Commando Archive
Thread: How's the grenade fix?
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Knightcrest
Tue May 31, 2005 5:18 pm
#14
Knightcrest wrote:
StarNick wrote:
Would be cool, if snare only would work for more than 1-2 seconds =/
Yeah, would think it would last at least as long as a Rifleman's kneecap shot as a low timered snare.
Just tossed one since I am on some freaky kick of testing nades around my house... the icon that pops up ona Cryo shows a 5sec snare delay... pain in the arse to even get the mouse cursor up over to highlight it for the timer. Tried once and it was gone so fast I had to wait 70 some odd seconds to throw another, but managed to see it that time and it started ticking at 5 secs. Should be 15 secs or so to be useful for the action cost/aggro draw/credit cost of the weapon. Might as well pick up novice rifleman for kneecap shot and use a cdef for the same effect with less skill point cost than 1x/x/x commando.
nerfherder321
Tue May 31, 2005 7:20 pm
#15
Knightcrest wrote:
Suprise...Suprise... the +20 Throw Range arm doesn't effect 'nades or put them past the 35m mark. How much you wanna bet it works with Saber Throw?
3 potato pies
Kesslan
Wed Jun 01, 2005 10:20 am
#16
so in otherwords the throw range arm is totally borked and does nothing. lovely. Because it's ment ot affect grenade throw range far as i can tell.
Knightcrest
Wed Jun 01, 2005 3:09 pm
#17
Kesslan wrote:
so in otherwords the throw range arm is totally borked and does nothing. lovely. Because it's ment ot affect grenade throw range far as i can tell.
Haven't had a CM to test it or a Jedi to see if it affected healing range or saber throw range, but hoping to get a friend that has a jedi to temporarily saw off his arm to test and the same for a CM, but no it does not work with traps/grenades from any I tried to use.
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