Commando Archive
Thread: Grenade types and effectiveness
I'm curious how the different types of grenades scale. As a novice I can only use the frag grenades. What are peoples experiences with the glops, cryobans, and thermal detonators?
As it stands now...
Frag grenades are your best hope, I hit 4/5 and have done 1400 damage against a Dune Stalker, and with one grenade I can get the sum of a creatures entire hitpoints converted into combat exp. Granted, it's a low down dirty act, but hey we're commandos AIN'T NO BODY EVER GAVE US NUTHIN!
As for Cryo's I have yet to see the "cold" effectiveness on any animal. I live out on Tatooine, and youd think since all the creatures are heat resistant and cold vulnerable, it'd do more damage...quite the oposite. Dewbacks tend to find the change in temperature quite refreshing, and on top of that I find they hit much less often than a frag.
Glop and the acid vulnerability are along the same lines, rarely doing any more damage than your standard frag.
Blast radius has never hit more than one creature at once for me, and I spend a crate of nades on a kreetle lair, and we all know kreetles tend to bunch up when their nest is in danger.
I have yet to use any other grenades, but as it seems, the good old C22's are workin out just fine, because the point is to accumulate combat xp, and if you are willing to sacrifice all morals and fairness in combat, you can turn 300 combat into 3000 with one Desert Razorback.
Oh, and buy by the crate, makes it easier to keep track
SR