Commando Archive

Thread: Good news for Grenadiers

Kesslan
Thu Jul 21, 2005 8:44 pm
#1

Well. Dunno if anyone read my reply in one of the other posts about the 1429 damage cryoban. But I also just made several glop grenades. One with aclay venom (the same 880 post cu lot) that will now hit for over 1500 damage, (and should hit for about 2000 after it's pupped). But I also made one that was all dot just to see waht I could get it to. And my god were the results ever beautiful


96 percent blind chance

28 second durration

45m base range (didnt experiment in range at all)

modest 780 damage (enhanced with kliknik gland)


Now. It's not 'uber' perse. But that's a hell of a chance to stick the dot if you ask me. And consider thats in a 30m blast radius...... thats one hell of a thing to be chucking about in pvp and the likes if you ask me


Oh and by the way it is possible to experiment in the timers. But it generally only cuts the timer down to about 7 seconds from 10. And I dont know about you but I'd rather have higher accuracy, damage or dots or what ever over an extra 3 seconds any day. Especially as you can use speed pups.


Now if only they'd fix the mine pups.



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Kesslan
Thu Jul 21, 2005 8:50 pm
#2

Just noticed somethign on the glop too btw. It came out with a MINIMUM throw range of 19m. Meaning it supposedly at least cant be thrown at a target within 19m. But anything 20-45m out is fair game. O.o



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JoKen_Jash
Thu Jul 21, 2005 8:56 pm
#3

Over 1500 damage?!? NICE.



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Kesslan
Thu Jul 21, 2005 9:17 pm
#4

yep. Grenades so far dont -seem- to be damage capped. But annoyingly as I've stated. Only glops and cryos seem to have enhancers. And by far the best come off of acklay. I cant waint till i dig up that vial of 2080 venom I have ckicking around. i'ts stored -somewhere- dont know where in all my thousands of things though. It's pre-cu but kept the stats.....


so before pup it should hit for about 2700 or so if i use it in a glop. Pup it and... well. It may well turn into a 30m one hit one kill grenade >





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JoKen_Jash
Thu Jul 21, 2005 9:28 pm
#5

The jedi shall hide in fear!





JoKen Jash
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JoKen Jash flips a coin.
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DragonRider24
Thu Jul 21, 2005 10:03 pm
#6


So it doesn't take like 2 minutes to throw a second one anymore?




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Kesslan
Thu Jul 21, 2005 10:08 pm
#7

Oh it does. See there's the grenade timer... and then there's the delay.


The timer is how long it takes to actually throw the grenade. The delay (Which isnt shown anywhere and cant be experimented on) is what dictates how long before you can throw another of the same type.



Average grenade timer is 10 seconds. Pretty meaningless really. As then a delay kicks in and wont let you throw any grenade of any type at all for about 6 seconds (This part -may- be where the timer kicks in if it even matters) And then after that 6 second period you cant throw a grenade fo the same type for about 200 seconds, but you can throw one of any OTHER type of grenade. IE if you just tossed a cryo you can still toss a proton etc right after that 6 seconds is up.


Personally I really hope they tone down the timer delays on grenades. Their rediculous.





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Kesslan
Thu Jul 21, 2005 10:09 pm
#8

One freaky thing I noteda bout glops. Which seems messed up. The farter out the range on them. The farther out the minium range is too. I just experimented one to max range (92 percent) got a max range of 58. But the min range of 19, jumped up to 29 O.o



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StarNick
Thu Jul 21, 2005 10:17 pm
#9

Which experimentation bar is the grenade speed?



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JoKen_Jash
Thu Jul 21, 2005 10:19 pm
#10

Distance between min/max range caps?



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Kesslan
Fri Jul 22, 2005 1:27 am
#11


Trying to remember now. And I may be wrong about the speed being experimental. But I could have sworn I did experiment on it at one point in time.


Ehh off the top of my head. In final assembly you have the following options.


Efficiency (Seems to only affect SAC.. kinda pointless on a grenade the way they are)


Weight and Accuracy (raises acc bonus. ones I make all start at +14 and if I recall I managed to pull off a few +30's)


Throwing Range (Cant recall the name of this line) pretty much means you can throw fatehr out. but ALL grenades crafted post patch 20 seem to have a minimum throwing distance. Which increases when you increase the max throw range. This also seems to apply to converted grenades even though they tend to show ranges of 0-64m. Yet another fantastic nerf on a badly nerfed weapon type


Explosive Core (Increases damage)


Cryocore/chemcore/thermal core etc (Easy to get it mixed up with the explosive core if your not careful. This affects thea ctual dot durration)



So yeah unless i"m mistaken I -THINK- weight and accuracy might affect the speed. Or used to or something *shrug*. All I know is I did once manage to craft some grenades with a 7 second vs 10 second timers.



Oh and I tested out one of my 1515 damage cryobans on a guildmate. It was rather dissapointing. On NPCs it seems to hit for the full 1500's. but on PCs it only seems to hit for about 686 or so. (EDIT: That being BEFORE armor. Not after. Before)


Message Edited by Kesslan on 07-22-2005 01:27 AM



Master Artisan, 12pt Master Weaponsmith, 12pt Master Armorsmith. R.I.S Certified, Rebel Faction Armor
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Kesslan
Fri Jul 22, 2005 1:33 am
#12

on the upside. Just as an addition. Tested the glop grenades that i experimented the dot on. Blind stuck almost ALL the time and lasted a good damn while too. Usually bare minium 15 of the 30 seconds if not the full 30. Not such a HUGE thing in PVP but it's something that might well get overlooked, and some people even if they have blind recovery. Dont use it. beliving blind doesnt do much. When it does seem to have a reasonable affect on accuracy. ANd in a big fight that can help alot.


That min range thing though is horribly annoying. It sorta means that a grenadier would have to carry say 2x as many grenades as before. Ones experimented for long range throwing, and others not experimented at all so they can be used at 'modeate' range. While I do agree with grenades having a min range. They are afterall explosives and you'd hardly drop a grenade at your own feet. I dont much care for the fact that the min range jumps out just because you increase the throw range. I mean you sure as hell dont see min damage dropping because you raised max damage etc. Overall it means though that you only have about a 20m window of oppertunity to even USE a grenade now. And given how many NPCs are melee attackers. It's a very very small window of oppertunity to boot.





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Kesslan
Fri Jul 22, 2005 1:38 am
#13

oh yeah and in my hap hazard way of posting I also forgot to mention that while the damage on PCs was less than spectactular it WAS doing more damage than my 900 (1100 pupped) damage protons. At least the damage seems to be based on the grenades now, not the weapno your holding (I was swapping weapons while nading my guildmate with pre-cu and post cu nades)


Cudos to my guildmate who bravely volunteered to be blown up many a time so I could test this





Master Artisan, 12pt Master Weaponsmith, 12pt Master Armorsmith. R.I.S Certified, Rebel Faction Armor
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