Commando Archive
Thread: How's the grenade fix?
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Blackmoore
Fri May 27, 2005 2:27 pm
#1
Is it working? Now that double xp is on for the weekend, I think I would like to get some. He he.
StarNick
Fri May 27, 2005 3:00 pm
#2
Only grenade fix we saw was no more 5 minute timers on thermal detonators, to around 41 seconds. Of course...the 5 minute timer could be just on current crafted grenades rather than newly post-CU crafted ones.
Who knows? Check out the state of the commando profession for information on grenades. Regardless of whatever came for us in terms of speed's being fixed in Publish 17, grenades are still needing a lot more loving.
Who knows? Check out the state of the commando profession for information on grenades. Regardless of whatever came for us in terms of speed's being fixed in Publish 17, grenades are still needing a lot more loving.
nerfherder321
Fri May 27, 2005 3:03 pm
#3
StarNick wrote:
Only grenade fix we saw was no more 5 minute timers on thermal detonators, to around 41 seconds. Of course...the 5 minute timer could be just on current crafted grenades rather than newly post-CU crafted ones.
Who knows? Check out the state of the commando profession for information on grenades. Regardless of whatever came for us in terms of speed's being fixed in Publish 17, grenades are still needing a lot more loving.
so now we do 10DPS with them!
VitoGenovese
Mon May 30, 2005 12:22 pm
#4
StarNick wrote:
Only grenade fix we saw was no more 5 minute timers on thermal detonators, to around 41 seconds. Of course...the 5 minute timer could be just on current crafted grenades rather than newly post-CU crafted ones.
Who knows? Check out the state of the commando profession for information on grenades. Regardless of whatever came for us in terms of speed's being fixed in Publish 17, grenades are still needing a lot more loving.
I took a TD out of a crate today and tried it 283 second timer on it still...sigh.
Kesslan
Mon May 30, 2005 8:23 pm
#5
Aye Post CU crafted greandes are no different. Though i've noticed glops seem to be a tad funky. A few looted ones had a cycle time of about 20 seconds. But some I had in a pre-CU crate had 183 second cool down timers on them O.o
It's rather odd. And especially annoying as grenades show timers of around 10-12 seconds post CU crafting. yet it's really 180+ seconds.
VitoGenovese
Tue May 31, 2005 11:00 am
#6
tried again last night, grenades are still borked, and they are linked to the weapon you are holding. I.E. with the plasma FT the mob has to be within 25m but with the acid rifle you can toss from much further. I will test more tonight...
DarkonSlayer
Tue May 31, 2005 1:59 pm
#7
VitoGenovese wrote:
tried again last night, grenades are still borked, and they are linked to the weapon you are holding. I.E. with the plasma FT the mob has to be within 25m but with the acid rifle you can toss from much further. I will test more tonight...
So if I equip a RL I can toss them 65 m thats one heck of a screw up!
StarNick
Tue May 31, 2005 2:52 pm
#8
Please see the State of the Commando Profession thread. All grenades *should* have an 18 second timer, and are currently following damage wise (and apparently range wise, regardless theres some bug or hole in the coding that links them to whatever wepaon you're holding... with the proton rifle equiped, you cant throw grenades for example)
Thanks for pointing this out that apparently crafted/converted grenades are still having timer troubles. The testing for the state of the commando, was done with frog grenades. Regardless, all is reported in the new Top 3.
Thanks for pointing this out that apparently crafted/converted grenades are still having timer troubles. The testing for the state of the commando, was done with frog grenades. Regardless, all is reported in the new Top 3.
Knightcrest
Tue May 31, 2005 3:05 pm
#9
Speaking of range... I have a cybernetic arm (being delivered tonight) that increases throw range by +20. Does this mean I can sling a nade 85m now? I mean if they ever get fixed... all of my 'nade stacks have a range of 0-64m (except that I can't throw one that far if I have a short range weapon equipped). Would be curious to see how that works out.
VitoGenovese
Tue May 31, 2005 3:36 pm
#10
DarkonSlayer wrote:
VitoGenovese wrote:
tried again last night, grenades are still borked, and they are linked to the weapon you are holding. I.E. with the plasma FT the mob has to be within 25m but with the acid rifle you can toss from much further. I will test more tonight...
So if I equip a RL I can toss them 65 m thats one heck of a screw up!
I will report to you on that this evening. Just fyi I am using Thermal dets, pre-cu, from factory crates. For each of my tests I tossed out whatever else I had and pulled fresh ones from the crates.
Knightcrest
Tue May 31, 2005 3:42 pm
#11
DarkonSlayer wrote:
VitoGenovese wrote:
tried again last night, grenades are still borked, and they are linked to the weapon you are holding. I.E. with the plasma FT the mob has to be within 25m but with the acid rifle you can toss from much further. I will test more tonight...
So if I equip a RL I can toss them 65 m thats one heck of a screw up!
What is the weapon range on your 'nades? Mine are 0-64m on all of mine... thought that was how it was intended. Seemed a little long of a throw, but I wasn't gonna complain. Just equipped a ASL and still could only throw a 'nade from 35m with a 'nade having a range of 0-64 and the ASL having a range of 0-65. I started at 65m and got closer and closer until I could throw it. 35m was the farthest I could try it. Still might be cool though is that arm will allow me to snare with a cryo from 55.
StarNick
Tue May 31, 2005 4:50 pm
#12
Would be cool, if snare only would work for more than 1-2 seconds =/
Knightcrest
Tue May 31, 2005 5:08 pm
#13
StarNick wrote:
Would be cool, if snare only would work for more than 1-2 seconds =/
Yeah, would think it would last at least as long as a Rifleman's kneecap shot as a low timered snare.
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