game doing both portrayals alongside each other, but in a different way: Frag grenades will damage the environment in a realistic way, leaving a consistent pattern of shrapnel holes in surrounding walls just like a real frag would, but in terms of damage it behaves the same way as in other games, only doing damage within a limited radius and not via shrapnel. Hence, the grenades behave like frag grenades relative to the environment, and concussion grenades relative to the players.

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