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Grenade Timings

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#1 Crazy Photon

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Posted 25 June 2009 - 10:16 PM

Hey there,

Just wondering, does anyone use the timers on grenades to explode after X turns or is that feature mostly useless?
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#2 NKF



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Posted 25 June 2009 - 11:29 PM

Thanks to the dead-man's trigger that lets you hang onto primed grenades indefinitely once the counter hits 0, I don't really see too many instances where anything greater than 0 or 1 will be of any immediate use as long as the grenade goes where it needs to go on the same turn that it is primed.

I suppose there are some rare or unusual circumstances that you may find yourself in where setting a grenade to go off a few turns ahead may be beneficial for safety reasons.

Such as when the person transporting a live grenade gets killed when there aren't any friendly units nearby that can pick it up. If it had been set to go off a few turns ahead, you'd have enough time to have someone retrieve the grenade and resume transporting it. One good place where it would come in handy is if a grenade relay is broken in the middle for some silly reason thanks to a misthrow or accidentally passing the grenade to someone who doesn't have sufficient TUs to pick it up. All these would be in cases where you want to get a live grenade somewhere but you don't want to use it right away.

High explosive packs for use in clearing terrain set to blow a few turns ahead would be a reasonable safety measure employed by low strength and low TU unit who want to ensure that they can get away once they set the explosive.

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#3 SaintD



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Posted 16 November 2010 - 05:41 PM

If an alien is bouncing in and out of a UFO door, I set the grenade for 1 and toss it by the door. It goes off with the door open, sometimes getting several kills. I also set 2 turn timers on demo charges when landscaping in order to give weak rookies time to get well away from the blast. I am not sure what the designers thought longer delays would be good for. 10 turns? I mean c'mon.

#4 Kirill



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Posted 16 November 2010 - 06:58 PM

I remember once playing an early nightime snakeman terror with only a few rookies with laser rifles where I peeked behind smoke round 2 and 3 and threw HE around the LZ with timer 25ish. I then proceeded to sent everyone to the back of the sky ranger, ducked them and skipped every turn until the LZ went boom and killed tons of snakeman and chryssalids. AI abuse I know, but fun (and effective).

Edited by Kirill, 16 November 2010 - 07:00 PM.