We're all complaining about how explosion damage is overpowered. The problem with this argument is that these weapons are not overpowered but the mechanics behind how they work are wrong and broken (from what I have observed and from what others have also observed).
Grenades:When a player is within the blast radius of a grenade they receive 100% of the damage. For example, if a player is at the 5.5 meter mark of a Core Locusts Grenade than they receive 100% of the damage of that grenade. If another player is at the center of the blast, i.e., they are standing on the grenade, than they receive 100% of the damage.
Mass Drivers:When a player is shot by a mass driver they receive 100% of the splash damage if they are not hit directly. This means if the bullet of the mass driver is not registered as a direct hit on the players body than they take the set splash damage, and 100% of it. If the player is hit directly than the player receives 100% of the direct impact damage.
The Problem:Players should not receive 100% of the damage if they are not directly hit by a mass driver or by grenades. In reality, where physics play a role, a blast has a dropoff of energy, whether it be from a concussive force or explosive force. This dropoff is always radially outward from the center of the blast. This is why fire gets less hot when you move away from the flame and sound gets quieter when you move away from the source. In DUST 514 the physics are being ignored and the players innately sense this incorrect physical property and react to it as they have been, with complaints and QQ's on the forums.
The Fix:CCP and the DEV's of DUST 514 need to implement a nonlinear dropoff to the percent of damage from grenades and all other explosive weapons, such as the mass driver, the flaylock pistol, remote explosives, and missiles in general. This nonlinear dropoff is shown in the graph I have made (please excuse my horrible photoshop skills, my point is shown clearly though). All explosive weapons should have a base damage from which to calculate the dropoff % of damage. The mass driver, flaylock pistol, and missiles should not have a splash damage but an overall base damage. If a player is hit directly with any explosive weapon then they receive 100% of the damage. That is fair. But as the player is running away and is a distance away from the center of the blast then they should receive a reduced percentage of damage.
The Graph:http://i.imgur.com/dgvPZZd.pngFlux Grenades:Flux grenades seem to work like an EMP and thus their entire blast radius should do 100% of the intended damage. They do not kill you but they disrupt electronics, i.e., your shields. An EMP normally doesn't have much fall off until the very perimeter of the blast radius. if you can extend the curve to drop off from 100% closer to the edge of blast radius than that would work properly.
Conclusion:This is really easy to program CCP. If you need any help, I'll do it for free from my house and I'll do in 3 days with debugging included. Fix these things so I don't have to read the QQ's anymore. This is the right solution to the problem.