Some data concerning the hand grenade and other structures discussed here.
HG damage = 100 (200 against structures) Is affected by damage upgrades.
GL grenade = 125 (250 against structures)
OC HP = 1000 (might be more, not sure) Hive HP = 7000 Skulk HP = 90 at hive1 Lerk HP = 185 at hive1
Other problems with hand grenades: After research, must die once before getting HG Marines do not know when HGs are available One HG per life
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HGs are totally ineffective against OCs. Why? Corner-firing an OC with the LMG does 400+ damage with a single clip. With Weapons1, 2 LMG clips kill an OC.
Likewise, useless against the hive. Spends time to do low damage, and not every marine will have a HG. Let's say 8 marines throw 8 HGs, that's only 1600 damage to a 7000 hp hive. If those 8 marines fire their LMGs, that's 4000 damage. Reload once and shoot again, and the hive is down. It could be good for extra damage though.
However, 1 shotgun does 1280 damage to the hive with 8 rounds. That's more damage than 6 HGs.
Still, PG defence and behind-the-rt defence are viable. Vent clearing, not so, especially if your marines can't aim =x
<!--QuoteBegin-|ds|meatshield+Oct 9 2004, 09:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|ds|meatshield @ Oct 9 2004, 09:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hang grenade are only useful if you throw them as soon as you go thru a PG to kill any skulks munching on it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> yeah, that's the only use i've found for the HG. just prime the HG before phasing.
Hand nade's are best to use against skulks behind cover, like an rt. Or an gorge behind an rt or chamber. Like previously said here, it's a tool, not a game winner.
again, res can nearly always be better used than to research grenades - especially early on the game.
a skulk hiding behind an rt the 'right' way, yea fine it is SOME use but if they r good enough i have been in countless situations where the skulk just comes out once they see a grenade being selected because it just takes so long to throw it out.
if there is a single gorge behind any one chamber then just rush in to kill the gorge. it is worth it even if u die afterwards.
TheAdjHe demanded a cool forum title of some type.Join Date: 2004-05-03Member: 28436Members, NS1 Playtester, Constellation
Get hand grenades, which will almost always be wasted (How many times have you seen over 10 real hand grenade kills in a ns_ game), or save 10 more res and upgrade the armory. In every situation, I upgrade the armory.
I think grannies were added to game that comm would have something to do with armory after advanced was ready and everything else. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
DC_DarklingJoin Date: 2003-07-10Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
they needed more ups to make it look cool. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> serious catpacks for nades always. nades are near useless
Comments
HG damage = 100 (200 against structures)
Is affected by damage upgrades.
GL grenade = 125 (250 against structures)
OC HP = 1000 (might be more, not sure)
Hive HP = 7000
Skulk HP = 90 at hive1
Lerk HP = 185 at hive1
Other problems with hand grenades:
After research, must die once before getting HG
Marines do not know when HGs are available
One HG per life
---
HGs are totally ineffective against OCs. Why? Corner-firing an OC with the LMG does 400+ damage with a single clip. With Weapons1, 2 LMG clips kill an OC.
Likewise, useless against the hive. Spends time to do low damage, and not every marine will have a HG. Let's say 8 marines throw 8 HGs, that's only 1600 damage to a 7000 hp hive. If those 8 marines fire their LMGs, that's 4000 damage. Reload once and shoot again, and the hive is down. It could be good for extra damage though.
However, 1 shotgun does 1280 damage to the hive with 8 rounds. That's more damage than 6 HGs.
Still, PG defence and behind-the-rt defence are viable. Vent clearing, not so, especially if your marines can't aim =x
Haha. Orks, orks, orks, orks, orks, or-- SHADDAP.
Anyhow, yes. Handgrenades are useless, but I love them anyway.. and usually die when trying to utilize them.
yeah, that's the only use i've found for the HG. just prime the HG before phasing.
a skulk hiding behind an rt the 'right' way, yea fine it is SOME use but if they r good enough i have been in countless situations where the skulk just comes out once they see a grenade being selected because it just takes so long to throw it out.
if there is a single gorge behind any one chamber then just rush in to kill the gorge. it is worth it even if u die afterwards.
or pretty much
serious catpacks for nades always. nades are near useless
lower the RoF greatly or it is useless