Commando Archive
Thread: anyone test grenades??
Grenades seemed to be downgraded. I lost alot of damage and the quanities didn't change. Also I chucked a ID and i had a 15 sec cool down wheer I couldn't do anything. This would be so bad if they did 3k dmg but they do 654...
I also thought C22's did KD...now they don't hmmmmm
Tapoh
SCM
Grenades seemed to be downgraded. I lost alot of damage and the quanities didn't change. Also I chucked a ID and i had a 15 sec cool down wheer I couldn't do anything. This would be so bad if they did 3k dmg but they do 654...
I also thought C22's did KD...now they don't hmmmmm
Tapoh
SCM
Je'Cy...I can store them in one of my spare houses if you want to clear up the space...let the other guild commandos have at them for the heck of wasting them.....
JeCy wrote:
I have tons of these..i dont care about losing the 300+ crates to make new ones.. but
C12 135 max C22 300 max and glops 650 max seam totally usless now.. this is just a guestimate on the acually powers post CU but its around there...
Thermals 750 and protons 1k...
every other weapons seamed to go up in damage and these things where cut in 1/3 has anyone tested these or played with um??
does grenades need to be completly reworked?
Je'Cy
Tapoh wrote:I also thought C22's did KD...now they don't hmmmmm
Imperial Detonators have the KD effect. C22s have a high chance of causing wounds.
I mourn my grenades. I had Imperial Detonators and C22s with klick glands in them. They were greatness. Now, it seems as if grenades are there just to cause mass state effects rather than do any real damage.
The people who decided the stats for the grenades are retarted. There is no tactical advantage for even having them. 15 second cool down? This is not practical. If grenades did minimal damage but cooled down as fast as a normal person could throw I could see an advantage in using them....I think girl scouts mastermind the developmnt to this game.
JeCy wrote:
I have tons of these..i dont care about losing the 300+ crates to make new ones.. but
C12 135 max C22 300 max and glops 650 max seam totally usless now.. this is just a guestimate on the acually powers post CU but its around there...
Thermals 750 and protons 1k...
every other weapons seamed to go up in damage and these things where cut in 1/3 has anyone tested these or played with um??
does grenades need to be completly reworked?
Je'Cy
Aye. Timers are all otu of wack too. Alot of old grenades are up to 110 seconds before speed mods. And with master mods, your still looking at at least a whole MINUTE 60 bloody seconds of being unable to do a single thing but run the hell away. Cant burst run, cant heal, cant shoot nadda.
Then there's other grenades. newly looted ones that have a base 12 second timer which for me at master BH/Novice smuggler/almost master commando is about 7 seconds. That's liveable to me as most of my regular specials take this long. And once i'm a finished template the cool down will likely drop another notch or two. But what the hell do I do with all the other grenades now..
Coudl we get the commando rep to push the devs to actually fix the timers? I mean they've been (slowly) fixing all the armor loots etc. So I dont see why they cant fix the grenade timers.
when you pull a grenade from a crate it multiplies the speed by 10...this has happened to every grenade I had that was crated pre-CU.
Instead of a 6.2 speed with an imperial deontator....I had a 62 speed and accidentally aggro'd everything on me within 30 m ![]()