Talk:Proximity Grenade

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Revision as of 23:52, 18 May 2008 by Arrow Quivershaft (talk | contribs) (→‎Grenade limits: Who brings 20 prox grenades on a mission, given the 80 item limit?)
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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)