Commando Archive
Thread: What would your Grenade advice be for New Commandos?
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garvin
Tue Jul 06, 2004 10:42 am
#1
Over on another forum, some folks are replying to a New Commandos request for grenade advice...
http://forums.station.sony.com/swg/board/message?board.id=Valcyn&message.id=137253
I'm curious, without my spreading my personal bias here, what other Commandos think of our Grenades in their current state? What would you tell a New Commando who is looking to buy and use Grenades?
I'm fairly certain I know howwhat theaverageresponse herewill be, but this is more for other's who visit our forum to see, then for me to get any type of answer for myself...
And if you'd like to express your personal opinion on Grenades (supporting or non-supporting my responses, both are cool) in that other thread, please feel free, but NO FLAMES please...be as respectful as possible...Remember, this is to help advise a New Commando...The more word we get out on the negative issues of our grenades, the more folks will know and understand our pain...thiswilllead to hopefully more support for fixes...
(and yes, I am still working very hard to get our Grenades some love)...
Tony_Daly
Tue Jul 06, 2004 11:13 am
#2
They look cool most of the time, but you never hit
, havent got master yet but there's +40 accuracy in there so i might hit more then, thye are fun, but expensive and are gone in a min
Warmaker01
Tue Jul 06, 2004 11:17 am
#3
I highly discourage the use of grenades in it's current state. Why? Several reasons:
- HIGHLY inaccurate
- RARELY does the blast affect anything but the main target in the radius.
---- When the grenade goes off everything in the grenade's radius aggro's you.
- HIGH cost in credits. Do weaponsmiths hate making these things like our consumable heavy weapons?
- Only FIVE grenades per batch. Five. That's it.
- The grenade's supposedly effective throwing range is frequently WITHIN the blast radius!
- You need buffs if you're going to be a true Grenadier. The HAM costs for grenades are WORSE than Carbineer specials if that can be believed.
- Our throwing range for grenades is 1/2 the throwing ranged of a poison/disease flinging Combat Medic. And that's an optimistic figure. To top it off, Combat Medics can reliably hit their targets.
Warmaker01
Tue Jul 06, 2004 11:20 am
#4
I wish I had access to the edit button but I want to add this:
Even as a Master Commando, I can't reliably hit anything. The awful blast radius effectiveness does not help whatsoever.
Curgenven
Tue Jul 06, 2004 11:22 am
#5
Make nice paper weights I guess.
The problem is that even though they do decent damage, they miss so much and cause so much damage to you, that coupled with the difficulty in making them you just can't afford them to be able to reccomend them to other Commandos.
WS needs changes to Grenades before we can justify paying the amount they have to charge. I'm not saying they are over charging mind you.
The problem is that even though they do decent damage, they miss so much and cause so much damage to you, that coupled with the difficulty in making them you just can't afford them to be able to reccomend them to other Commandos.
WS needs changes to Grenades before we can justify paying the amount they have to charge. I'm not saying they are over charging mind you.
Ster
Tue Jul 06, 2004 11:32 am
#6
Cons
- Not nearly enough damage when compared to other weapons
- Only difference between them are damage strength and types
- Blast radius causes user to take damage from the grenade
- No state changes or perks other than differentdamage types
- Consumable weapon which is costly for such an ineffective weapon
- Only 5 per stack
- Very low range (much shorter than a CM)
- HAM cost is extreme
- Only certain ones can be boosted using klicknick glands
- Even at master the accuracy is terrible
- Takes a lot of resources and time to make. This means expensive to buy from a WS
Pros
- Gives combat xp at a decent rate
Skeptic666
Tue Jul 06, 2004 11:55 am
#7
I would tell them to stay away from them. They are a money sink that causes us more pain then happiness!
MrBulwark
Tue Jul 06, 2004 1:03 pm
#8
I would love to see them do state effects. That would help fix the "just another weapon" syndrome that is out there.
MTOSVEN
Tue Jul 06, 2004 1:08 pm
#9
Hello everyone Sven here!
Grenade advice, sadly it has to be dont use them.
Here is why
1) They cost to much HAM to use
2) They NEVER hit, even at MASTER COMMANDO
3) If they do hit the BLAST RADIUS NEVER WORKS. I have already talked about Blast Radius and what I think shoudl be down with it.
4) They have a way of KILLING YOU! Nothing is more frustrating then Missing with a grenade, having it take off lots of HAM to use, and then having it kill you.
5) There expensive, and only come 5 in a pack
6) They are hard to make.
Now if y ou want to impress your friends they are all colorfull, but not very usefull.
Sorry if these have already been posted, and Commandos keep your Chins Up!
The Mighty Svenson "the Rocket Man" Yohonson
Nadev
Tue Jul 06, 2004 1:34 pm
#10
If you can find a weaponsmith to make them, make sure they experiment up accuracy before anything else, this will push throwing range and accuracy out some so you don't hit yourself when they go off, and you will be able to hit with most of your throws. I think my thermal dentinators have an ideal of 32m with a +47 acc.
Raptor2k1
Tue Jul 06, 2004 1:37 pm
#11
The only time I ever used grenades myself was when I had finished every commando line but Field Tactics.I then pelted lairs with them to accelerate the xp gaining rate. Note that this only works if you can afford the grenades needed to level it up and that they aren't effective or accurate enough to be used for anything else.
Feixeno356
Tue Jul 06, 2004 2:09 pm
#12
add a flashbang grenade.
for those who dont know what a flashbang is, basically its a grenade that doesnt kill, but it explodes in smoke, and a bright flash to blind and disorientate someone.
basically make it stun and blind someone, heck give it a possible KD ratio for good measure.
how would this be balanced? well in PVE it wouldnt really be needed, you could go to traps 2 and get the trap that is basically a flashbang.
however this would be for PVP combat, and this could or could not be AOE, thus making our stand on the battlefield, much much better.
for those who dont know what a flashbang is, basically its a grenade that doesnt kill, but it explodes in smoke, and a bright flash to blind and disorientate someone.
basically make it stun and blind someone, heck give it a possible KD ratio for good measure.
how would this be balanced? well in PVE it wouldnt really be needed, you could go to traps 2 and get the trap that is basically a flashbang.
however this would be for PVP combat, and this could or could not be AOE, thus making our stand on the battlefield, much much better.
Feixeno356
Tue Jul 06, 2004 2:12 pm
#13
arg no edit button:
as for normal grenades, take away the cons
-high ham cost
-damage ourselves
-low accuracy
-weaponsmiths having no real reason to make these
-easier to make.
as for normal grenades, take away the cons
-high ham cost
-damage ourselves
-low accuracy
-weaponsmiths having no real reason to make these
-easier to make.
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