#Grenades

1 messages · Page 1 of 1 (latest)

worldly hornet
#

Does anyone else find integrating grenades into their crew combat builds a challenge? For instance:

  1. The CM grenade has a handy reduction to dodge that would be ideal for a melee build, but it needs to be used in 1 or 2. Pistols there kind of undercuts its purpose. A CM also generally gravitates towards 3 or 4.

  2. The BH grenade needs 11 levels to access and to be used in position 1 or 2. BH doesn't provide much combat stats for 11 levels and most of their skill work best in positions 3 or 4. 11 levels of BH gives you lots of intimidate. Can it synergise with another job? Does that job work in 1 or 2? Zealot and XH are the two obvious ones, but are they worth the investment in levels that provide relatively light amounts of combat skills? Probably the boost to XH's Unfailing Stand or Death Haunt are the best synergies. You'd want to make sure you can get out of position 1 to use them, though.

  3. The XH grenade is good, but I find with an XH captain and its awesome armour and fortitude I want to be in positions 1 or 2!

  4. The Assassin grenade makes enemy easier to hit, but I wonder in harder combats its a Catch-22. You need to hit with it to get the benefit...

Otherwise the Soldier and ST ones are good, but you'd have to choose one or the other, I suspect, as they only work in position 1, and you might not have the initiative to regularly use both. The Exo one is great, but most of the other skill are for positions 3-4. However, E-Shock and Aggressive Advance are very useful for a snubber.

#

I had a pistoleer in 3 with XH for the buff and heal of Unfailing Stand. The grenade was great, especially if knocked back to 4. The ideal sequence was to toss the grenade and the XH in 4 follow up with Plasma Burner. With RNG, it was often as not the other way around.

next hamlet
#

Worst about grenades is it's mostly in positions you don't want to be in and they cost a lot for something that misses a lot.
If you appear in position you can use it in, you usually get pulled to even worse spot if you do use it.

#

Then you are locked into using expensive ability that misses more often then regular attacks..

minor dirge
#

I never use grenades. Just a waste of a move. Unless you want humiliate your opponent I guess. Maybe they need to make offhands, gear, or armor that are grenades so that it actually modifies the damage or accuracy of it.

worldly hornet
#

The missing is a thing. My ST/Sol/Exo captain used E-Shock against difficult opponents. It hit reliably (on hard). But the XH grenades were more variable.

#

E-Shock and Ire halve accuracy.

minor dirge
#

I think theres no stat that affects its accuracy. Just attribute. Prob should just use evasion or something.

sly glen
#

It uses a flat number of strong dice as the base (usually 7) but it is impacted by certain other stats... Just not as much as we would like. It should be listed on the wiki somewhere.

jagged lintel
#

Due to the cost grenades are sorta like a crappy titan shell or plasma burner that has the potential early game upside of not really being tied to your equipment.

#

I don't really ever use a grenade but I've ran teams where we drop 3 types of grenades on the enemy team in one big push and then do a touchdown dance because they got super fucked up by it; a concussion soldier, a deepstrike shocktrooper, and a grenade launch xenohunter working together can rack up a lot of stun percentage on the enemy team in a very small number of moves.

#

Not really as reliable as having great gear and using titan shell and plasma burner though