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I generaly ran with 2 grenadiers per sqaud in all my playthoughs on all difficultys. As soon as I could 1 had 2 EMPs and 1 acid, the other got 2 acid and 1 emp.
EMP works so well on codex, robots, the eyeball thing and sectopds. Allowing me to clear entire packs with 1 nade.
Acid does a nice amount of damage, adds a damage over time and also most importantly shreds armour.
Plasma does a nice amount of damage to every thing but it rarely instagibbs anything.
Fire should have had more interaction with the environment and cover. Fuled fire (read napalm canisters) spreads and burns for a long time. It could of been used to block areas off and should have triggered secondary fires/explosions.
The main problem from my experience is that you don't know what you're up against until you build the shadowchamber, and that is making the allround grenades simply better imo.
But if I'm up against many melee units for example, the incendiary grenade (bomb) is superior because the enemies are not able to use theire melee attack while burning and since most of them don't use cover there's no need to blow it. Shred and damage is lower than the acid of course, but that doesn't bother me much when I can make a berserker harmless for 2 turns and focus on taking down the other targets first.
There just aren`t any situations where "combo" damage and debuff grenades are more useful than a grenade focused on either appilcation. If there were enemy types particularily susceptible to fire or poison they might have an application similar to EMP bombs, but as it stands there`s little reason to take the "combo" grenades over the "specialized" grenades/
I like the idea of Incendiary causing a per-turn panic check. Personally I think Gas Grenades should drop the DoT and function like AoE Repeaters - every turn all organic targets in the AoE need take a test with a 5% chance of instakill. Powerful, certainly, but restricted, high chance of doing nothing, and still cost a slot/core to bring in. At the moment they're like rubbish versions of Acid.
I think the real issue is the nerf to grenade damage/radius which I feel hits the special grenades harder. It was not hard to like incendiaries that could do 7 DOT damage a turn, especially in multi pod engagements when you can't focus fire on everyone or need to close off certain paths.
They are still damn effective on rulers.
Personally with poison gas I'd actually do the opposite of your suggestion; have the front loaded damage be small but the DoT be huge. This is contrasted with fire/acid which do more upfront damage and a lower DoT. It should be somewhat of a gamble; you could either front load damage with a plasma grenade and finish off the now-flanked enemy with a buddy's rifle shot, OR you could hit him with gas and have the DoT potentially do the equivalent of that rifle shot on the enemy turn, saving an ally an action that could be used elsewhere. If it works out well, multiple enemies could be finished off on the enemy turn.
If it cut down their movement enough and you had the right upgrades, you could also force the opponent to waste all their actions trying to get out of the gas cloud on their turn, completely denying them the ability to counterattack. A 2-turn kill isn't as bad if you can pretty much guarantee they couldn't retaliate.
I for one would rather not roll the bones on instakill-poison or have my guys also panic when RNGsus decides to set someone on fire.
So don't roll them then. Use soldiers with Poison immunity - 50% of a squad containing one of each class will have it just with their normal perks/kit.
Or just don't run into it much the same way you don't shoot grenades into your own soldiers.
I thought the ruler alien thing of taking DOT on each of their 'reaction' actions was a way of maknig the DOT grenades have value.
To me the main issue is not so much the resource cost as the randomness. I can get plasma grenades and EMP grenades for certain witha proving ground project (and upgrade EMP grenades with a second), and I start able to make flashbang grenades. So why do I want to bother with the experimental grenade research for a chance at acid grenades when I could just as easily get gas? And even if I can find a use for one experimental grenade type, I probably only need one, but any future experimental grenade project risks me getting a second of the original type.
Generally I spend my cores on ammo types instead - plasma, emp, flashbang (and freeze with ruler DLC) are more than enoguh grenade types for me.
I think the easiest balance fix would simply be to put EMP and possibly plasma grenade in the proving ground experimental as types you could roll. Incentive to do the project, and if you get out other types you may as well try them out and find a use for them. For that matter why not put bluescreen roudns in the experimental ammo project.
A single plasma grenade also means other grenades become more relevant as other grenade types become an alternative to normal grenades, rather than having to beat a plasma grenade for you to consider them worthwhile. Though an alternative change would be making any experimental grenade researched give you the ability to build more of them via engineering (and stop future experimental grenade projects from giving you the same result).
I absolutely agree. While I like this random outcome mechanic it could have been implemented way better. Like once you finished a grenade/ammo project and get the "prototype" you can then build it just like the other stuff and won't get it again in the proving ground. To balance this it could take more time.
For the grenades to be worth it, they would have to be significantly better at their respective niches like EMP is. It would be a power creep though, so enemies would have to be stronger as well.