OpenXcom Forum
Modding => Released Mods => XPiratez => Topic started by: Eddie on November 27, 2018, 04:55:33 am
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I'm wondering how the riot grenade is best used. I figuered I can moderate the damage by proximity to the explosion to avoid a kill and get a stun, but no such luck. I tested it on an academy engineer, and she is either killed or remained standing. A stun is very rare. Also, the tu damage doesn't seem to do anything, she always had full tu on her turn (nine shots out of a laspistol + two tiles move).
Do I need to pick more beefy targets like raiders and ninjas? Is the tu damage good for anything at all? Does tu damage on timed explosives even work? (explosion at end of turn, tu get refilled right after at start of turn)
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TU damage is only for preventing possible reaction fire by leaving them with no time to fire on your turn, it's not for the enemy turn where all enemy units regain full TUs.
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TU damage is only for preventing possible reaction fire by leaving them with no time to fire on your turn, it's not for the enemy turn where all enemy units regain full TUs.
The riot grenade explodes at the end of your turn. It cannot be used to prevent reaction fire.
That was part of my question. Is the tu damage on the riot grenade essentially useless because of game mechanics?
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That depends. Can you set a timer with the riot grenade? If so, you can set it to explode at the end of the enemy's turn instead; but otherwise, you're right in that it seems that part of the riot grenade has become obsolete.
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- type: STR_RIOT_GRENADE
categories: [STR_BAT_CAT_THROWN, STR_BAT_CAT_SMOKE, STR_BAT_CAT_STUN, STR_BAT_CAT_STUNWEAPON, STR_BAT_CAT_INFILTRATION]
requiresBuy:
- STR_BOUNTY_HUNTING_PRIZE_MILITARY_SUPPLIES
- STR_RIOT_GRENADE
size: 0.1
costBuy: 3000
costSell: 1000
weight: 5
bigSprite: 981
floorSprite: 310
handSprite: 1600
fuseType: 0
power: 72
damageType: 6
damageAlter:
ToTime: 1.5
ToHealth: 0.75
SmokeThreshold: 10
costPrime:
time: 33
costThrow:
energy: 10
time: 30
flatThrow:
time: true
costUnprime:
time: 25
unprimeActionName: STR_UNPRIME_GRENADE
battleType: 4
blastRadius: 5
invWidth: 1
invHeight: 2
armor: 250
attraction: 8
listOrder: 14195
stats:
power: 72
damageType: 6
damageAlter:
ToTime: 1.5
ToHealth: 0.75
SmokeThreshold: 10
Fuse type:
https://www.ufopaedia.org/index.php/Ruleset_Reference_OXCE%2B_(OpenXcom)
fuseType: 0 (can prime, set fixed time of 0 turns.)
Changes like:
ToHealth: 0.75 > 0.3
fuseType: 0 > -2
can make Riot grenades great again :)
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I would rather change it to instant explode, like the anarchy bomb. Easier to use that way.
Soooo.... no one here actually uses the riot grenade in it's current state?
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Sometimes. But I could carry a Hellerium or an HE and a Boom Fruit instead.
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I go with Hallucigen for non-lethal early. For heavier stuff, they get Frags, Willie Petes and later Hellerium grenades.
The Riot grenade just doesn't hold up for either non-lethal or lethal, but they are great for the Megapol troops to toss at you. A lot of weapons in Piratez are like that. They are more flavor, as I feel these are.
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There are special nades for stun. They are called "Stun Grenades". Riot Grenades are best used when you want to deal with the threat first and capturing is secondary. They are the middle ground and this is how you should use them.
Every weapon in Piratez has purpose, just like googolplex arms in real world. Some of that purpose is just pure fun (Shotgun fist, Arena Flamer etc).
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I would rather change it to instant explode, like the anarchy bomb.
I agree with this, so that the TU damage can at least mean something.
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The stun grenades aren’t very good.
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How come? Aren't they just stun bombs that are thrown instead of being shot out of a minilauncher?
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Stun bomb 90 stun, 75% armor eff. Stun grenade 50 stun with 150% armor eff. It is significantly worse, good only (as per description) against unarmored targets. Useful only if you don't want (or can't) get close to a soft target that needs some zzz time. By the way - is there a reason there is no grenade launcher form of stun grenade? Or any 'launched explosive' stun weapon?
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By the way - is there a reason there is no grenade launcher form of stun grenade? Or any 'launched explosive' stun weapon?
I think that's (mostly) covered by the knock-out grenades for the grenade launcher.
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I would rather change it to instant explode, like the anarchy bomb. Easier to use that way.
Can't do that because the AI won't be able to use them normally. And yeah it's mostly AI weapon.
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I just noticed that the riot grenade was changed to explode on impact, now they are way more useful!
And I also found a good target for them: reaper cavalry!
A direct hit has a good chance to kill. For a higher stun-and-not-kill chance throw the grenade next to the reaper. Two tiles distance won't kill but will not always down the reaper. The tile adjacent to the reaper has a low chance to kill and the reaper is assured to go down.
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Riot grenades are also good as you can pre-prime, but won't explode if you drop them!
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Riot grenades are really great for taking out tougher enemies that you'd like to take out non-lethally, if possible. I usually use hallucinogen/knockout gas, but stronger enemies are often immune to choking damage. Also, IIRC, harpoon tranquilizers are 75 daze while Riot grenades are 72, against under armor however. In particular I've taken out some Marsec Colonial Marines(The guys in red armor with red shields in viper fighters) which were impervious to most of my other weaponry. In general trying riot grenades against tougher enemies that you'd like to take non-lethally has never been a bad idea for me.