Frags have a chance to do damage at 15 meters and a four second fuse.
Flashbangs friendly fire, have a gradient stun duration out to five meters, and a one second fuse.
Charges have a larger radius and a longer deploy.
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Frag grenades detonate four seconds after impact to simulate a 4-5 second fuse. Inside of a 1.7 meter radius they break doors and instantly kill all units. Inside a five meter radius they have a 50% chance of dealing 100 damage. Inside of a 15 meter radius they have a 50% chance of dealing 50 damage. Frag grenades will stun for up to one second, and cause between 50 and 25 suppression.
Flashbangs detonate one second after impact to simulate a 1-1.5 second fuse. At zero meters, flashbangs will stun for 1.5 seconds, which is smoothly interpolated to zero seconds at five meters. They deal 50 suppression inside 2.5 meters and 25 inside of five. These numbers are loosely based on this fascinating paper: d-9270.ashx (ida.org). Because flashbangs no longer deal damage there is no blood effect, and the one can't be sure that a room is unoccupied or visa versa.
Both flashbangs and frags have a one second change out time, meaning troopers won't be ready immediately after throwing a grenade anymore.
Breaching charges now have a longer stun, AoE, Sound Radius, and slightly longer deploy.