Commando Archive
Thread: Grenade Report
1) The grenades I used only did their max damages when I held a weapon (140 dmg opposed to 773 for proton grenades against low CL stuff outside Mos Entha)
2) The grenade timers seem to not have changed, or have gotten worse:
The Base timer seems to be 18 seconds as it was before, but sometimes appears to be 16 or 17 seconds as well. These times are for between same throws (e.g. 1 C12 then another C12)
C12 - 16-18 Seconds, Ive gotten one throw for 11 seconds however
C22 - 16-18 Seconds
Cryoban - 22 Seconds, one throw was for 16 seconds (around base)
Glop - 32 Seconds
Imperial - 27 Seconds
Thermal - 54 Seconds
Proton - 46 Seconds
Some of these timers are in line with the older results I got for my State of the Commando thread, some seem to be worse. But whatever the case, everything seems to be really...screwy, more than before.
3) AoE on grenades extends 30 meters but from your character not the grenades! (e.g. you stand 30 meters from a creature and lob a grenade, it will kill that creature but not creatures 35 m from you. The blast will kill a creature 5 m behind you however)
4) If you try and lob a grenade at a critter thats out of range, the timers will kick in as if you did in fact throw a grenade...
5) States seem to be working well, except for the Proton Grenade...I was only able to get a bleed not a Fire DoT on critters using it. However, when you look at states...they're weak (e.g 50% Blind chance for 10s duration on my Glop grenade, creatures lose their blind well before you can throw another glop). If these get experimented on, then grenade damages would be even worse. The base, unexperimented states on grenades need to be increased.
6) They still come in stacks of 5 (old news)
7) They still require intense resource and factory commitment to produce (old news)
Conclusion: Grenades do not seem to have been improved.
Anyone have different results with grenades, or comments on this?
Thanks for the news, StarNick. Now we know how it works. Now it's up the devs to change it. Hopefully it will happen.
/sigh... 1/4th of our profession is still completely broken... If I wasn't such a pyro I'd've quit by now.
Any word from the devs on, well, anything regarding us?
havent tried em on TC But damn those timers are horrible compared to what i'm cranking out now. On average my timers on post CU crafted are about 10-11 seconds base. And the dots. Do indeed sucketh if you dont experiment in the dots. Which is why for my PVP grenades I tend to use enhancers like kliknik glands. That way I get bout the samge damage as if i'd experimented for damage. But instead experiment in the dots. And put any left overs in damage.
Going for dots I've gotted up to 98 percent stick rate for glops. I think bout 30 on the attack slowdownf or the cryos. But the cryos need a SERIUOS dot boost. even totally maxed out their dots suck. And tend to wear off by the time you get an attack or two in.
Protons... hmm odd. Never had them EVER put a bleed on anything. I've had them KD things and set them on fire. But never bleed. So thats new to me. BLast radius is definaly buggered though.
In short yes. Grenades still need ALOT of work.
Ive been grinding FP all day and managed to loot some grenades (its the basic generic versions I have on TC), and I still got the same damned timers I was seeing earlier...
Nice report, Nick...Too bad its not that great of news ![]()
I could deal with the timers and I could even deal with high HAM costs, IF the damage output warranted those kinds of penalities. I could take long cool down timers, and high HAM costs IF I have the ability to lay waste to a field of agressors after the pistoleers and carbineers do their thing - but it would require MASSIVE AoE to do so...
It just seems they cant (or wont) figure out a balance for us...
Our high costs/timers would indicated massive damage output, but we dont have that.
Our less than average damage output would indicated low costs/timers, but we dont have that either.
Its almost as if they wish we would go away.
LustBunny wrote:
I just wish we could craft our own grenades , just like the info says we should be able to . Depending on WS to make grenades is a no win situation. Have to beg one to do it.
Sounds like I'll have at least some market for em once i start making some in factory runs. Just waiting till i'm 12pt to make them as good as possible. I can cap damage or dot as a 10pt. But it would be nice if I'm giong to be eating up all those resources and factory time to make grenades. That I could at least crank out ones with an enhanced dot as well as high damage.
BTW that brings to mind something for another post ![]()
on sunrunner at least, grenade timers work right.
Message Edited by LustBunny on 08-16-2005 12:46 PM
One sentence:
That sucks majorly.
On chilastra the grenades ive been looting have the same timers (and stats as the grenades i use on TC)...maybe game generated grenades are bugged too? Lol