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Grenadiers, always dying? [message #-980620] Mon, 04 March 2002 13:03 Go to previous messageGo to next message
Anonymous
the grenade launcher has almost no splash damage what so ever, i took it in the tunnels in under and started pumpin shells down at a chain gun officer and well it did jack to him and the grunt next to him the nades do more to light armour than people its pathetic and the range is even more pathetic.
flamethrower infantry have better luck with light armour than even the basic grunt ive held a steady flame on a guy for 5 seconds and his hp barely moved he wasnt even a 3rd row guy!
Grenadiers, always dying? [message #-980619] Mon, 04 March 2002 23:47 Go to previous messageGo to next message
Anonymous
Is there a forum that the devs actually go to? I feel like addressing my greivances somewhere...I'm just glad to see at least you guys here agree with me.
Grenadiers, always dying? [message #-980618] Tue, 05 March 2002 09:59 Go to previous messageGo to next message
Anonymous
1: Make the grenadier and flamethrower more like C&C! I mean come on. C&C grenadiers absolutely r0x0r against infantry, and so do flamethrowers. From a game balance point of view, it wouldn't be that bad either if you could one-hit or two-hit someone with these weapons, because they've got ****e range. I wanna have to run in fear from flamethrowers, d4mnit!

Anyway, right now grenadiers are a good option if you're under attack from Nod tanks on a map like City, because at that stage your harv's probably killed, your refinary might well be down and\or the barracks. With a grenadier you've got a free, reasonably effective anti-vehicle unit.

2:

quote:
Originally posted by generalfox:
do the gernades explod on impact and have some sort of splash damage. Because most first person shooter games gernade lauchers usually suck when it comes to killing people unless you are really skilled, in TFC I never used reg. gernades with demoman, I always used pipes because I could actually hit people with them (I used shot at them and detted them when it got near them).


Yay! Another TFC fan!

*ahem*

They seem to explode on impact, but the impact fuse only becomes active after about a second or two. You can usually get one bounce out of your grenade before it goes off.

Grenadiers, always dying? [message #-980617] Tue, 05 March 2002 11:38 Go to previous messageGo to next message
Anonymous
quote:
Originally posted by Falconxl:
Grenadiers have great range if you know what your doing. They work good on light armor too. If you tilt back up to around 70 degrees the grenade flies farther.

No, grenades fly farthest at 45 degrees on a flat piece of land... 46 degrees or more just lands you the same distance as 44 or less... except takes longer to hit the floor (you can fire one at 70 degrees then another at 20 and both almost land at same time)...

I dunno what you guys are talking about... I think the grenadier has splash damage... And for the TFC playing person... this grenade comes from a launcher, flies and explodes on impact... probably a 2-3 feet blast? Cause I am **** good with the nade launcher... hit still targets 9 out of 10 times and moving times probably around 3 out of 4 times...

Naders are good if you're ambushing or fighting around rocks... Also good for fighting aorund vehicles... You just run round and round the rocks/tank and lob nades over and bombard the enemy...

Increasing range of the laucher by a little is good... Gives the nader some range (if this happens, add a bit more damage to the flamethrower)... But the nade should only go like 5 feet more... Anything more and it'll become an artillery piece (not the "mobile artillery".. I mean like realistic artilleries... Long range rain of death)...

Grenadiers, always dying? [message #-980616] Tue, 05 March 2002 12:34 Go to previous messageGo to next message
Anonymous
Well, I've been playing grenadier a lot lately, and it's hard as hell to hit people (not enough splash damage so you have to hit dead on). Weird thing though, a dead on shot takes away a lot of health... MORE SPLASH D-AMNIT!

On the other hand, it's awfully effective against vehicles, and if you are used to aiming "lobbing" weapons (thank you Tribes!) I can assure you that you will not miss. The range is not too much of an issue. After all, it's a free unit
If you want to improve your aim, practice on the enemy harvester. Big and slow. Then you'll be able to hit buggies from the ledges like me

Grenadiers, always dying? [message #-980615] Tue, 05 March 2002 20:33 Go to previous messageGo to next message
Anonymous
As everyone else has said, the flamethrower and grenadier need to be tweaked a bit. The grenadier, while powerful enough, simply doesn't shoot far enough and the splash damage is too small. The flamethrower probably needs a little more "burn" time along with more power as well. I see both classes as infantry killers, yet they are hardly effective at all against them. Is this going to be changed, Dev?
Grenadiers, always dying? [message #-980614] Fri, 22 February 2002 03:15 Go to previous messageGo to next message
Anonymous
OK, Everyone says you can make a rush to the back of the GDI barraacks if you've got full health and armor. OK, sounds feasible.

But what do you do from there? If your shot to hell, you can't make the weapons facotry or the refinery. The barracks has no back entrance, is it possible to make it to plant with out being seen?

Grenadiers, always dying? [message #-980613] Fri, 22 February 2002 03:37 Go to previous messageGo to next message
Anonymous
go to the powerplant.
Grenadiers, always dying? [message #-980612] Fri, 22 February 2002 03:43 Go to previous messageGo to next message
Anonymous
just do what i do and plant a beacon inbetween the rfiner and the silo on the refinery, no one ever looks there.
Grenadiers, always dying? [message #-980611] Fri, 22 February 2002 04:01 Go to previous message
Anonymous
quote:
just do what i do and plant a beacon inbetween the rfiner and the silo on the refinery, no one ever looks there.

They will now...DOH!!

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