Commando Archive
Thread: Grenades
Knightcrest
Mon Jun 06, 2005 5:46 pm
#79
Cpl_Fisher wrote:
with just one commando, not enough, get 6 commando's together one tosses an imp det right before the other 5 through protons, watch 30 people crap there pants, esp jebi.
Haha that would be an awesome sight...
Cpl_Fisher
Mon Jun 06, 2005 6:00 pm
#80
Knightcrest wrote:
Cpl_Fisher wrote:
with just one commando, not enough, get 6 commando's together one tosses an imp det right before the other 5 through protons, watch 30 people crap there pants, esp jebi.
Haha that would be an awesome sight...
the reason they don't fix commando, is becuase people like me play it, If I actually had a working proffession to work with.....
TireeG2
Mon Oct 10, 2005 6:57 am
#81
Once again I'm here as a Squad Leader thinking about how I can use my commandos best. This time I'm thinking about grenades. So, a couple of questions, if I've made any incorrect assumptions please let me know:
1) How potent is the Proton Grenade dot damage? It would seem to me, that with such a high damage range the dot associated with it would be very high, is this true?
2) Glop grenades, Cryoban,and Imperial Detonators, how would you rate the success rate of the effects of these weapons? Has it been tested or seen to be effective depending on the level of the target(s)? Has anyone seen if glop grenades are more effective on targets affected by overwhelming shot?
Also since I'm here, I'd like to comment how pleased I've been with the two commandos in my squad so far. I have a Smuggler/Commando and a Pistoleer/Commando, and they're extremely effective together in mass battles. I have my smuggler hit aoe overwhelming shots and KDs. This opens the door for the pistoleer who fires off aoeintimidate, warning shot, stuns, disarming shots, and very effectively against melee, stopping shots. This is ridiculously effective in mass battles.
*edit*-After reviewing some of the posts here, It appears that grenade DOTs don't work. Can someone verify this? If true I'm mainly concerned with the glop grenades I think. Has anyone had any success applying mass blind with this?
Message Edited by TireeG2 on 10-10-2005 11:51 AM
StarNick
Mon Oct 10, 2005 9:08 am
#82
TireeG2 wrote:
1) How potent is the Proton Grenade dot damage? It would seem to me, that with such a high damage range the dot associated with it would be very high, is this true?
2) Glop grenades, Cryoban, and Imperial Detonators, how would you rate the success rate of the effects of these weapons? Has it been tested or seen to be effective depending on the level of the target(s)? Has anyone seen if glop grenades are more effective on targets affected by overwhelming shot?
1) The DoT damage can be seen on the state listing on grenades. The "average" is around 20 something damage for 20-40 seconds. It's as damaging as the game's current incarnation of bleeds - the fire DoTs generated by the LBC, FT, and PFT are far more potent (and easier to stick)
2)For imperial detonators, they're like our RL...first strike you should KD. Glop Grenades...should have the % listed. Cyroban, very much like imperial detonators, but the base snare time is 5 seconds. Don't forget however, that you can experiment on most of these states to increase chances/lasting effects.
All our grenades need: 1) Boost in damage, 2) Boost in state effects, and 3) Significant Reduction of timers. Right now the Imperial Detonators are by far the most useful in PvP since they can KD a large radius of enemies. Other than that, by far the rest of them (especially the ones geared for damage like Proton/Thermal) really come up short. Right now they're not that useful...
TireeG2
Mon Oct 10, 2005 11:37 am
#83
Yes, that's unfortunate that grenades are so dissapointing right now, I'd really like to see them play a bigger roll. Still, the glop and imp dets interest me a little. I don't believe either of my commandos have a blind attack, and I've seen what the radius on that kd is like. I think I may encourage them to try them out from time to time. Unfortunately with that big radius they have, it tends to attract unwanted attention. Will have to be in certain situations only.
Those proton grenades though, I think I saw that they were about 1200-1600 damage from the frogs. If it's possible to get any more damage from a good WS on it, and it's all aoe, that seems like it could be kinda nice. It seems like tossing one of those from time to time could take a nice little chunk out of someone's health. Does anyone have any opinions or experiences on that?
TireeG2
Mon Oct 10, 2005 1:23 pm
#84
Kesslan wrote:
...I've maanged to get multiple incaps just cause soem one is shooting up some one else and that extra bit of damage pushes one or several enemies in the blast radius over the top)
Exactly what I was thinking. I could see one really powerful aoe hit in pvp to be very deadly. I'm definitely going to have to look into this more now. Man, makes we want to pick up commando again...
Message Edited by TireeG2 on 10-10-2005 04:23 PM
Kesslan
Tue Oct 11, 2005 5:16 am
#85
TireeG2 wrote:
Kesslan wrote:
...I've maanged to get multiple incaps just cause soem one is shooting up some one else and that extra bit of damage pushes one or several enemies in the blast radius over the top)
Exactly what I was thinking. I could see one really powerful aoe hit in pvp to be very deadly. I'm definitely going to have to look into this more now. Man, makes we want to pick up commando again...
Message Edited by TireeG2 on 10-10-2005 04:23 PM
It can. My current record stands at 6 incap messages from one Proton Grenade durring a very large scale PvP battle. Tons of people taking damage and just so happend a bunch of them really low on health were in the blast radius. And well in mass PvP like that. I cant stress the usefulness of high dot glops and Imp dets enough. A good imp Det toss for example can SERIOUSLY hurt (Tempoarily) the damage output of the other side. Enough that some times after tossing out a glop and then an ID the tide of battle turned. If even only temporarily.
Ig-Ackbar3
Sat Oct 15, 2005 5:49 pm
#86
why don't we have a grenade that does a root like the cryoban grenadeand make another grenade do a snare?
-shade
Sat Oct 15, 2005 7:14 pm
#87
why would any grenade have a root?
what should happen is when it goes kablooie there should be a crimson mess where what ever you threw the nade at was standing
Reydon
Sat Oct 15, 2005 7:23 pm
#88
Cyroban grenades are suppost to root you... They form a cold layer at the feet of any enemy in range, and freezes over. Cyros are made to root. I like that idea.
-shade
Sat Oct 15, 2005 7:24 pm
#89
well in my book grenades = stick or ball that goes boom i don't care if it stops things as long as it can blow em up ^_^
Reydon
Sat Oct 15, 2005 7:29 pm
#90
heh, I guess. But smoke GRENADES dont hurt things :-P they just make it hard to see. My point is, a cyroban that roots would be great. After you stick them, Thermal Det them to hell and back! mwahaha
-shade
Sun Oct 16, 2005 3:21 am
#91
smoke grenades you say? some sort of non-leathal grenade i assume? but i guess the idea is sound you cant see then cryoban em they can't move then simply pass the thermal det to them poot guy would not know what it is ^_^