XCOM: Enemy Unknown

XCOM: Enemy Unknown

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Pepi Nov 16, 2013 @ 7:09am
Opinion on new grenades
Needle Grenade, Flashbang Grenade, Gas Grenade, Ghost Grenade...
Have you already tried them? Are some good/usefull, or terrible/useless? Fun to use?
I didn't have the opportunity to try them, looking for others oppinion and see if they are worth the money!
Last edited by Pepi; Nov 16, 2013 @ 7:14am
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Showing 1-10 of 10 comments
sakob Nov 16, 2013 @ 7:10am 
Ghost Grenade is by far my favorite. Combine that with your MEC soldiers, and you will have advance scouts that can punish the enemies on the following turn.
Pepi Nov 16, 2013 @ 7:16am 
Oh sweet. I forgot the Ghost Grenade. It seems damn good indeed.
My biggest interrogation is about the Gas Grenade... It's usually better to kill "now" and not slowly in later turns.
Garatgh Deloi Nov 16, 2013 @ 7:20am 
Needle grenades comes into play to late to be realy usefull (for me at least).

Flashbangs work great (Its like a reverse smoke, realy usefull when you wanna capture aliens alive).

Gas grenades are kinda useless (Wont work on robotic enemies, slow damage).

Ghost grenade is the greatest invention xcom has ever made (Having a squad of mech's or soldier in titan armor become invisible lets you deal with such bothersome things as sectopods without difficulty).
P-47 Thunderbolt Nov 16, 2013 @ 7:20am 
Needle:
+Bigger area than a frag grenade.
+You can throw it close to your squad if they have cover between them and the middle of the area and they willl take no damage.
-Does not destroy cover to increase subsequent shot %. -Same damage as frag.

Flashbang:
+Really messes up the enemies aim and movement.
+Can be used as a backup plan to get out of a tough situation
+Good for capturing aliens.

- Does no damage. Uses up a slot that you could be using something else on.
-Might get an alien grenade to the face or poisoned as a result.

Gas:
+Poison messes up aim and movement while chipping away at health.
-Does low damage over time.
-Doesn't have many uses.
-Takes up a slot in your inventory. Flashbangs have higher penalties and only lack the damage.

Needle grenades are okay. Flashbangs are good. Gas grenades are lacking/limted in their use.
Last edited by P-47 Thunderbolt; Nov 16, 2013 @ 7:21am
DocCorvid Nov 16, 2013 @ 7:28am 
This is the first I've heard about the Ghost Grenade. How is it different from the smoke bomb, and how do they explain it thematically?
Garatgh Deloi Nov 16, 2013 @ 7:29am 
Originally posted by mikemashmedia:
This is the first I've heard about the Ghost Grenade. How is it different from the smoke bomb, and how do they explain it thematically?

Its basicly the same tech as the ghost armor.

[Ghost Grenade]: This grenade contains elerium-infused particles that, when diffused into our soldiers, causes them to become invisible. These particles will lose their elerium charge after a brief time, and competing energy sources - such as weapons fire - will disrupt them.

The difference betwen ghost and smoke are as follow.

Ghost: Makes any allies hit invisible and untargetable for one turn, fireing your weapon cancels the effect. Its a item and can be used by all soldier types (except mechs).

Smoke: Increases your defense as long as you stay in the smoke, you can fire without canceling the effect (It can also be upgraded with combat drugs or dense smoke). Its a ability and can only be used by the support class.
Last edited by Garatgh Deloi; Nov 16, 2013 @ 7:32am
DocCorvid Nov 16, 2013 @ 7:34am 
Cool, thanks! I was kind of hoping the thematic explanation would be a bit more than just "um, something something elerium" but it sounds like a cool tactical addition.
I think the gas grenade has a use for forcing enemies out of full cover that can't be destroyed. I wish I had the percentages handy, but it seems like remaining in a poison cloud amplifies the effect of the aim penalty, so if you've got a hard to kill enemy occupying non-destructible full cover, it might be worth it to throw a gas grenade to try and force them elsewhere.
Rilbur Nov 19, 2013 @ 11:13am 
Do needle / gas grenades destroy equipment? I think those might be plusses for them.
Kettlepot Nov 19, 2013 @ 12:04pm 
Needle and Gas grenades don't destroy equipment, and the Needle Grenade blast radius is a bit bigger than frag/alien grenades. They may have a place in some UFO missions inside the UFO if you're worried about Power Cores / Nav Computers getting caught in a blast.
I just REALLY like using Chryssalid Carapaces for the Chitin Plating instead of burning 2 on a situational grenade.
I could see using the Gas Grenade to wittle down an alien for capture, but again, there are better tools for the job!
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Date Posted: Nov 16, 2013 @ 7:09am
Posts: 10