Commando Archive
Thread: Why the CRAP don't Commandos use Proton Grenades (or any grenades??)???
A) use the flamer and hope to get lucky (15% dice roll with every shot)
B) use grenades and hit him every time. (assuming you have armor to block the blast)
C) give up, die and reroll a melee fotm
grenades may suck in pvp, pve, and have numerous problems. but for alot of people it's the best bet.
meeuki wrote:
say you meet a jedi... do you:
A) use the flamer and hope to get lucky (15% dice roll with every shot)
B) use grenades and hit him every time. (assuming you have armor to block the blast)
C) give up, die and reroll a melee fotm
grenades may suck in pvp, pve, and have numerous problems. but for alot of people it's the best bet.
I think B) would be more like
B) Throw grenade and do 50 pts of damage to the jedi (if you hit) and 500pts of damage to yourself because the jedi closed inside the blast radius.
plus if you aren't wearing armor for the occasion that's nobody's fault but your own. 200 damage (before food/flameout) to yourself sucks, but again, is the alternative a 15% chance with every shot? or at least hitting the jedi?
unless i had the perfect fast uber flamer vs this hypothetical knight, i'm going with grenades and contributing to the fight.
Trust me, I wanted it to work. C22's did little damage. Cryobans sound cool, but they are crap. Imperial detonators are crap too. Glop grenades seem to work well. They seem to have a DOT effect. I might be crazy, but I do get more than just the initial damage from them. Thermals are great, butthey are also the ones most likeley to incap me. Their blast radius goes beyond what the specs say. Haven't used protons because I used them all in RL's.
For me, grenades work great on stationary objects, i.e. lairs. Throw 'em at a critter and they'll aggro and get to melle range before the grenade goes off. Throw 'em at an NPC and they'll either do the same or go out of range. The only the thing I have found that will park themselves at a good range are venom spitters like spiders.
I haven't PvP'd much, but I can't imagine anyone is going to stand still long enough for you to hit them. You might be able to ambush someone, but I can't see it happening too often. People catch on quick and they will simply move away.
I will say that I never experimented for accuracy. i go for the damage line simply for the speed aspect. Even with a speed powerup, you'll still be slow and you'd really have to be a smuggler with time on his hands to slice a bunch of grenades. And as with any weapon, range experimentation will yield small results. You might be able to move back from 12 to 15m. Not worth it IMO.
But the bottom line to me is that the FT just is way more effective. I think the biggest lair blast I got was 6k. With the FT I can hit 11-12k. Even when fighting MOB's with high heat resists, the Flame DOT will do more damage than anything else. You may be right and they may be effective against Jedi. But he either has to be stupid (I think I'll just stand in Ideal range for this grenade) or getting tanked by someone else. In that case, you are damaging the Jedi AND your buddy. But I guarantee that within a week or so word will get out. Anyone starts tossing grenades and they go down first. So it may be a nice advantage now, but don't get used to it.