Commando Archive

Thread: Post CU grenades utterly useless or is it just me?

ShufIrathe
Mon May 02, 2005 10:01 am
#1

So post-CU I was really looking forward to trying out grenades. So I busted out a cryoban grenade and tossed it at a bunch of lvl 3 MOBs. BAM! massive AOE and snare. I'm thinking "this is good" and then I proceeded to sit there for about 30 secs while the rest of them came in and beat on me. All of my timers were reset for good 30 sec and I could do absolutely nothing but run around. I tried this on different MOBs with the same effect. So if I'm fighting the things I'm supposed to be fighting throwing a grenade is a death sentence. Is this the way it's supposed to be, or is it a bug?
Tapoh
Mon May 02, 2005 10:34 am
#2

Were they newly made (post CU) grenades or converted ones? I want to see the difference between new made and converted ones



Tapoh


SCM





Tapoh...paying customer since July 03....

No longer!
Tapoh
Mon May 02, 2005 8:49 pm
#3

so new made grenade should be similar to the ones on TC3? Also I had this problem with grenades that were't crated...



Tapoh...paying customer since July 03....

No longer!
Kesslan
Mon May 02, 2005 9:51 pm
#4

yeah only one in each crate of pre-cu grenades seems to have converted. Uncrated nades didnt convert far as I can see.


I cant say about freshly crafted ones really. THe guild WS quit. And I cant find anyone I cant ell for sure is really making new ones and not just putting up crates of supposedly post CU crafted nades (As so far to date eveery crate i've bought has the issue where only one per crate has the 12 base second timer)


I would 'assume' that if they really were post CU crafted they wouldnt have this issue. Certainly AS dont have the issue with new crates of layers/segments (The pre CU oens give us 1 useable segment. THe rest tend to have stats of 100 (Where as one will have 890 or something). Supposedly all this stuff is being 'fixed' but I'm not holding my breath for a quick fix. But it might come. Certainly they've actually be doing something about fixing armor loots (Krayt scales etc were showing 0 HP bonus. Now they all show +15, which screws folk who paid out the nose for really really high end armor loot drops like 30 base NS layers etc)





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Kesslan
Tue May 03, 2005 12:58 am
#5

Since joining the brotherhood of blowing crap up. I've found that yes. Pre-CU grenades have one big major issue. The timers are on average about 40-110 seconds before speed mods and with speed mods about 30-69 seconds. (This currently at master commando, and BH 0/4/4/1).


Also alot of grenade crates from Pre-CU are misadvertising their stats. Their showing 10-12 second base timers (before speed mods) but soon as you uncrate one it shows the wrong speed. This is because the LAST grenade in the crate is the one with the new speeds. (IE if you split a 25 crate into a 24 and a 1 crate you'll see what I'm talking about) So that last grenade in the crate (which is what controls the stats that appear in a crate) has the new post CU speeds. And is wonderful. Alas. the rest all still have that really nastily horribly long timer that gives you up to over a minute in cool down time. By which time. Eveerything has swarmed you and killed your silly ass.





Master Artisan, 12pt Master Weaponsmith, 12pt Master Armorsmith. R.I.S Certified, Rebel Faction Armor
Bothan Armory: -2070 -4517 Sanctuary Island - Corellia
Also at: -1395 -5820 Da'Vinci - Tatooine
Stealing your wallets since November 04
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