Commando Archive

Thread: Good news for Grenadiers

RagNoRock5x
Fri Jul 22, 2005 1:56 pm
#14

Can Grenades be sliced like Pre-Cu?



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Eunuya
Fri Jul 22, 2005 7:43 pm
#15






RagNoRock5x wrote:

Can Grenades be sliced like Pre-Cu?





Yep been slicing mine whenever I get bored on my way somewhere



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RogueChaos
Fri Jul 22, 2005 10:03 pm
#16

Sweet Grenades!!



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tacwraith
Sat Jul 23, 2005 6:41 am
#17

still...loot item required for a consumable, 5 per unit, long timer, negligible effect weapon. Its sad.




in large pvp a group of commandos MAYBE throwing a couple of grenades each, taking 45 seconds to do so, can do the same damage as a pistoleer using fanshot three times




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Kesslan
Sun Jul 24, 2005 10:28 pm
#18

Yeah. I just wanted to see what I could do damage wise. Tossing them as I said they didnt do much. So I've mostly stuck to enhancing glops and cryos with cheap kliknik glands off the baz and then experimenting the grenades for the dots. When I get a good set of glands. The damage drop is either decently mitigated, negated, or hell some times it has better damage (I've gotten some glands with over 180 points etc of damage enhancement).


Generally the only time I toss grenades in PVP is for the dots. Which with POST CU grenades. Can be quite good. _ESPECIALLY_ on glops. I've managed to make glops with over a 90 percent stick rate and 30 second blind duration. Get a huge group in that 30m blast radius. And it makes a notable difference when suddenly all their ranged guys start hitting less. Even if only for a few seconds. Minor stuff like that can some times help turn the tide of a large battle.


But yeah. Simple fact is, Grenades still need ALOT of work.



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Stelsvik
Tue Jul 26, 2005 1:08 pm
#19

If I remember correctly....


Attack speed comes mostly from the Weapon Fuse assy.


Which changed experemental properties at the CU, but old ones still have it. The effect of using an old pre-nerf sub assy = 6 something AS compared to 10. ( I think.)



I'll check it out tonight when I get online and re-read my notes.





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Stelsvik
Thu Jul 28, 2005 11:51 pm
#20

Found data on old grenade parts. Both the Fuses and Stabilizers had all the properties. Warheads only had min/max damage and wound.


So, while I never did extensive testing to see where the basis for rest of the stats came from, the Fuse would add like .02 AS and the Stab would add around .06 AS ( in addition to acc, wound, damage, SAC, and, range all independant experementable items.)


Ok, so now you don't get to mess w/AS in any way in their creation. The Fuse is all Acc, the warhead is still damage/wound, and, the Stab is min/max range+SAC.


I found experementing on the effects was very lame. ( Allthough I didn't have any additional + past M-WS.) There's not a whole lot of data I've been able to find in the WS forums probably because they suck to start with and are still a pain to make. I was more happy w/a Rocket doing +8k and being costly+disposable; but it sure looked cool to kneel, sling it around, fire it off, and then go back to your original posture. Besides, it had a real 'heavy' hit even if someone was buffed to insane HAM.


Here's another point: since they took out armor piercing and commando was supposed to have AP weaps besides BLAST weaps to more effectivly damage turrets and the like, where's that now? It's pretty sure no one's going to try taking one out w/a Lag gun. They're absolutly pathetic now.





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