Commando Archive

Thread: GRENADE TIMER!?!?!!?!

DuriouzOfEclipse
Thu Jul 21, 2005 6:21 am
#1

I just got back to SWG yesterday, and I have been up to date with CU - DAMN its good!


However, I thought my proton nades were broken, because I cant throw more than 1 in 250 seconds... thats rediculous!


Do they plan to fix this, or is it just a bug?
Handisinuse
Thu Jul 21, 2005 6:55 am
#2

yeah.. i noticed the grenade timers after pub 20 were MUCH longer.



c22 was 50 seconds, proton grenade was something like 255 seconds.... completely rediculous.


I didn't try thermal detenators, etc.. but I will later when i get on.
StarNick
Thu Jul 21, 2005 8:08 am
#3

Were you using newly crafted nades? Or pre-CU converted ones?

The conversion thoroughly borked our grenade timers...if its new ones, ack...gonna have to test this out to see whats happening.



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Phyros-Flyfrets
Thu Jul 21, 2005 10:56 am
#4

Ive noticed that imperial detonators I looted from a Stormy take 10secs or so between throws, where crafted ones take 200 secs or so... its really pretty irritating
Barkingbantha
Thu Jul 21, 2005 4:04 pm
#5


I tried throwing thermal dets just now. From a crate of converted weapons.


255 second timer on these.


They also list the range as 64 meters - but you can't throw them at this distance (more like 32m - which is more realistic)


Damage was a complete bag of arse to boot - could have done better with a cdef, and this was against GREY con mobs.


The only seaving grace was that I could use my flamer during the re-use timer, whereas before, we were unable to do anything but run around like a teat.


Are nades supposedly working better with newly crafted items?


Message Edited by Barkingbantha on 07-22-2005 12:05 AM

Kesslan
Thu Jul 21, 2005 7:55 pm
#6

Newly crafted grenades -do- generally work better. I just made right now on bria (using 880 power acklay venom) a cryoban with 1429 max damage, 10 second timer, and standard crafted dot (Whcih seems to be longer than on the pre-cu ones. The crafted ones -start- at 5 second durration on both dots. If you experiment for dot and have really high end resources you can get about 32 seconds durration on the slow dot. The snare never lasts more than 5 seconds. But it's 'potency' does go up.


So at least grenade enhancers (Acklay Venom and Kliknik glands) are working for glop greandes and crybans. But there's -NOTHING- to put into the Imp dets, thermals, or protons to enhance them. I'll be posting on the WS forums to ask the corr there they ever plan to actually put any in. Cause it's kinda silly when I can make a cryoban grenade (ues only 2 subs, 3 resources, 1 optional enhancer) that has more damage than a proton grenade (3 named resoruces, 4 subs, 1 'optional' slot that nothing can be put into)


Also the post CU crafted ones that I've made have all come out with +14 acc bonus.


As for range. When I dump every point into experimenting on range. At least on cryobans they cap out at about 40m. And the game seems to now recognize grenade damge. And not go off the range/damage of the weapon your holding. (I've tested this using various grenades, and holding laser rifles, proton rifle, scatter pistol, proton carbine etc on my MCom/MBH)





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