Commando Archive
Thread: Are grenades that hard to fix?
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Reydon
Fri Aug 12, 2005 6:48 am
#1
2 easy ways to fix them....
- Make them faster, much faster. or....
- Make them have a different timer. So you can still fire gunswhile grenades arerecovering from use
Is this really so hard to do?
Message Edited by Reydon on 08-12-2005 09:49 AM
StarNick
Fri Aug 12, 2005 8:17 am
#2
Apparently...
I have no updates whatsoever, and my thread asking if we'll be seeing grenade love recieved 0 responses. From what you guys have said, with the last patch *it seems* that some of the timers are a bit better off than they have been, but with TC-Prime down, no Frogs (at least as far as I know) not on TC2, and the fact that Im having troubles finding some grenades on Chilastra I haven't been able to get a full view on the current situation with grenades...
I have no updates whatsoever, and my thread asking if we'll be seeing grenade love recieved 0 responses. From what you guys have said, with the last patch *it seems* that some of the timers are a bit better off than they have been, but with TC-Prime down, no Frogs (at least as far as I know) not on TC2, and the fact that Im having troubles finding some grenades on Chilastra I haven't been able to get a full view on the current situation with grenades...
Reydon
Fri Aug 12, 2005 9:38 am
#3
It's just sad...
Anyway, Starnick, guess what? New flamer! 1137 @ 2.63 I think with 100 SAC and 105 elemental. /cheer
my other one is faster, but has 107 SAC, and 1129 damage w/ 90 elemental. So this one is better. w00t
Kesslan
Fri Aug 12, 2005 10:58 am
#4
I doubt they'll do anything about grenade timers. Their not too bad right now. And personally I havent had using one stopping me from using any other attacks (Just any other grenades for 5 or so seconds). Frankly I think the easier way to go about it would be to just increase the base damage/dots on grenades, maybe the stack size too. And I'd be very happy with them. We'd have the lower ROF sure. But we'd have good AOE damage with them (Or in the cases of some of the lower end grenades, at least a high stick rate, decent durration DOT)
Kesslan
Sat Aug 13, 2005 1:37 pm
#5
Heh not even that. But as it is they do what maybe 100? MCM with 0 mods using deutrium toss can land a 3-400 damage a tick dot that with an enhancer can last something like 5 minutes (Tested this out on a guildmate. Hit him with a neurotoxin and a deutrium toss using 1100 enhancers (with or without enhancers onlyd iff i noticed was duration of the dots) and he was running around like crazy after a while trying to find water to put himself out. As he apparently forgot to take himself off overt and was buisy healing like crazy just to stay alive. as every tick he'd loose bout 800+ hp from both the poison and fire. Now even if our grenades had dots like that (and far shorter duration) I think I could live with it.
StarNick
Sun Aug 14, 2005 12:38 am
#6
That may be a good idea...imagine a grenade doing 1k in DoT damages every tick
StarNick
Sun Aug 14, 2005 9:19 am
#7
I would too, geez people don't run around trying to constantly heal themselves with our Fire DoTs lol!
Kesslan
Sun Aug 14, 2005 2:16 pm
#8
Yeah. I'm telling you man this stuff was ticking on him HARD. A t least for the post CU world. Was kinda funny listening to him panic on the voicechat cause he was overt and he'd have to pop a heal bout every 40 seconds or so cause his health bar dropped by very noiticeable chunks if he didnt.
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