Commando Archive
Thread: Post CU crafted Grenades.
Kesslan, we need more numbers from you. It is hard to compare the data for each grenade type you mention.
I had some subs from pre CU that I was using to make a batch recently. I have not made anything without the pre CU subs yet. So, my numbers might not be good. I will make more, but I only saw 4 lines to experiment on when I made grenades. Also, I noticed that I got an accuracy bonus on one grenade and not the other type I was making. (Imps and Thermals) I guess I just have to clear out my old subs and see what the new ones will bring.
Well i'd have to look at the greandes I made again for exact stats but here's some basic observations I've made after crafting a few thermal detonators, Proton Grenades and Cryobans. I'd haev made glops but those take up a crapload of mecial subs and realy isnt worth the money just for a blind effect.
Anyway. Here's what I found certain lines do and thus show you options for grenades.
X core. IE Thermal core, Proton Core, Cryo core. This basically is the line that affects dot power/duration. Proton Grenades by far have the strongets dot possible. The highest I've pulled off using high end subs/resoruces etc was a 20 something power, 48 second duration fire dot. Which actually is useful. Max damage was around 940 as I didnt put any points into explosive power but a 12pt probably could drop anotehr 2 points in there to bump this up to around 980.
Accuracy. Just as the name says. Raises the accuracy bonus. Cap appears to actually be closer to 30 as I was able to rather easily get a 23 accuracy bonus without even maxing out the line.
SAC. Honestly I dont htink a special action cost on grenades is such a huge deal as the timers on grenades generally mean you'll likely have regened the 100-200 points it'll cost you to throw the grenade. But it'll lower it even further. Personally i'd rather have the damage, acc bonus or dot or something.
Throwing range. Now there's something that does indeed make a difference. Cap dependant uppon grenade type seems to be 65 if you could pull off 100 percent experimentation. Interestingly enough it also adds in a minimum range on the grenade. 92 percent experimenation in this line netted me a max range of 58. But a min range of 22 on an imperial detonator.
Generally speaking every grenade seems to have 4 experimenation lines. Except for protons which have 5. By far best bang for your buck is allways going to be a proton though. But thermals and cryobans come up as close seconds.
General Observations.
By far Thermal detonators and Protons seem best experimented with for damage first. Then either range or accuracy. As for sub components. Seems it's best to experiment for range there first. Doing so genrally netted me a starting max range of about 40-44. Blast radius seems to have been a set unchangeable ammount the whole way through so no worries there. Only looted grenades and improperly converted pre-cu nades seem to have wildy different blast zones. On the subject of Cryobans. Their nifty for slowing down a target. And if you decide to forgo damage and go all dot (Which left me at about 500's max damage, but a 23 percent slow, 38 second duration dot) they might be worth a damn if you can get the dot to stick. Glops on the other hand take something like 9 Bilogical Effect controlers. And stats do matter for those. Considering the resource cost for this, and the fact that glops cant match the damage etc of protons or thermals. It seems a waste of money/resources to even bother crafting them.
As for C12 and C22s? Didnt even bother experimenting on them. From wath I've seen of them so far their damage output isnt even worth the trouble. It's minimal at best. And all they have are 'chances of increased wounds'. Whopity do.