Underrail

Underrail

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Smig Dec 21, 2019 @ 6:06am
How grenade cooldowns work?
The wiki says: "Frag grenades share their cooldown with other types of standard grenades"

Does that mean that there are non-standard grenades that don't share cooldowns and therefore I can throw multiple grenades per turn? What are the different grenades that don't share cooldowns?
Originally posted by Legion66:
I believe it is the difference between utility and damage grenades. For example you can throw a frag grenade and a flashbang in the same turn.
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Legion66 Dec 21, 2019 @ 6:34am 
I believe it is the difference between utility and damage grenades. For example you can throw a frag grenade and a flashbang in the same turn.
Last edited by Legion66; Dec 21, 2019 @ 6:34am
frags/he grenades and molotovs, flashes and stingballs and gas grenades each have a seperate cooldown, means you can throw one of each class in one turn
cypherusuh Dec 21, 2019 @ 9:11am 
The rule of thumb is damaging grenade has separate cooldown with non-damaging grenade (including stingball).
Also, Spec Ops, Grenadier and Limited Temporal Increment's Psi ability is one hella combo
WalrusJones Dec 21, 2019 @ 1:33pm 
Gas grenades also seem have a their own cooldown from other tactical grenades in my experience, however, in practice, I find it incredibly difficult to find a use for them outside of stealth scenarios.

(At least, cryo gas grenades didn't put my damaging grenades or tactical ones on cooldown when I used them in one specific area, before ruling them out as kinda garbage.)
why use cyro gas grenades normal gas grenades are way better
WalrusJones Dec 21, 2019 @ 1:34pm 
It was my first playthrough when I tested gas grenades, and I had a huge excess of cryo stuff and thought "The crowd control would be appreciated."
yeah but the 10% more damage is just so op
WalrusJones Dec 21, 2019 @ 1:38pm 
I now find that I don't even have time for the gas to spawn before my enemies die, hence why I don't really bother with gas anymore.
psi build?
WalrusJones Dec 21, 2019 @ 3:51pm 
Commando+Spec Ops+Metathermics

Very fast action times (~10 AP,) free actions (Extra bursts+Premeditation,) and bonus action points (Specialties.)

Combine that with a special bullet damage multiplier that is high, all the trash enemies die on an early turn to AOE and almost free burst firing, and then the elite enemies get knocked out in one or two shots.
Last edited by WalrusJones; Dec 21, 2019 @ 3:57pm
cypherusuh Dec 21, 2019 @ 4:21pm 
The great way to utilize gas grenade is involving tight room, bear trap, and re-enactment of infamous scene back in the WW2 days.
Ironically, it works better on certain seemingly European military base.
It also works really damn well to cheese Foundry quest, since it's bypass bladeling high mechanical DT.
WalrusJones Dec 21, 2019 @ 5:19pm 
Fair enough, I haven't really toyed with traps yet.
cypherusuh Dec 21, 2019 @ 6:38pm 
Traps and grenade is low key the most broken things in the game, but it's kinda un-nerf-able because if it becomes worse than now, it'll be complete ♥♥♥♥.
WalrusJones Dec 21, 2019 @ 7:29pm 
Grenades I know well, just because they are pretty vital to escaping tough spots.
Last edited by WalrusJones; Dec 21, 2019 @ 7:29pm
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Date Posted: Dec 21, 2019 @ 6:06am
Posts: 14