Difference between revisions of "Talk:Proximity Grenade"

From UFOpaedia
Jump to navigation Jump to search
Line 15: Line 15:
 
:Ooops, thought you'd done the tests.  Oh well, I'll do tests after finals and see what I can come up with.  Sorry.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:14, 18 May 2008 (PDT)
 
:Ooops, thought you'd done the tests.  Oh well, I'll do tests after finals and see what I can come up with.  Sorry.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:14, 18 May 2008 (PDT)
 
::Hehe, I usually 'read' through the code and deduce behaviour. I'm often too lazy to check ^^. I did test the hot grenades patch however [[User:Seb76|Seb76]] 17:17, 18 May 2008 (PDT)
 
::Hehe, I usually 'read' through the code and deduce behaviour. I'm often too lazy to check ^^. I did test the hot grenades patch however [[User:Seb76|Seb76]] 17:17, 18 May 2008 (PDT)
 +
:::What's this "hot grenades patch"? I'm trying to collect all the available bugfixes... [[User:Phasma Felis|Phasma Felis]] 16:08, 1 June 2008 (PDT)
 
::Also from the look of it, only grenades which detonate from proximity contact will free the entry. If they are destroyed with another explosion, they won't and they will pollute the array. [[User:Seb76|Seb76]] 17:25, 18 May 2008 (PDT)
 
::Also from the look of it, only grenades which detonate from proximity contact will free the entry. If they are destroyed with another explosion, they won't and they will pollute the array. [[User:Seb76|Seb76]] 17:25, 18 May 2008 (PDT)
 +
 +
Guys, I'm pretty sure the bit about "pinning" aliens with a grenade on either side is pointless, since you can do the same thing with one grenade in the alien's square. Am I missing something? [[User:Phasma Felis|Phasma Felis]] 16:08, 1 June 2008 (PDT)

Revision as of 23:08, 1 June 2008

Proximity Grenades Vs. Zombies

To be blunt, this is an absolutely horrid idea. One, if you have enough TUs to mine the Zombie in(75% TUs from TWO soldiers), you really should just shoot the thing, because with that many TUs you should be able to kill it and the resulting spawn.(Same for any alien, really, unless its early in the game and you've only got peashooters for weaponry). In addition, because the first Proximity Grenade will destroy the second one, what happens if you kill a Zombie with Proximity Grenades is that you spawn an enemy Chryssalid with FULL TUs...DURING the Alien turn. This can only be described as a tactical nightmare! Again, though, this tactic could work reasonably well in TFTD(barring the objection about TUs). Arrow Quivershaft 11:06, 16 May 2008 (PDT)

Grenade limits

The game keeps the list of armed prox. grenades in a separate array (possibly for performance reasons). The maximum number of elements in this array is 20, limiting the number of armed grenades to this very number. When you reach the limit, no particular message is shown to say so (the 'grenade activated !' message is even shown, and the quantity1 field is set to 1 too). The grenade however will never detonate. I didn't check if loading a savegame repopulate the list, but if not this is most likely the reason why the armed status is lost when loading a game. Seb76 16:48, 18 May 2008 (PDT)

From a practical perspective, 20 Proximity Grenades is probably plenty. Given that X-COM can only haul 80 items to the drop site, in order to fill up the array, you'd need to have over 1/4th of your item stock be Prox. Grenades, and I somehow think most people will consider that somewhat impractical/overkill. Still, good to know for reference. Arrow Quivershaft 16:52, 18 May 2008 (PDT)
Yeah, it is only for informational purpose. I stumbled across this limitation and thought it might explain the loss of armed state bug. Also it is a limitation on _armed_ grenades so you can bring more, it won't be a problem. I don't see how you could toss that much grenades in one turn and not having any one alien blow itself up with one of it to make more room anyway ;) Seb76 17:04, 18 May 2008 (PDT)
Kinda the point, yeah. In order to encounter the bug, you'd need to deploy 21 armed mines and hope that none were detonated. Or, conversely, have deployed a number of mines equal to 21+detonated mines. I'll add this to Known Bugs. Arrow Quivershaft 17:06, 18 May 2008 (PDT)
You may want to do some tests first then, I did not do any here so for now this is 'pure' speculation ;) Seb76 17:09, 18 May 2008 (PDT)
Ooops, thought you'd done the tests. Oh well, I'll do tests after finals and see what I can come up with. Sorry. Arrow Quivershaft 17:14, 18 May 2008 (PDT)
Hehe, I usually 'read' through the code and deduce behaviour. I'm often too lazy to check ^^. I did test the hot grenades patch however Seb76 17:17, 18 May 2008 (PDT)
What's this "hot grenades patch"? I'm trying to collect all the available bugfixes... Phasma Felis 16:08, 1 June 2008 (PDT)
Also from the look of it, only grenades which detonate from proximity contact will free the entry. If they are destroyed with another explosion, they won't and they will pollute the array. Seb76 17:25, 18 May 2008 (PDT)

Guys, I'm pretty sure the bit about "pinning" aliens with a grenade on either side is pointless, since you can do the same thing with one grenade in the alien's square. Am I missing something? Phasma Felis 16:08, 1 June 2008 (PDT)