Grenades grenades grenades!
Posted 07 October 2002 - 10:37 AM
Posted 07 October 2002 - 10:55 AM
Posted 07 October 2002 - 11:35 AM
In XCOM 1 granades are less efective becasue they wont blow up separately! Throwing few granades in this same spot in order to take out some strong aliens is just a waste of granades. Now in XCOM2, it does make sense... Few granades thrown next to each other WILL BLOW ONE BY ONE.. So the second or third blast will kill the alien even if the first explosion wont...
Try it if you dont believe me!!!
Posted 07 October 2002 - 04:25 PM
Posted 09 October 2002 - 02:57 AM
Posted 09 October 2002 - 03:37 AM
Grenade are good to be sold (magna blast of course).. and buy demolition charges!
They can't be thrown as far as grenade, but they do good damage against everybody, even heavy armoured ones!
Posted 09 October 2002 - 07:13 AM
Posted 09 October 2002 - 04:08 PM
In X-Com II the auto-cannons are called HYDRO-cannons. Maybe they were trying to justify why you can't use them on land. Also the torpedo/rocket launcher doesn't work on land in 2 either.
I didn't know about the lack of dual-explosions in one. That makes grenades a bit weaker. I know in Terror from teh Deep I would literaly make a mound of grenades at the feet of those nasty lobstermen! I think about 5-7 alien grenades would drop one of those buggers. Plus on any of the colony missions, most of my guys would stick an armed grenade in each pants pocket. That way when the tentaculat (the one that turns your guy into an alien shell with another alien inside of him) zotted one of my guys, both 'nades fell to the ground, and blammo, no more squaddie, but no more aliens either!
Posted 22 October 2002 - 09:46 PM
Oh, and one really funny nade trick. I had this lobsterman w/ sonic cannon cornered inside a building once (port terror). He was covering all the windows and just camping like a total lamer; any agent who went next to them would be dead meat in short order. My squad was watching all the doors.
So what I did (didn't know if it'd work yet) was:
1. take a pulser (not primed).
2. toss it thru the window (my agent didn't have LOS to the lobster, but could throw it near enough).
Surprise, surprise: the lobsterman saw the nade and ran for his life, right out the door and into a waiting barrage of sonic blasts
Posted 23 October 2002 - 10:14 AM
Edit: I guess it's not that hard; just have an AI routine that responds when you see a grenade in flight (rather than dropped by a dead unit), looks at where the nade landed, and then gives a priority-1 instruction to run to a location outside the nade's blast zone. The problem is determining the priority of the run order - what other orders (e.g. stay put and camp, assault the enemy immediately) will it override?
Posted 24 October 2002 - 07:41 AM
Posted 24 December 2002 - 05:58 AM
-if you have an alien grenade primed in crysallid missions, your soldier won't go to heck alone...
-Smoke grenades make excellent cover, when you need to retreat a wounded soldier , or when you are getting out of that skyranger
-Proximity mines are EXCELLENT both for defense and offense, just watch your step and not get blown by your own grenade...
-If your soldier is about to brainsucked, and no one is there to help him, drop a stun grenade.
-Vortex mines can level bridges and stairs, limiting the non-flyer alien's movement
-Stun grenades are the only area weapons pass the protection of disruptor shields
-if you can't see an alien firing at you, send a grenade to that direction. That is an excellent way to kill those aliens.
-When you open the doors of the UFO's, send grenades inside. That will force them to get outside. Otherwise, wait for the choking sounds, and go in
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There is no passion; there is serenity...
There is no death; there is the Force...