Commando Archive
Thread: Tactical significance of grenades?
I'm having trouble sorting out exactly why I'd want to use grenades. I haven't been able to test anything post-patch, but it seems like with the amount of damage being done by the other heavy weapons, grenades would be a bit redundant, esp with their lower range.
If anyone has good experience with using grenades in an end-game scenario (i.e. against high-level mobs with a caped out char so xp doesn't matter), I'd like your advice.
Thanks.
Nevs wrote:
the damage grenades do was supposedly greatly increased with the patch. Also if you only use grenades on lairs you get 100% Combat XP from them (instead of weapon XP.)
I totally understand both of those points. However, the damage of just about all commando weapons was increased with the last patch. And you only need that combat XP if you're going up the grenade tree (on the way to master). If you are already a master commando (which I'm not) or if you don't have enough skill points to be a master commando (because they don't give you any stinknin' specials for your launcher pistol in the commando tree so you have to be a pistoleer too), then is there any reason to go up the grenade tree?
I haven't tried the new ones and the old ones were worthless, but this is how I planned to use the new ones...
When doing dungeons many times you'll find a whole room red but not aggroing you until you open the door. Toss in a grenade and step back. Alternative is the AOE shots of FT and HAR, but grenades allow you to switch to your LP and mix it up immediately, whereas the FT and HAR put you out of the action for 15-20 sec.