Jason9mm wrote:
I see a fundamental difference. My suggestion clearly shows everyone on the screen what's happening and what's about to happen. And the end result will always be that either the target decides to move, thus exposing itself to be shot, or the target stays put and dies... Except for the very rare occasion when they just luck out and don't die. Anyway, the point is to nudge a deadlocked situation forward, one way or another.
If the target is just instagibbed by the rounds suddenly dropping on them (as is the case in countless games), it's hard for me to see why they wouldn't think "oh fuck this shit, instant death which had nothing to do with enemy player skill, now that's just lazy and flawed design". The AI won't care, of course, but there are other implications; if the rounds miss, it's basically if nothing had happened, a disappointment to whoever called the strike, and the situation remains in deadlock.
Furthermore, I don't see any reason why the random scatter bombardment would be better (other than it's more random, but I don't think it's a clear cut benefit).
Maybe I should just start scribbling notes down and wait for the modding tools

As I said, I don't care much myself, I'm fine also with the interval rounds that slowly creep towards the target. It's a little bit more work, like 15 minutes more work

Well, it's more than that if the AI that's being targeted needs to attempt running away from the strike.
But I still fail to see the big difference in the outcome

You said yourself that the rounds can miss the target with both solutions, so in both there's a slight chance of "it's basically if nothing had happened, a disappointment to whoever called the strike, and the situation remains in deadlock.", right? And for the both solutions it's valid that you probably die if you start running as you get shot and you most likely die if you stay, right? Either way you'll be dead most probably, so it doesn't do much help there to have seconds of time to notice that there are grenades coming down your way. I don't think the creeping strike is that far from "instagibbing" like you put it, it doesn't make it much different being "gibbed-in-a-second".
I'm pretty sure the player, who's getting dropped the grenades on, won't think it's fair in either mode, so there's not much you can help there when dealing with a power strike like this.
But, you anyway die in the game a lot, so what's one death more there, not much.