Difference between revisions of "Grenade"
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* Can be thrown into diagonal walls, exploding on the far side |
* Can be thrown into diagonal walls, exploding on the far side |
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* Will explode before doors close at the end of a turn (catching aliens with doors open) [Zeno] |
* Will explode before doors close at the end of a turn (catching aliens with doors open) [Zeno] |
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− | * Primed grenades will not time out and explode in inventory, but timer will start if wielder falls unconscious or dead and drops equipment |
+ | * Primed grenades will not time out and explode in inventory, but timer will start if wielder falls unconscious or dead and drops equipment '''(Note: timer will count down, it just won't detonate when it hits 0 if it's still in inventory)''' |
* Grenades improve normal firing accuracy as well as throwing accuracy when used for a kill -see [[Experience]] |
* Grenades improve normal firing accuracy as well as throwing accuracy when used for a kill -see [[Experience]] |
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* If several explode on the same turn, the lowest, most north-east grenade will explode first [Zeno] |
* If several explode on the same turn, the lowest, most north-east grenade will explode first [Zeno] |
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− | * [[Grenade Relay]] allows soldiers with more TU's to prime grenades and throw them on to front-line soldiers with less TU's, who then only incur (pickup cost+throw cost) TU's to put grenade on the target |
+ | * [[Grenade Relay]] allows soldiers with more TU's to prime grenades and throw them on to front-line soldiers with less TU's, who then only incur (pickup cost+throw cost) TU's to put grenade on the target '''(Note: You actually spend more TUS - but the important point is that the front-line soldier (the one who suffers the most from reaction shots) will not lose 75% overall time units (+item move costs) just to arm and throw a grenade)''' |
Revision as of 08:55, 26 April 2005
The humble fragmentation grenade. Although useless against, say, Cyberdisks at higher difficulty settings, it is still a cheap area-effect indirect-fire weapon. Which is to say, it can hurt or kill several closely-grouped weakly-armored aliens at the same time, and you can throw it over obstacles or from behind cover.
Stats
Tips & Tricks
- Timers are most commonly set to 0 (end of your turn) or 1 (end of alien turn)
- Can be thrown up through ceilings, exploding on floor above (HE rounds also do this) - see Exploits
- Can be thrown into diagonal walls, exploding on the far side
- Will explode before doors close at the end of a turn (catching aliens with doors open) [Zeno]
- Primed grenades will not time out and explode in inventory, but timer will start if wielder falls unconscious or dead and drops equipment (Note: timer will count down, it just won't detonate when it hits 0 if it's still in inventory)
- Grenades improve normal firing accuracy as well as throwing accuracy when used for a kill -see Experience
- If several explode on the same turn, the lowest, most north-east grenade will explode first [Zeno]
- Grenade Relay allows soldiers with more TU's to prime grenades and throw them on to front-line soldiers with less TU's, who then only incur (pickup cost+throw cost) TU's to put grenade on the target (Note: You actually spend more TUS - but the important point is that the front-line soldier (the one who suffers the most from reaction shots) will not lose 75% overall time units (+item move costs) just to arm and throw a grenade)