Grenade Strategy

CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
edited September 2004 in Frontiersmen Strategy
<div class="IPBDescription">a Tactic that requires Grenades</div> I just wondered...TA the moment im searching for unusual tactics...well ive found some but there is one Item, i cant put into any Strategy. Its the Grenade...I simply find no Tactic that is useful using the grenade...but there has to be something? Right?

So...perhaps anyone here has seen a useful Grenade Tactic once in his life... If you ve seen anything or have an idea please tell me. Thx...

edit: it could also be something map-specific (so only useable at one single map...nevermind...i ll take it *g*)
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Comments

  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    Well if your siege base is going down and skulks are chewing on the PG, priming before you phase would easily clear out the lot of them.
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    but what I am searching for is kind of something different. Im searching for a strat where the Comm researches Grenades to win. COuld be in Combination with for example MT...well :C i guess we wont find anything....but lets see

    PS: please remember: this is not a thread about "use your grenade to kill a Lerk in the Vent"
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    no rapier is right, you rush phase tech + grenades, position 3 marines into a siege position (assuming the ambush is just after phase tech allowing the scan to break in), place 1 marine capping res on the dead side of the map and 1 guarding base. Plant pgs, tf/upg, then arms lab.

    You should be sitting on 4+ rts with the aliens being heavily distracted by marines attempting to siege their hive. this is around the 2:00 mark
    (your tech order at this point should be arm1, armoury, weap 1, weap 2, mt...)

    the phase gate will be difficult for them to take down provided you prime grenades then lob once you phase, extra spawning will have to be compensated until after the sieges you can spare the res for a 2nd ip.

    If the distraction is successful you should have about 6 rts, if the distraction is totally dominant you can always use the res guy to get down alien rts or secure other phases in necessary fallback locations <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    ok...yeah that could work...as long as the timing is right and there is allways one Marine who is able to jump through the PG the whole thing will work. Thanks a lot.

    I ll train that with my Boyz.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    edited September 2004
    well the point is, if you think a skulk is gonna get anywhere NEAR the pg you beacon, you can afford it quite comfortably on that :S

    and... 3 marine guards = no way to pg

    so <3 marine guards (dead guards :<) = grenades = minced skulks

    just to make it a bit clearer <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    Grenades are really just a utility item for

    1) clearing vents

    2) clearing OC's

    3) getting the stupid skulks that hide behind a res tower

    4) low res alternative to a grenade launcher for spamming chokepoints to hold back aliens while building a siege location or something

    5) clearing a phase gate that is being eaten

    Grenades are not a game ender any more then a welder or pistol is, they are simply items usefull in certain circumstances and for increasing the total firepower of a marine.
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    welder? give me 4 Boyz with Armor 3 and Welders. I ll show you how it ends the game <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    pistol...ok...pistol isnt a game ender...you are right with this one
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    The problem with centering a strat around grenades is that it requires your men to die alot (not that they won't be doing that anyway), and the kharaa will get refunded for most of the damage via RFK.
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    edited September 2004
    <!--QuoteBegin-Cheese+Sep 7 2004, 06:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cheese @ Sep 7 2004, 06:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> welder? give me 4 Boyz with Armor 3 and Welders. I ll show you how it ends the game <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    UUuu

    I just <3 to rush for armor3 and get every1 with sg/hmg and get this little thing called "non-slowed ha-train" towards that second hive.

    PLUS FOR ALL COMMS IN PUBS/NS!!!!

    80% games i have rushed armor3 iv? had great >30 min games with epic fights over 2.hive (won about3/4 of em)

    EDIT:

    to the idea!!

    1. grannies needs good teamwork and usage 2. in pubs you have to tell them every 15s they got grannies

    Besides those points If you get ninja pg get every throw theyr grannies to hive before shooting.... its amazingingly effective---> all aliens rush hive, but yous still have maybe 4/5 shots on sg.

    I haven`t made any grannywon tactics althou ?v`e tried to make some <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    puc games are in general so ridiculously lacking in teamwork that almost any concept of a strategy can work, gren-pg is the exception <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    Im not searching for public Startegies <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> thx god..cause something like this Nade/PG Rush wouldn't be possible on a Public Server...ever (well ok with 6 Clanners it would be possible but...CLANSTUUUUUUUCK:))
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    I once tried it on a pubgame (applying my 'Crystal Maze™ Pub Comming' set), they failed to grenade the skulks when phasing despite me explaining in great detail how to do it. Though I have never had an issue with it myself you may want to test it with a few m8s to get used to it before using it in a game, though as a teching strat it seems quite viable :S <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin-Hobojoe+Sep 7 2004, 04:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hobojoe @ Sep 7 2004, 04:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> gernades have no use unless everything else is researched and you have a couple hundred extra res honestly <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Would that be before or after cat packs?
  • TheAdjTheAdj He demanded a cool forum title of some type. Join Date: 2004-05-03 Member: 28436Members, NS1 Playtester, Constellation
    catpacks are far more lethal than hand grenades. Catpacks actually get used in clan play because they're absolutely devastating with shotguns against fades. Grenades are pretty worthless++ except in niche situations, not for general play.
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    hmm the trick with the Phase gates and the Grenades is to pull the trigger before you jump through the Pg (ok a lot of perople know that) Another trick is to palce the Phase gates in Rooms with a low ceiling! Pull the trigger, look at the PG and press E. AFter pressing E immediately look to the ceiling. The effect is that the grenade returns from the ceiling after less then a second and punishs all the Skulsk for chomping your pretty PG.

    Ive tried this one with MCs...i put MCs all aroudn the PG in a nice circle...at the beginning there was the problem of the MC right behidn me because i wasnt able to damage it. But with the "shoot the Nade high in the air" Move it works very fine! 200 damage 360°
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    I would say before catpacks because you usually have upgrd running at last levels after youve got adv?
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    grens are more usefull early on, than later on. but then again 20 rez is alot in the begining.
    they are great around when they get lerks. but by that time, people usualy have fades, which are the bigger problem.
  • TheMunch8TheMunch8 Join Date: 2004-03-03 Member: 27080Members, Constellation
    A Very deadly one is a full team rush on the hive with grenades. The commander must make it clear that grenades must be used first. with 6-8 people, it will take the hive down to 50-30% of health. THen have eveybody shoot the hive, until they all die, or the hive dies. If it doesn't kill the hive, beacon everybody back alive, and rush the hive agian. Works well in early game before fades, and before you can afford shotguns. Sometimes it works will one or 2 shotguns in the group, in case a fade comes near by.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    Are you kidding me?

    What server is this, 16v16 players?

    Even if it was a 10v10, that's 9 effective grenades...and that's only 1800 damage.

    The hive still has over 5000 health, I'd rather just pass out two shotties than research grenades.
  • TheMunch8TheMunch8 Join Date: 2004-03-03 Member: 27080Members, Constellation
    2 rushes with hand grenades, and full lmg clips into the hive, the hive went down with 9 people.
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    please...someone...close this thread... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • TheAdjTheAdj He demanded a cool forum title of some type. Join Date: 2004-05-03 Member: 28436Members, NS1 Playtester, Constellation
    <!--QuoteBegin-TheMunch8+Sep 10 2004, 12:58 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheMunch8 @ Sep 10 2004, 12:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 2 rushes with hand grenades, and full lmg clips into the hive, the hive went down with 9 people. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    A pair of shotguns and the rest with lmgs would have killed it in one rush. Being inefficient JUST to use a weak upgrade isn't how you win a game. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • fried_ricefried_rice Join Date: 2004-09-10 Member: 31582Banned
    no such thing as a grenade rush...

    they're really only good for vents, ocs, and like the previous posts said, phase gates.
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    argh...these posts have nothing to do with the topic any longer...
  • AdvisorAdvisor Join Date: 2003-01-10 Member: 12104Members
    In combat especially in very enclosed maps, people will have half or even 75% of the team carrying grenade lauchers. Then, they will grenade spam everything in their way and the others (carrying hmg's, shotguns, etc...) will kill anything that is left.
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    <!--QuoteBegin-Advisor+Sep 30 2004, 03:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Advisor @ Sep 30 2004, 03:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In combat especially in very enclosed maps, people will have half or even 75% of the team carrying grenade lauchers. Then, they will grenade spam everything in their way and the others (carrying hmg's, shotguns, etc...) will kill anything that is left. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    A fade that dies to a 3 ppl with nade launchers is a silly fade indeed. :|

    Anyway, hand nades on combat are a totally different issue. They are FAR more viable there. Hand nades > Mines to prevent rushes. Spawn, pull the pin, aim. If you die at step 2, np. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
    --

    No idea what you are on about with the 360 decrees of MCs Cheese. :S
    And btw, Hand nades are 100. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    <a href='http://www.cri-hacks.com/damage/' target='_blank'>http://www.cri-hacks.com/damage/</a>

    As has been said, hand nades are for PGs, Ocs and vents. They should be taken when the entire team has a gun, aliens have only 1 hive, and you need something to research.
  • WildChickenWildChicken Join Date: 2004-08-25 Member: 30891Members, Constellation
    Hand nades are the best way to clear out annoying skulks in vents like junction vent on eclipse. Only thing you can do with them is just that imo. Lob them into a vent and watch the aliens flee or die.
  • td_alakadtd_alakad Join Date: 2004-09-23 Member: 31886Members
    Not that I would really recommend this strat but...

    I was playing a game last night where the marines rushed for grenades and set up a phase gate outside of our hive in Sewer. We had four fades in a 20 player game and somehow we couldn't kill them. They kept lobbing their grenades straight into our hive, killing many skulks and gorges. Without the backup, the fades just had way too much difficulty killing all of the marines. They would run in, kill a few, then run out again. But then those few marines that died would just respawn with more nades which they would lob into our base and kill even more skulks and gorges. It was a pretty effective strat, it kept our hive under attack for a solid 20 minutes. But the problem is that it doesn't go anywhere. It was a stalemate. Of course, they could have just built sieges, but apparently there was a bug that they couldn't build sieges there. Basically, the point is that you can kill a hell of a lot of skulks and gorges, thereby weakening the fade rush with grenades. It's not the fades who really do all the damage. The fades just draw fire while the skulks do the real damage. If there are no skulks, the fades can't really do a whole lot except kill more marines which ends up with more grenades and more dead skulks.

    If they had been able to build siege in the spot that they chose, we would've lost to a grenade rush. But luckily they couldn't, so we eventually broke the stalemate. But that is a relatively effective way of using grenades.
  • muffmanmuffman Join Date: 2004-10-04 Member: 32091Members
    Grenades have no use, apart from getting that annoying skulk in the vent at spawn parasiting everyone. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
  • enigmaenigma Join Date: 2004-09-11 Member: 31623Members
    <!--QuoteBegin-`td.alakad+Sep 30 2004, 06:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (`td.alakad @ Sep 30 2004, 06:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> We had four fades in a 20 player game and somehow we couldn't kill them. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    wow.... 4 fades cant kill a team of rines with HAND NADES?
    gfg...
    u must be playing on the OldF server
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