Here's a better splash particle for you. Made by LtZack and tweaked by me. It looks like an actual explosion, a bif column of water coming out of the surface, which then slows down and spreads before fading.
Code:
ParticleSystem ExplosionSplash
Priority = WEAPON_EXPLOSION
IsOneShot = No
Shader = ALPHA
Type = PARTICLE
ParticleName = EXWater04.tga
AngleZ = 0.00 2.00
AngularRateZ = 0.00 0.00
AngularDamping = 1.00 1.00
VelocityDamping = 0.80 0.90
Gravity = -0.20
Lifetime = 80.00 80.00
SystemLifetime = 6
Size = 5.00 10.00
StartSizeRate = 0.00 0.00
SizeRate = 3.00 3.00
SizeRateDamping = 0.90 0.90
Alpha1 = 0.50 0.50 0
Alpha2 = -2.00 0.00 80
Alpha3 = 0.00 0.00 0
Alpha4 = 0.00 0.00 0
Alpha5 = 0.00 0.00 0
Alpha6 = 0.00 0.00 0
Alpha7 = 0.00 0.00 0
Alpha8 = 0.00 0.00 0
Color1 = R:255 G:255 B:255 0
Color2 = R:0 G:0 B:0 0
Color3 = R:0 G:0 B:0 0
Color4 = R:0 G:0 B:0 0
Color5 = R:0 G:0 B:0 0
Color6 = R:0 G:0 B:0 0
Color7 = R:0 G:0 B:0 0
Color8 = R:0 G:0 B:0 0
ColorScale = 0.00 0.00
BurstDelay = 1.00 1.00
BurstCount = 10.00 20.00
InitialDelay = 1.00 1.00
DriftVelocity = X:0.00 Y:0.00 Z:0.00
VelocityType = ORTHO
VelOrthoX = -2.50 2.50
VelOrthoY = -2.50 2.50
VelOrthoZ = 10.00 15.00
VolumeType = POINT
IsHollow = No
IsGroundAligned = No
IsEmitAboveGroundOnly = No
IsParticleUpTowardsEmitter = No
WindMotion = Unused
WindAngleChangeMin = 0.149924
WindAngleChangeMax = 0.449946
WindPingPongStartAngleMin = 0.000000
WindPingPongStartAngleMax = 0.785398
WindPingPongEndAngleMin = 5.497787
WindPingPongEndAngleMax = 6.283185
End
EDIT: Oh and another thing... it might be possible to use the OVER_WATER condition on the projectile model to trigger a particle FX when it dies on water. Just an idea.