Commando Archive
Thread: What's wrong w/ grenades?
I have seen a couple posts in here that says grenades are broken...
What's wrong with them? are they really broken? - That's one of the large draws to this profession i have... I'm very close to making it, and want to be prepared when i come in.
Do commandos craft the 'nades, or do you have to buy them?
nightwolf180 wrote:
Gotta buy em and you miss alot. Damage and such are fine but the miss rate and the fact that they only come in stacks of 5 makes it REALLY hard to use.
Are they really expensive to buy or something? - Missing isn't that bad, unless you're missing at 20k per 'nade
Also the fact that a combat medic can throw a ranged stim pack 64 Meters and we can throw our 'Nades 20 Meters..... yeah that makes sense... they are also VERY slow to throw, fastest i've seen is 6.0 and they don't do much damage either. I dunno though thats just what i see runnin around shops, i'm sure i could get a master weaponsmith to make some real good ones but then i'll be paying alot of money for just 5 of 'em.... so the choice is up to you if you think they are broken or not.
GotEgg wrote:
nightwolf180 wrote:
Gotta buy em and you miss alot. Damage and such are fine but the miss rate and the fact that they only come in stacks of 5 makes it REALLY hard to use.
Are they really expensive to buy or something? - Missing isn't that bad, unless you're missing at 20k per 'nade
They aren't 20k per 'nade... However they aren't easy to find. Good luck finding a weaponsmith willing to spend 27 minute just to make 5 'nades.
Nades are good for combat XP, that's about it.
Otherwise they miss way too often and the range is too close. Its like pulling the pin then dropping the grenade on your toe practically.
In fact the 'ideal range' is just barely outside the range of the grenades area effect. I've been using glop grenades and the ideal range is 10 meters, I think the area effect is around 6 meters. That's just insane and if I get much outside of 10 meters I miss too much to make it worthwhile.
As I've posted many times before; they're just plain broken.
First, in the 'last big patch', SOE said they fixed the combat spam. They did not. They just removed parts of it. Now whenever there is an unexpected event; there is no message at all as to what happened.
Grenades don't work when the target undergoes a KD or posture change. The grenade will just dissappear when you throw it. There is no hit, miss, or, error message. It just dissappeares from your inventory.
Attack speed is not functional. It takes 8 seconds no matter what. The AS on the grenade does not factor in. Getting a speed slice has no effect. Using -AS powerups has no effect. The grenade can be from 4.0 to 6.3 and you will not see anything else but an 8 second delay.
The AoE is still botched.
Neither the Commando correspondant nor anyone else has listened to this let alone confirmed any of these issues. Ivoni is harping on grenades only for the fact that they are used to make Rocket launchers.
I would like to add that IF you do askus beforew makes them then you can get better ideal range.
Ok damage/speed wont be maxed but hey if you want to trow 1.3k att 10m or 1k att 19m are your call
I have never maxed possible range on grenades yet but i can always try.
But again basic WS build are max damage if you need something else you MUST tell us, so that we can customize it for you.
NOOB ALERT: I have a question: I have had the light frag cert forever but could never find "light frag grenades".....soooo, what model grenade IS the light frag grenade. Grenades are combat xp, which I need reeeaallly bad.
<Gunnin' for "Khrag">