Yes, but expected tritanium to be mechanically different from non-Tritanium. Or would it only differ in power?
Well, given that Tritanium ammo already (mostly) only differs in power, I imagine it wouldn't be a big deal.
If we only change shrapnel charges, then it's promising, but I think the modifications are too extreme - especially doubling the armour.
I don't think going below 1.5*damage against armourless units makes a big enough difference to make the change worthwhile, and if you don't compensate for it with a big ArmorEffectiveness penalty, either the difference between regular and shrapnel rounds is not noticeable, or shrapnel just becomes better overall.
Your typical HE-resistant, not-too-armoured enemy has less than 30 under armour and 80% or better concussive resistance and 100%+ cutting resistance. Typically even 20 armour or less. Unarmoured usually has around 5 under armour.
(80 - 30 * 2.0) * 1.5 = 30.
(80 - 30 * 1.5) * 1.5 ~= 52.
80 * 1.0 - 30 = 54.
80 * 0.8 - 30 = 34.
(80 - 20 * 2.0) * 1.5 = 60.
(80 - 20 * 1.5) * 1.5 = 75
80 * 1.0 - 20 = 60.
80 * 0.8 - 20 = 44.
(80 - 5 * 2.0) * 1.5 = 105.
(80 - 5 * 1.5) * 1.5 ~= 108.
80 * 1.0 - 5 = 75.
As you see, even 2.0 is kinda too good, unless you're willing to go with a 25% damage increase which is not particularly impressive even on no-armour peasants.
I mean, you can certainly tweak these numbers. But if you're too conservative you'll end up with shrapnel being the only choice again, instead of a tradeoff.
And also I'm not sure if we need a weapon profiled to kill completely unarmoured units. By the time you get there, wouldn't it feel overspecialised?
Perhaps, although that's where the wounding comes in.
There are also plenty of enemies with 20 or less armour, or cutting vulnerability/concussive resistance. Maybe they are not the biggest and baddest, but the idea is to get many of them at once and outlast them via wounds if nothing else.
Hmm, perhaps you could give shrapnel less RadiusReduction and a radius cutoff instead of increased damage? This way, shrapnel would have a larger danger area and get more of the mooks at once.
Yes, we started veering into the direction of rebalancing other weapons. I'm not willing to do that just to justify the tritanium shrapnel.
I was thinking more along the lines of
if new shrapnel mechanics work out, then you can expand from there.