If I have to guess, the original SVS settings were designed to mask/reduce the effect of high latency and low bandwidth from when everyone used 9600, hence SVS settings have low thrust (sensitive to latency) and low rate of fire (sensitive to bandwidth). Even now, with everyone on much better connections, it frequently happens that bullets barely hit on someone's screen but barely miss on someone else's, or for someone to ghost when they hit/miss the corner of a wall. If direct bombs did full active shrap damage, there'd be a huge difference between a direct bomb doing 750 + 190*8 = 2270 damage (instant death) and a barely not direct bomb doing 740 damage. At that point you might as well just give bombs random damage. It's true that no player fires a bomb in open space with the intent of dealing damage with shraps; they only fire bombs for shraps inside boxes, and then only if they cannot/will not fire directly at the enemy (i.e. they have no angle or they don't want to go inside the box with them). On the other hand, players consciously dodge shraps all the time. Bombs have big enough prox that you often can't avoid getting hit by them, but they're often slow enough that you have a range of spots to skim them. Since shraps come out at the 8 corners, you just skim them anywhere else to avoid taking an extra 190 damage (which is pretty noticeable once you're yellow and numbers start appearing beside your ship). Also, players can deliberately run through a bomb's prox to lower the damage taken by forcing the bomb to do some pb damage (esp against thors with its huge blast radius), but it's pretty situational (the bomb needs to be close to the shooter relative to its blast radius), and often times maybe it's more so the shooter making a bad choice of when to bomb than any reaction on the defender's part