Force Sensitive Archive

Thread: Anyone use C12's thats not a commando?

DRWolfe
Thu Nov 18, 2004 11:58 am
#27

I'm finding regular C12s to be too hard to come by, much less the higher level grenades. Unless I get lucky soon, it looks like it's the non-grenade method for me.

If you're a Weaponsmith on Eclipse that wants to help, I'll contract for 4 crates of 25 C12s each week to be picked up every Friday (I know, that's not a lot of grenades, but I'm slow, lol.)



Renn JeretuJoraan Stormwing
Elder SmuggleruElder Jedi
Smugglers' AllianceuArkon's Havoc Squadron
Eclipse - Dark Lotus Ninja

Suba
Thu Nov 18, 2004 12:58 pm
#28

Thermals definetly kill faster. i can kill 5 quenkers in 2 grenades if the blast hits the same pool twice which seems to happen most of the time. I basically set a limit on myself. 25 Grenades Per lair. Once those are gone i switch to rifle to finish off the lair.


If your doing grenades to get all 6 branches id almost say its needed ot be 4000 commando if you want to be a jedi in this decade. C22s while nice just dont compare to the damage of a thermal. They can be exspensive probably if you seek them froma non guildmate etc. Might see about supplying resources or doing it based on a cpu based method. Some people charge insane amounts for grenades that arent worth it. I look at my crate as 5 stacks of 5 as thats ho wi use them Cost per stack of C22s would be 7000 credits per stack. With my Thermals im paying 2,000 per stack. 2,000 credits for 55K combat xp is a good enough deal for me.


Honestly C12s arent worth it. Takes far too many to effectively earn the combat xp. Youll use hundreds of grenades to get the same level you use a few stacks of thermals for.


In the end if your after jedi you hzave to butcher your template etc to get jedi so might as wlel start and get 4000 commando for a quicker grind



00101000100110011101001011011111110100100010011111   Colonel Alec Suba: Dark Jedi Elder 
00111010000011000011000110101111010011010110111000
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11010011000100010110011101001000001000001110110111
11100111100011011001010110100101010110110011101000
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10100010100001110000101111101110010010100000000111

Flamingdeath
Thu Nov 18, 2004 4:36 pm
#29




Ah the great grenades debate. When I ground through all of the professions to unlock jedi pre-pub 9 I used C12's to get ahead on the combat xps so make my next profession go a lil easier. Some things you will want to pay attention to is the ranged defense of what your attacking and how they attack. Regular Quenkers yeild about 3100 combat xps and have low ranged defense/HAM. Savage Quenkers yield about 3900-4100 combat xps but have a lil better ranged defense and a lil more HAM, but they love to use their ranged attack also. So for C12's I've always found it best to hunt Hurton Howlers. They yeild about 3700 combat xps fairly low ranged defense/HAM and have no ranged attack. Hurton Stalkers/Matrons yield a lil better xps but have better defense and more HAM. Plus you may want to consider the different grenades available what make them better or worse for what you are hunting.


This is a list of my grenades, stats will very from server to server and smith to smith. This will give you an idea what to chose from if you go Commando.


Proton Grenade 1612-3225 Dmg/4.8 Spd AP:Lgt
Type: Heat, Radius: 10.0 Master Commando, the best grenade to use if you are certed for them. The high damage and the huge radius makes these very effective.


Thermal Detonator 869-1811 Dmg/3.4 Spd AP:Med
Type: Blast, Radius: 7.0 Commando 4000, with the best Armor Piercing out of grenades and 2nd largest radius plus nice damage make these also a very effective grenade. If you looking to pick up Commando and get to this line these will save you lots of time.


Imperial Detonator 1081-2232 Dmg/2.6 Spd AP:Lgt
Type: Blast, Radius: 4.0 Commando 3000, 2nd highest damage grenade but with light armor piercing. This grenade is a lil faster than the Thermal but is costly to make. Plus the radius is only 4, C12's actually have a larger radius than this. I would wait to use the Thermals before deciding to use these.


Glop Grenade 389-1911 Dmg/3.5 Spd AP:None
Type: Acid, Radius: 2.0 Commando 2000, at first glance these look pretty nice, but then you'l notice they have no armor piercing and the radius just blows. Don't waist your time with these.


CryoBan Grenade 309-793 Dmg/3.1 Spd AP:Lgt
Type: Cold, Radius: 5.0 Commando 1000, ok the damage on these just suck period. While the speed, armor piercing and radius is ok, you are still better off using C22's at this point.


C22 Fragmentation Grenade 333-1577/3.7 Spd AP:Lgt
Type: Blast, Radius: 7.0 Novice Commando, if you are going the Commando route these will be your choice until you can use the Thermals. Descent damage, radius and they have Light Armor Piercing. These take nearlythe exact same materials to make as C12's so they shouldn't cost too much more than the C12 version if at all.


C12 Grenade 211-905 Dmg/2.6 Spd AP:None
Type: Blast, Radius: 5.0 Everyone can use these(even Wookies). What can I say, they are the 2nd weakest of the grenades but help get that much needed combat xps.


Hope this helps answer any questions about different grenades that the weaponsmiths can make. Personally I use C12's on Hurton Howlers. When I was a Master Commando and used the Proton grenades 1 throw with the grenade just about killed everything(Savage Quenkers) and the 2nd throw always did(provided they were within the blast radius).


Goodluck on your grinds


Edit: Also keep in mind of which weapon you have equiped, this will determine how much xps each creature is worth. I used a scout blaster whenever I used grenades. It kept the damage I did with it to a minimal so I would get more combat xps plus it raised the difficulty for each creature a lil higher so it would max out the amount of xps each creature was worth. So if you go commando your not going to want a flamethrower equiped cause then each creature is only worth 3k or less xps while using grenades.

Message Edited by Flamingdeath on 11-18-2004 06:52 PM

Message Edited by Flamingdeath on 11-28-2004 03:50 AM



Cyrus/Cynister -- no intentions of ever logging in again
EuroTrash
Fri Nov 19, 2004 1:18 am
#30

It all depends how far in your grind you are and how much longer you need to go - yes if you still need the XP for all 6 brances - change your template. If you need one more branhc - you can do it whatever you are...
DRWolfe
Fri Nov 19, 2004 1:18 am
#31

C12s do help some. I throw 2-3 stacks of C12s (10-15 throws) at the initial spawn of Stalkers. On those 5, I get 2-2.5k Combat XP instead of 500. It's not huge, but it does boost the FS XP gain a bit and keeps my Combat XP rising at a more equitable rate with my Fencer and TK XP so I get more FS XP in one conversion.



Renn JeretuJoraan Stormwing
Elder SmuggleruElder Jedi
Smugglers' AllianceuArkon's Havoc Squadron
Eclipse - Dark Lotus Ninja

DarthXadius
Fri Nov 19, 2004 1:34 am
#32

I've unlocked 4 branches, 3 of which I intend to fill, with 3 more yet to unlock.

Of thos 3 unlocked branches, I've filled 3 boxes in the same line.

So I have quite a bit left to do. Looks like Commando get s overwhelming yes ay?



Capt. Xadius
Ancient Smuggler | Inquisition Ace
Vender: Rielig Steppes Mall, Dantooine
HardwiredXMan
Fri Nov 19, 2004 5:07 am
#33

well after reading this thread, it's clear that a lot of people don't understand how to use nades or what the differences are between them. First, here's some average numbers that I find for grenades on my server.



c-12, spd 2.6, damage 200 - 900, no AP, blast damage (anyone except wookiees can use these NOTE: supposedly it was fixed for wookieesin update 11.2 this past tuesday nov 16th I'm not a wookiee so can't confirm this)


c-22, spd 3.6, damage 330 - 1500, AP1,blast damage (novice commando)


cyroban, spd 3.5, damage 300 - 750, AP1,cold damage(probablybelowavg. but I haven't seen many of these or crafted any either) (field tactics 1)


glop (don't have the stats on these), No AP,acid damage (field tactics 2)


imp detonators, spd 3.4, damage 1000 - 2100, AP1, Blast Damage (field tactics 3)


thermal detonators, (can't confirm the stats I'm not in-game right now, will update it) Blast damage(field tactics 4)


proton, spd 3.6, damage 1500 - 3100, AP1, Heat damage (master commando)


Protons may have AP2...not sure though......anyone who has the stats on the missing ones, please post them....thanks!


As you can see the commando nades all have armor peircing (except glops) and they do different types of damage with blast being the most common.


Also worth noting is that if your not a commando, you do not get the weapon throwing speed mod or accuracy that commando's get. So you will throw the c12's a lot slower and less accurate than a novice commando.


For non-commando's using c-12's, it takes a very long time to cap combat xp due to the fact that the damage is so low on them, they have no armor peircing and are very very slow to throw. I believe it takeswell over5 seconds or longer to throw them as a non-commando....but I haven't timed it....


For anyone needing to grind a lot of FS XP, it will be more efficient and cost you a lot less if you take up novice commando....and if you have the skill points take up 4-0-0-0 commando. Once you get master marksman, it takes no time at all to get field tactics 4 in commando (I did it in 1 hour using c-22's and TKM). The only reasons I say to get at least novice commando is because of the +10 throwing speed, +10 throwing accuracy and the ability to use armor piercing nades.....as long as you attack a mob with some sort of resist to the type of grenade you use, you'll get that extra 25% AP damage bonus.


Then if you take up more of the field tactics line in commando, you can hunt different mobs based on the type of grenade you use.....so you can look for mobs with weak resist to blast, cold, heat or acid....you won't have to stick with blast damage.....(NOTE: you never want to attack mobs with blast resist listed as a vulnerablity if you are using Armor Piercing grenades....because you won't get the 25% AP damage bonus....I generally go for resist up to 20%....any higher it's not efficient even if the mob gives 5k xp...takes too long to kill'em.....you can kill 3 weaker mobs for 2 - 3k xp a peice in a lot less time.


Now for the commando's using nades.....obviously if your a master you want to use protons providing you can find a WS to make you some by special order. However, it's probably much easier to find c22's and they are decent to use. Personally, it takes meabout7 - 10stacks of c-22's to take out a piket longhorn liar and all of it's spawns.....while it takes maybe 3stacks of thermals for the same job....so eventhough the weaker nades are cheaper by the crate....you don'tneed as many higher level ones...basically using higher level nades you'll needmaybe 50% of what you would need if using c12's or c-22's. So instead of buying20 crates of c-12's or c22's....you can buy 10 crates of thermals or imperial detonators.


I like to use thermals and imp detonators myself.....simply because3 -5thermals (not stacks,but singlegrenades) can kill a piket easily, where it would take me about 12 full stacks (60 single nades) using c-12's...plus I don't have the skill points to get master commando so I can use protons


Now the only nade that I know of that's hard for a WS to make...is the thermals because they take specific resources or so I"m told....also, factory runs take a long time for grenades (it takes my WS 1 week to pump out imp detonators and thermals for me.)


I'd suggest that anyone who wants to use commando nades (c-22's and up) find out what the resource requirment for them are and maybe try and help out your WS with those resources....also, it's a good idea to go to the blue leaf temple or get missions on yavin to kill klikniks....they drop kliknik glands that are used to enhance grenades.....it's been a while since I've been there, but I know klikniks yield 4 - 5k xp per kill and thier repawn rate is pretty fast (unless devs nerfed it). I do think their defense is high though...but I use to grind fencer there, it shouldn't be hard for an elite master.



Now as for how to use the nades......I can only tell you how I use them. My preparation is typical.....I get buffed (not always the best buffs either, just enought to make my specials cost zero HAM)......My composite armor is 80 kinetic, 80 electricity, 80 energy and 70% base (but I've grinded with 60 - 69% across the board before). I tried ubese, but when you have 10 mobs around you hitting for 200+ damage each and doing stun, KD, dizzy or intimidate attacks....you don't tend to last long without some kind of medic skills.


Now before I go into battle, I use 1 ahrisa(focus buff) and 2 brandies (mind, will & focus buff).....I never get mind buffs unless I can get them free from a guild mate or friend......I get music buffs but really don't need them....without the music buffs I have to pop 2 more ahrisa to get my focus above 1500....


My secondary HAM bars range from 425 - 525.....I don't worry about Health, Action and Mind bars because I have medic skills and also TKM for powerboost (although I never use powerboost for the most part).


The only armor peices I wear are the chest plate, bracers, biceps, gloves and boots (no pants and not composite helmet...ham cost is too high)....


My template is TKM, Master marksman, medic 1-0-0-0, commando 4-0-0-0.....I have BE clothing with +25 injury and wound healing and +13 injury treatment speed. However, I only have to use healing when I grind on dath....never on dantooine. I keep my VK's equiped the whole time also.


Now I start attacking the lair until I get it down to half or until there's enough mobs to heal it faster than I can damage it......I stand in the middle of the lair and just toss nades until everything is dead. NOTE: I'm not 100% sure, but sometimes it seems like the liar gets damage by the nades as long as I damage it with a weapon first and then attack it with nades.....but it could have been the normal extra bleeding that lairs do after you've beat on it and stopped.


now with the way that I grind, I've noticed that the nades will also do damage to myself....more so BF than actual HAM damage. I do take HAM damage but my buffs heal it up. Using imp detonators, I do about 5 BF to myself every grenade toss and take less than HAM damage......but the mobs usually take 3k damage per hit....I like those numbers, don't you.


Now if your a commando, you don't even have to hit yourself with the nades...a commando is pretty accurate with nades so you can run around chucking nades at the mobs (keep in mind the whole purpose of throwing the nades at the lair is becuase they never miss the lair and the blast radius is what damages the mobs).


The biggest thing you'll need besides the grenades is some really good armor with a high resist to kinetic and whatever type of grenade your using.....if your grenades do blast damage, then your armor should have a high blast resist so you don't kill yourself and high kinetic so the mobs don't kill you easily....same goes for cold, heat and acid. this is why ubese armor is not good for grenade grinding....it doesn't have high resist to blast, heat, cold, acid and kinetic all at the same time...it's only good for kinetic.


Now if everything is done correctly, you should be able to make a minimum of 300k combat xp per hour to hour and a half.....that's 100k FS xp.....an extra 30k if you cap out your elite profession before going to the village. I get over 200k FS xp per buff. This is solo, but not in a solo group.....in a solo group, your missions spawn more creatures so you can get more xp...maybe 300 - 400k.


The kinds of mobs and places you should grind all depends on what your defenses are, how good your armor is and what type of grenades you use. Many people like dath because it's close to the village and they can convert the xp faster....I like dantooine because, the mobs are extremely easy and if random spawns jump up, I can kill them easy too...don't have to worry about nightsisters, Kiwi, gaping spiders, SMC's, rancors popping up around your mission (can't sit there and throw nades at rancors or nightsisters...hehehe). Only threat on dantooine is Force sensitives and dark jedi (rare...I came across 2 dark jedi masters last week...yup, I ran )



Well, hope this helps people understand the advantages and disadvantages of grinding with nades.


Oh, I didn't mention prices because obviously it's gonna be different for each server and your economy.......Nades can be expensive....I just spent nearly1.5 million on nades myself....but the biggest key is to find a trusty WS that's actually willing to make you those nades.


Good luck all! now I must get back to my grind.....only 1 mill left and padawan trials here I come

HardwiredXMan
Fri Nov 19, 2004 5:11 am
#34

ahFlamingdeath.....you posted while I was typing...LOL about the same info though......So it's the thermals with the AP2....I knew one of them had it.


Great info you posted.
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