Detonations can be triggered while the player is performing other actions.
Launching a grenade is silent to enemies, though explosions are noticeable.
Grenades have no arming delay, and can be detonated instantly with the use of the Secondary Fire button.
Grenades can be bounced around corners, off walls, and over low obstacles.
Grenades that bounce into enemies deal damage even when bouncing off of other enemies.
Multiple impacts dealt by the same grenade are possible.
Grenades do not bounce when striking water, coming to a dead stop instead. This allows perfect aiming for setting traps, but is ineffective with Undertow as drowning enemies do not take damage from external sources.
The Arsenal interface used to label only the damage of the grenade on impact, but now labels the Impact damage of the projectile as well as the base Blast damage (350 base).
82.35% [350/(350+75)] of any elemental damage shown in the UI will be used for the AOE damage while the rest is for projectile damage.
Increasing the Magazine size of the weapon does not increase the 5 grenade limit.
Though the grenade explosion does not destroy rockets from Bombards, impacts by the grenades from very accurate (or sometimes lucky) shots can.
When using Split Chamber, the second grenade is noticeable from the first (but only with Heavy Caliber at a reasonable rank), though they share the same trajectory and usually bounce the same direction too.
Grenades fired from the Penta are lobbed in a heavy arc, allowing the player to kill enemies hiding behind cover much more easily, as the detonation happens upon external trigger.
Standing at a greater height allows for the grenades to be lobbed and bounce further, allowing the user to see the grenades better, as well as eliminating the worry of self-damage.
A maxed Firestorm increases the blast radius from the initial 5 meters up to 6.2 meters, allowing more enemies to be caught in the blast.
It is not recommended to use Shred as grenades can often go through the floor on some tilesets, making it impossible to bounce every time.
Split Chamber, under random circumstances, can fire a total of six grenades. Provided multishot works on every shot, 2 shots puts out 4 grenades, allowing you to fire a third for the 5 total limit, but with 1 extra from the multishot.
When using the Split Chamber in conjunction with Heavy Caliber, the decreased accuracy puts the grenades side-by-side and you can clearly see 6 total grenades out at once. This is most likely a bug due to Split Chamber, forcing an additional grenade to spawn on the last shot.
Speed Trigger is an efficient way to quickly launch up to the grenade limit.
Elemental mods such as Cryo Rounds and Hellfire are external from the main Blast damage, allowing the weapon to have 3 separate elemental combinations. If one creates a Blast damage combination, it will merely add itself to the main explosion damage.
Be extra cautious and do not attempt to use in small areas. A single fully-modded grenade can usually kill any Warframe unless protected in some way.
Players can detonate grenades in mid-air for an 'airburst' effect, which can deal headshot damage to targets below.
The Penta is a very effective weapon when firing from a safe location on an Infested mission.
The default color of the grenades can make it hard to see in the middle of a crowd of enemies or from their random bouncing. Change the energy color to suit certain tile sets (E.g. do not use bright white for Corpus Outpost missions).
This is the first weapon to have the Zoom capability replaced with a different function pre-U17.
Penta derives from the Greek prefix of "five", which makes sense as the grenade launcher utilizes a magazine of 5 grenades.
This seems to be the first Corpus weapon to be named after Greek origin instead of Latin.
Penta is the third weapon model that has a magazine that responds after firing. First being the Twin Gremlins, and the second is the Soma.
Its model is known to be a non-static model, as the upper barrel shaft shifts when reloading.
It seems the entire gun represents a mere skeletal structure, unlike most Corpus weaponry.
Increasing the magazine size actually increases the visible grenades stored in the weapon, being the first weapon with this obvious visual ammunition increase. The Secura Penta also follows this rule.
With 5 grenades in the weapon, there is a small gap between the fifth grenade and the bottom of the gun. With 6 grenades, there is no gap at all. With 8, the stack actually exceeds the bottom.
The Penta is the first Corpus weapon to focus on explosive weaponry, utilizing the technology on Plasma grenades through a launch system. They, however, deal blast damage, which does not fit the Corpus theme.
The grenades are flat and rectangular, which is odd, considering their ability to bounce.
Rarely a detonation will cause damage to you even if the grenade is well beyond the explosion radius. Attempts have been made to fix this issue, with varying degrees of success.
In its Arsenal UI, it does not display its trigger function, though it functions as Semi-Auto, possibly because it deals damage on impact, unlike other Active trigger weapons.
Occasionally, the flames emitted by the Penta can remain indefinitely if reloaded too frequently.
The Penta will have 30 rounds of Max Ammo instead of 20 when the Castanas or the Angstrum are equipped in the secondary-slot. This might be because they both draw from the same sniper ammo pool, and the above weapons have an ammo capacity of 30.