Insurgency

Insurgency

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Why should you never cook your nades in this game?
:D
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Showing 1-11 of 11 comments
Desiire Oct 31, 2016 @ 8:43pm 
Depends on the grenades. Flashbangs and incendiaries detonate within like 1 second after cooking while frags take around 3 seconds. I always cook my frags until the very last second before tossing them so people can't run away when it lands in the room they're in

It puts me at a disadvantage though because I'm so used to cooking frag grenades that incendiaries and flashbangs just detonate in my hand because I forget about the timing differences
Sterling Nov 1, 2016 @ 12:07am 
For the record, the F1 and the M67 have different fuses, so that's one reason why cooking isn't really good, unless you get used to the different times.

Another is that people don't know there is an alt throw button to pull the pin and not let the safety go, which ends up with people cooking incendiaries in a very risky way for the team. Not to mention that incendiaries are overused on co-op and not letting the safety go allows you to swap weapons while you still hold the alt throw button.

So basically, it's good to cook as long as you can time it, and there are 3 different ways to throw: pin and safety, just pin (which allows weapon switch) and lobbing (which is also cookable).
Mountain King Nov 1, 2016 @ 5:32am 
Flashbangs go off 2 seconds after pulling the pin. Never cook these, they are designed so you don't need to. The radius is massive, throw it as fast as you can and make sure there is something between you and the grenade. Best to avoid these at first, they aren't like the flashbangs from other games.

Incendiaries are on 3 seconds delay. These can be cooked, but for literally 1 second. It seems to me like they don't slide and roll along the ground anymore once they are on fire, so if you can ensure they are on fire by the time they land their placement can be almost as simple as a molotov.

Frags are 5 seconds. I haven't noticed any real difference between the two. Cooking these is entirely situational but I'd recommend it any time you can afford to not have your weapon in your hands.

Note: the wiki quotes slightly shorter times than I did. I'd like to think I'm accurate but maybe I count fast or maybe the timer doesn't start instantly on the "ping" sound.
Grizzly Nov 1, 2016 @ 6:19am 
You should never cook your grenades if you have trouble counting up to 5.

Otherwise cook them just enough to have them explode at the same moment your target is in that same location where it landed OR don't cook them if you need those seconds to get away, create some space or expect enemy to arrive at that location after the grenade has landed.
Tiger Nov 1, 2016 @ 7:00am 
Just to clear out some confusion about fuse times:
F1 and M67: 4 seconds
Incendiary: 1.8 seconds
Flashbang: 1.8 seconds
Smoke: 3.5 seconds

Those are values used by game.

There are situations to cook or not to cook grenades. So you do want to use both options.
Normally, you want to cook your grenade if you know where enemy is and if you think he wont get to you as you cook your grenade. This way he wont have chance to escape the blast.
But if you are throwing grenade for different reasons, and you do not know if you might bump into enemy as you are holding your grenade, you probably dont want to cook it. And if you are not throwing at enemy, they dont know grenade landed there. So they might get there and get blown after fuse runs out. You can also throw it where enemies will be going at and then suppress them so they dont move forward.

What I find funny is how people cook Incendiaries and always get burned...
Similar case with molotovs when destroying caches. They throw it almost under their legs xD.
Sterling Nov 1, 2016 @ 12:25pm 
Eh, I'm pretty sure the M67 and F1 were different in both fuse time and throw distance last time I checked.
ImUrBoss Nov 1, 2016 @ 1:10pm 
U shouldnt cook flashes or incindieries. The rest, yes
Tiger Nov 1, 2016 @ 1:37pm 
Originally posted by Maxy:
Eh, I'm pretty sure the M67 and F1 were different in both fuse time and throw distance last time I checked.
I looked directly into files used by the game.
Sterling Nov 1, 2016 @ 2:12pm 
Originally posted by tiger_Cro:
Originally posted by Maxy:
Eh, I'm pretty sure the M67 and F1 were different in both fuse time and throw distance last time I checked.
I looked directly into files used by the game.
Then I guess they changed it since the last time.
Grizzly Nov 1, 2016 @ 3:05pm 
Originally posted by Maxy:
Eh, I'm pretty sure the M67 and F1 were different in both fuse time and throw distance last time I checked.

untrue, both grenades have same data for a very long time if not the beginning. Only the name and model differs.
Sterling Nov 1, 2016 @ 3:08pm 
Originally posted by B3R3ND S.O.:
Originally posted by Maxy:
Eh, I'm pretty sure the M67 and F1 were different in both fuse time and throw distance last time I checked.

untrue, both grenades have same data for a very long time if not the beginning. Only the name and model differs.
Well, I tested both in NWI co-op servers back in the start of 2015 and they had different fuses and throwing distances. The M67 had a long fuse, while the F1's was noticeably short.
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Date Posted: Oct 31, 2016 @ 7:30pm
Posts: 11