i wouldnt say it needs a rebalance, perse, its actually a balanced ability, it simply catches people offguard if used right.
but its just 'broken' since it should work like any other normal explosive weapon and not have some ~broken~ kill crit that zaps anything on feet that so much as touches it in such a huge AOE.
I think thats what smith is saying, and the main point of his argument.
To those saying, "move" You can move when you hear the land mattress too, doesnt mean its not stupid when it does manage to hit you.
Yes its a nonfactor in smaller modes.. but in bigger modes it very well is an issue. And if your sound bugs out, and it doesnt play, which sometimes happens to me with this ability, its also an issue. In all modes.
IMO, "killall" crits on any weapon with any sort AOE is dumb to me, but on a weapon with such a massive AOE.... its senseless. dont care if its a divebomb or a V2. It just needs real, literal Aoe values....i think thats what smith is saying as well. The 'killallcrit' should remain but only in a much smaller radius(which is very easily doable in the Aoe section of the tools..)
I would also rather it not be able to be dropped in bases, and instead be used against emplacements, howies, and static locations/buildings like its supposed to be, not as a cheesy base wipe weapon(especially in bigger modes

)
and maybe have a drop in its cost/cooldown time to compensate.
Not sure if the "sturmtiger AOE is insta gib anything" like this as well, dont feel like looking it up. but if it is, then it needs to be
adjusted slightly too.
wouldnt say those are nerfs, its just making the all game mechanics function consistently..
and Smith your nerf would need adjusting, but its on the right track.