Commando Archive

Thread: woohoo! hotfix and still 200 second wait for grenades

xPREDATORx
Thu May 12, 2005 8:26 am
#14

obviously the post above this hasnt tried the new hotfix /sigh



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Zetter
Thu May 12, 2005 2:03 pm
#15

Yep the above poster is correct I can now throw a nade and then shoot again straight away. But you need to wait 200s to throw the same nade type again.


This has been tried with 3 different grenade types fresh from crates after the hotfix.


xPREDATORx
Thu May 12, 2005 11:20 pm
#16








xPREDATORx wrote:
obviously the post above this hasnt tried the new hotfix /sigh






Um this is WITH the hotfix



You can throw a Grenade now, and begin to shoot after your waiting period..mine is 6.3 secs. BUT you cannot THROW another GRENADE for 180+ seconds







no you poo ppo head you got it all wrong im bettre than you...because im me and your not














joke


ooops hehehe yeah i didnt see the between bit in the sentence my bad




Boe-Os Darksky Former SWG Veteran (Reactivated)
Proud Member of ATO (Yes we're back!)
Jedi and Melee hater No more...NOW NGE hater (We all preferred pre-cu didnt we!)

Talst
Fri May 13, 2005 4:35 am
#17

Did the Zetter test myself - same result - one nade pops out fine and the shooting starts right off the bat- 2nd nade pops out once beards have grown 2 foot longer and majority of enemies have died of old age.



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ApollyonTB
Fri May 13, 2005 4:56 am
#18






Talst wrote:
Did the Zetter test myself - same result - one nade pops out fine and the shooting starts right off the bat- 2nd nade pops out once beards have grown 2 foot longer and majority of enemies have died of old age.





/snicker



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Tyyylowyspetily
Fri May 13, 2005 9:01 am
#19

Grenades don't need to do more damage IMO, they just need to be stuck on their own timers like medpack use. In this way, you would not be able to throw a whole stack in a matter of a second, and the grenades could be used to inflict state effects like flame or bleeds without adversely effecting the commando's overall damage output. This would also be a nice way to give the commando some flexibility in terms of sticking with say a PFT, and still pulling a KD without the need to stitch up with a RL.



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Jigga_Hov
Fri May 13, 2005 11:31 am
#20






StarNick wrote:
When grenades are pulled from crates, Im thinking this didn't affect grenades that were already pulled and were given the 10x speed. Check the speed on the grenades you're using if its 100+ then im afraid those grenades are now worthless. Early today, I was able to pull some thermal detonators from a crate with normal states....still, the lightness of our grenade DPS is still in question...





I crafted a Imperial det on Farstar today, Im Master Weaponsmith and Commando 4140. 10.0 spd & 56 Est DPS, ididnt use the best resorses and it was an experimental try, I can't see those would be worth crafting, and i cant see they would do much damage, probably be better off using a CDEF rifle, These cant be correct/right




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Sculley
Mon May 16, 2005 2:07 pm
#21

timer is starting to get real annoying




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No-Ni
Tue May 17, 2005 12:06 am
#22

Has there been an update to this yet? Is the 180 second timer intended? It seems rather long for the benefit. Why have a weapon like this if it's not feasable to really use?
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