Hand Grenades
Trevelyan
Join Date: 2003-03-23 Member: 14834Members
<div class="IPBDescription">When/Where/What</div> Handgrenades always seemed like a mystery to me... Seems like everyone just does the catpack thing and gets em at the end when the res count is 200+. However I've seen a few coms research this RIGHT off the bat (after dropping first armory) and utalize them quite effectivly (which usually means constantly reminding marines to use them).
My general question to the more expirienced coms is this: When do you research Handgrenades, Where do you use them, and What do you use them on?
Edit: Newbie coms may feel free to join in the discussion ^_^
My general question to the more expirienced coms is this: When do you research Handgrenades, Where do you use them, and What do you use them on?
Edit: Newbie coms may feel free to join in the discussion ^_^
Comments
Hand Grenades + vent = your anti-lerks
Iounno. not that useful in these situations, they happen to infrequently.
Hand Grenades also = your anti-OC outpost
basically, if you actually have marines who fight as a group, you don't need seiges to clear out places. This is what I'd use them for. No-one will ever complain about not having a gl again. kinda infrequent happening again.
My conclusion: kinda a specialized tool. I still always research it quite early, as it's only 20 res and if you need some portable artillery, you have it.
Also, I've been digging in some older posts and found a great strat (worth noting but most likely widely known). If you have a phase going down to multipul skulks/lerks/whatnot prime your nade before going in and let go... you always get the thing thrown before you die (if you die that fast... which happens alot going through phases). Usually you can bag one or even clear out the area for a bit for the next rine to come through.
"Aha, skulk hiding behind rt. perfect chance to use my hand grenade"
*Skulk sees the nade, starts rushing marine*
"oh, dang! K, almost pulled out the pin...just a lil more....there!"
*skulk chuckles as the grenade rolls on the floor and takes another 3 seconds to explode*
*CHOMP CHOMP*
... no really, theyre not worth the mere 20 res it costs, honest. Not because of the cost, but because of the ineffectiveness, and the general marine being misled by its effectiveness. or something. Grens just arent better weapons than your bog standard lmg/pistol or even knife IMHO
But about the long throw time it is VERY annoying. it should be shortend to be a little faster than the cs throw.
They ARE useful. But only in certain circumstances. If you can't trust your marines to use them properly, then don't get them. IF you can, then by all means, get them.
I think that the best thing about is it`s fast and cheap to get and with MT you can wreack havoc like tiger with catalyst.
The cons are that ppl just forget they have it and often waste them in some strange situations (eek! skulk is killed by turret time to get my granny.)
AND that terrible throwing time, but i think it was made slow just the reason that it can now be efficently used if you know what to do. -----> faster throwing would-i think- spawn masses of kids just throwing them brainless. It needs some older AND WISER guy to use them, not the L337 HaX0R55!11
It was also so annoying in 2.0 when skulk`s took out your resources towers while you tried to shoot those little devils behind it. BUT now just get pinned of across the corner and bang!
over and out...
and in the mid game, you want to up your armory, so you cant use it to up nades
nades come late game and are unneffective for their res count
The throwing time takes a LONG time to huck it. A skulk can just run at you, kill you, then run away. Around corners, a good skulk can see OR hear the nade and just back off. Against a hive, you will deal more damage by shooting at it. For base defence, mine packs work better.
Far too often, marines forget about having gernades and frankly, that is sometimes a good thing.
1 Gernade = 10 lmg bullets = 5 pistol bullets
Unless your an uber nader who is capable of launching it "just right"... getting nades is a waste of resources.
With a few good players on my team, nades bring the res home fast, and I think they do 2x damage to structures.....
Nades Pwn normal skulks.......cara can survive <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->(......level 3 cara and they have 30 hp left, but thats 1 slice with knife <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->.......For personal use: I find that nade is brilliant...not for direct kill, but to weaken/scare off an incoming skulk/ lerk in vent. I rarely get direct kills with it, but I get alotta throw-nade, it blows next to skulk, skulk jumps at me, I slice skulk......and I find it a free kill....
If your rines know how to use them, theyre fun fun fun, but for PCWs Id really get standard upgrades first....
nade-launcher nade = 125 dam....I think