Commando Archive

Thread: Grenades

psyco31
Sun Apr 11, 2004 9:02 pm
#40

nope use mine just fine



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Kalosh
Sun Apr 11, 2004 9:09 pm
#41

Do you use your grenades from the toolbar?




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Kalosh
Sun Apr 11, 2004 9:17 pm
#42

I've /bugged the damn thing. I don't know what's going on. I am trying to use glopgrenades and I am certed for them. I am well with the max range of thrown weapons usually between 15m and 30m. I click on the grenade in my toolbar like i used to do before the patch, and nothing happens. It doesn't queue up at all, doesn't give me an error message, it just sits there. I even tried clicking on them from inventory. Nothing.



Eclipse - Master Bio Engineer

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fareone
Mon Apr 12, 2004 12:32 pm
#43






Raptor2k1 wrote:

The grenades will only work out of you main inventory screen. If you have them in a pack they won't deploy,






yes ..i put them in my inventory now they are working....



got Ofio( lowca)... opef ofio( lowca)
Feelixx
Mon May 03, 2004 3:26 am
#44

I have not been able to read everything on these boards so if I am covering something that has been covered before - my apologies.


As it stands now, grenades are completely worthless to a commando. There is nothing to fearabout them, at least not like having a combat medic throw an area poison at you from 64m and actually hitting most of your group withthearea effect. In a sense, CM's are throwing biological/chemical grenades - yet they have an incredible advantage (even against fully sealed combat armor suits like composite)over normalgrenades in any of their forms.


As part of making commando more balanced, and usefull, I think that one of the major changes should deal with the way grenades are used and how they affect their target.


1) In real life, grenades have incredible destructive power and are fatal within a certain radius. Right now we have a very small damage radius. We also have to hit the target for it to really do anything or to affect surrounding targets. Grenades should not have to hit their intended target - even a miss should at least do reduced damage, a hit should do incredible damage.


2) In real life, if a grenade goes off next to you, you are going to feel it. The blast alone should stun people within a certain radius and they should also have to test for knockdown, with a hit doing an automatic knockdown. I am sure other effects could be applied, but you get the idea of what I am talking about.


I have many other thoughts, but I wanted to push these thoughts out for your comment. I just wish that commando made sense. As it stands now, it is a joke and anyone who wants can take advantage just by getting the flametrhower tree. What is the point of being a Master Commando? Commandoes should be a concern, but a Master Commando should be frightful. (maybe move flame single 2 to the Master Commando tree?)


I look forward to your comments.


Feelixx Asbjorn, Master Commando (NRA) - Naritus



Feelixx Asbjorn
Master Commando / Master Rifleman
Feelixx
Mon May 03, 2004 3:27 am
#45



I have not been able to read everything on these boards so if I am covering something that has been covered before - my apologies.


As it stands now, grenades are completely worthless to a commando. There is nothing to fearabout them, at least not like having a combat medic throw an area poison at you from 64m and actually hitting most of your group withthearea effect. In a sense, CM's are throwing biological/chemical grenades - yet they have an incredible advantage (even against fully sealed combat armor suits like composite)over normalgrenades in any of their forms.


As part of making commando more balanced, and usefull, I think that one of the major changes should deal with the way grenades are used and how they affect their target.


1) In real life, grenades have incredible destructive power and are fatal within a certain radius. Right now we have a very small damage radius. We also have to hit the target for it to really do anything or to affect surrounding targets. Grenades should not have to hit their intended target - even a miss should at least do reduced damage, a hit should do incredible damage.


2) In real life, if a grenade goes off next to you, you are going to feel it. The blast alone should stun people within a certain radius and they should also have to test for knockdown, with a hit doing an automatic knockdown. I am sure other effects could be applied, but you get the idea of what I am talking about.


I have many other thoughts, but I wanted to push these thoughts out for your comment. I just wish that commando made sense. As it stands now, it is a joke and anyone who wants can take advantage just by getting the flametrhower tree. What is the point of being a Master Commando? Commandoes should be a concern, but a Master Commando should be frightful. (maybe move flame single 2 to the Master Commando tree?)


I look forward to your comments.


Feelixx Asbjorn, Master Commando (NRA) - Naritus



Feelixx Asbjorn
Master Commando / Master Rifleman
GankByEwoks
Mon May 03, 2004 5:08 am
#46

Excellent Post ,


I agree with you100% on everything you said, Grenades should be weapons that inspire fear. Such as when Leia broke out the Thermal Detenator, everyone held their breath. However like many things in SWG, this is not the case. In SWG its the combat medic that is the most feared profession in the Galaxy, and its not because they can use range stims or heal other players. The combat medic is feared because of their offensive capability, offensive firepower thatmuscles in on Commando Terroritory.


TheDevs made a big mistake on allowing combat medics ( keyword "medic" ) to use *ANY* type ofoffensivegrenade that deals out heavy amounts of damage and has no type of penelty ( i.e. poisoning yourself ),CombatMedic grenades have superior ranges and even more superior damage radius, and the chance of them missing is very rare after you reach poison C's,the combat medic pretty muchkilled the commando profession when it comes to dealing out heavy amounts of damage and crowd control and quickly stole the spotlight when it came to thrown weapons.


The role of the Commando is pretty much clear when it comes to combat balance. No matter what numbers are used, no matter what equations are figured out, no matter what the developers feel, the Commando must*ALWAYS* be at thetop of the food chain when it comes to destructive firepower. When you got dabblingdancers, chefs, architects, and medics doing more damage with a ion rifle, stun baton, or poison,then a Master Commando with a Heavy Weapon, like a proton grenade, or flame thrower, then the combat balance is flawed. Period.



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SpecWar1
Mon May 03, 2004 6:31 am
#47


I posted this up not to long ago... If gernades were to knockdown... or do dot damage... or something for each type of damage then we would be a versitile warrior. But as it stands now commando has some great attributes but not a whole lot. The flame is the best weapons and it does work in PVP but when coupled with a medic and blankets its useless. Only the elite of PVPers know to carry blankets and make sure you have some high healing med pacs.


Gernades: Shouldnt these knock people down? I mean when people stand next to gernades they do heavy blast damage, even fragments of the gernades go flying, shouldnt ths be the case? There should be some reason for gernades, not just to do damage or just to display our toon throwing a gernade when we can do more damage with Flame thrower. We will never use them!


Heavy Acid Rifle: Needs to be a hell of alot faster! Also armor peircing needs to be up there. Why does a rifleman get a weapon that has heavy armor peircing? We are commandos and are experts in destroying heavy armored weapons, yet we suck with armor peircing? Needs attention...


Special Heavy Weapons: Need damage and if it hits, it needs to show impact, like knocking something back. An ATST is a man driven vehicle and if a Special Heavy Weapon like a rocket launcher hits that thing it should at least delay the ATST. People inside the thing would be rattled to death if a rocket hit them. Ive battled ATSTs and they do hardly any real damage to them.


Comment on Combat Medics: When we think combat medics in the real world we think of combat ready medics that pull out guns to defensivly get to the next victim and help them out. Here we see combat medics as biological terrorists that can release diseases and poisons which is not what a combat medic is. Personally ive seen everyone drop because of them and in some ways they do spoil the fun, but they serve a purpose when needed. I believe their DOT damage needs to be lowered to the standared flamethrower to balance the difference and there should be antidotes created by doctors as well for diseases and poisons. If it was created by biological means there should be cures for them as well. This would balance the commando and combat medic classes. Dont you think?
Feelixx
Mon May 03, 2004 9:58 am
#48

Thank you for the comments so far. Here are some afterthoughts of mine regarding grenades.


1) Multiple Damage Types. Grenades should have multiple damage types. (there are weapons that have poison dots etc...) For example, a Proton Grenade is a small Nuclear Detonation for the most part, at least in the descriptions that I recall reading, so in addition to Blast Damage shouldn't it ALSO deal Heat Damage? Each grenade type can be assigned an additional damage type (c22 = blast+kinetic)


2) DOT's. Yes, the CM's have crowded in on commando terf, but instead of completely nerfing something else (when will it end) how about just making commandoes competitive? Fragments from a grenade punch many holes in the surrounding area...... which one could logically assume would produce alot of bleeding. The Proton grenade, among others, does heat damage - give it a burn DOT (call it white phosphorous or whatever you want). The CyroBan does Cold damage - how about an action DOT as you are dealing with the effects of severe frostbite?


In summary, grenades should be placed higher on the tree and then have all of the additional effects (stun/knockdown/multiple dmg types/dot's) added to make us competitive with CM's


Regards,


Feelixx Asbjorn, Master Commando (NRA) - Naritus





Feelixx Asbjorn
Master Commando / Master Rifleman
Sinis_Zero
Tue May 04, 2004 12:59 am
#49



Just so you know cm's cant throw poisions from 64m's, they can only throw from the range the poison has been experimented on. When i was a cm i could only throw from 43m away and heals from 23m..


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Sivol
Sat Jul 03, 2004 9:56 pm
#50

Why dont they just make grenades like combat medic poisons. Instead of the 'auto' hit like poisons, why not just use thrown weapon accuracy vs ranged defense or something. Tossing grenades should be about the same range as well at 64m max range. Add in some DOT grenades or even state attack grenades and they might just be useful. Could almost be like a mini combat medic.



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LillJuGgE
Tue Oct 05, 2004 10:07 am
#51

Plz if anyone makes grenades (thermal,proton ocr imp detonators) plz send me a ingame mail i will buy all you have. i play on chimera ingame name i lilljugge




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Amana
Tue Oct 05, 2004 4:03 pm
#52

umm name and server bud, you should post this in the trade forum of your server



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