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Deaf Smith
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Let's talk grenades

Fri Nov 23, 2012 11:45 am

Been using the Pulse grenade with my #1 loadout(DMR).

Got a Hail Mary with it yesterday. I'm still getting to know the pulse grenade.
It seems if someone is standing next to it when it first detnoates, their shields are depleted. Gotten a few assists and kills this way.
I also use it to block pathways or bottlenecks. Useful.


What do YOU use and why? Any useful tips?
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Re: Let's talk grenades

Fri Nov 23, 2012 12:49 pm

I mostly use stickys because I like to stick people and it works best against vehicles.
 
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Re: Let's talk grenades

Fri Nov 23, 2012 1:49 pm

I use frag grenades, because I don't feel like unlocking other things. But now that i think about it, I think i'm gonna unlock pulse grenades. Like smith said, the initial blast thing takes shields away, and that explodes on impact so its probably more useful in a duel.
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Deaf Smith
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Re: Let's talk grenades

Fri Nov 23, 2012 6:39 pm

You can also better control the outcome of a duel with a Pulse Grenade. Say the teo of us are BRing it out beind a pillar. I toss the Pulse on one side, and essientally force you away from the side I just three the pulse.

As cool as it is, the pulse grenade is tricky to use. I would say I'm succesful with it only 20% of the time.

I use stickies with my AR/PP/Camo Dominion base assault/vehicle takedownloadout.

I don't use Grenades because I pick them up from the map or dead teammates. That is one reason I start out with a pulse, because not too many people equip it.
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Re: Let's talk grenades

Fri Nov 23, 2012 10:09 pm

when you pick up nades from a dead body with the resupply perk you start picking up 2 frags first then plasmas the pulse. but if you already have 2 of a type of nade it will skip that type. it dosnt matter what the person had equipped.
 
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Re: Let's talk grenades

Fri Nov 23, 2012 10:21 pm

pulse are definatly a new thing now. Picking up nades is critical for when goaing on killing sprees on foot and living for a long time. I find the good old plasma to be a good old faithful. Get a lot of sticks, but I'm sure to try putting the pulse granades to use when I do pick them up.

I have tried using them a bit in loadouts, but gave up when it costed me sticky kills.
I find the pulse nades most useful for small maps, very mutch Heaven, where there's not many places to run.
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Re: Let's talk grenades

Mon Nov 26, 2012 7:23 am

I generally stick to the plasma grenades just due to there depicted versatility. The fact that they have a bigger explosion aoe then frags, do more base damage, aswell as the ability to stick any enemy vehicles and infantry makes this an obvious go for me. The only con i see is the time to detonate, though this can be used as a deterrence to chasers in combat scenarios.

I personally like the idea of pulse grenades, I just feel like they are a bit underpowered as they perform now. They need to make them benefit from the explosive perk, allow for spawning with 2 for a loadout kit instead of 1, and either tweak their duration or damage as a means to making them more viable.
 
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Re: Let's talk grenades

Mon Nov 26, 2012 7:58 am

frags in cqb as the ability to bounce them round corners in invaluable and plasmas in big team to stick vehicles.
 
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Re: Let's talk grenades

Sun Dec 02, 2012 12:29 pm

I tend to run resupply on my mid-range loadout (which is for smaller maps) as well as the explosives upgrade that boosts my radius on the grenades. The fact is grenades are enormously important to winning any fight at mid to close range, so as much as I like a lot of other perks, I made sure my grenades worked on that loadout.

I haven't bothered with Pulse Grenades yet, I find I can use them for the initial shield depletion when I pick them up from the map, but I was actually really good with frag'n'tag before this game so they didn't offer me much I didn't already do.

I may change my mind once the specializations that allow you to manipulate ordnance become available, because as it is my ordnance drops are sooooo bad that I can't even begin to consider the NEW aspects of combat in this game. I have to spend all my energy making the old methods work because the new stuff has failed me completely.

The other day I was running towards an ordnance that I saw was a binary rifle. Of course someone got to it first and proceeded to do awesome with it. I'm usually happy when I get a sticky detonator. I can make those work. I *never* get anything better.

Back to grenades, I run plasmas on my BTB loadout because most ground pounders are too far away to affect with grenades, so the most useful grenade is the one you can stick to a passing 'hog or ghost.
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Re: Let's talk grenades

Sun Dec 02, 2012 7:29 pm

The grenade glitch can help with frags in tight hallways, usually when you have someone one shot they tend to hide behind a corner just outside of the radius for the splash damage. However if you use the grenade glitch your frags are like rockets and will bounce a lot so they usually take out the guy hiding to get his shields back.

The perk that increases explosive radius would have a similar application to this, also the explosive radius perk is amazing when coupled with the sticky detonator for KoTH games. It's one guaranteed way to clear the hill unless you're playing on Complex and the hill covers half the map.
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Re: Let's talk grenades

Fri Dec 14, 2012 4:50 am

With sprint in the game (which makes player movement more erratic and, in a way, unpredictable) the faster throw of the grenade glitch made perfect sense. Shame they had to patch it out. If anything they should've just made it possible to do on-host.

Anyway I used stickies for the first week or two. Been mostly using frags ever since, save for the stickies in my "thatvehicleisgoingdown" loadout.
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Re: Let's talk grenades

Fri Dec 14, 2012 6:54 am

I use Stickies in ALL of my loadouts... but now that I think about it I'll probably switch many of them to Frags, for the purpose of mastering the frag grenade, the same with the pulse.

I still can't get much done with a Pulse grenade.

ALSO, I have no idea what the "Grenade Glitch" is/was
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Re: Let's talk grenades

Fri Dec 14, 2012 7:31 am

Deadpool MF wrote:
ALSO, I have no idea what the "Grenade Glitch" is/was

You had to throw a grenade and press sprint I think almost at the same time ,so it made a weird animation and the grenade flew super fast and super far but they patched it.
 
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Re: Let's talk grenades

Wed Dec 19, 2012 5:36 pm

I have preferred the frag grenade since Halo 2, and this hasn't changed in halo 4. "Frag and tag" was mentioned earlier and I'm assuming that means hit them with a frag and then shoot them in the face, which is what I love most about the frag. This takes skill and some great timing, but it means instant death for your opponent, and there are few things as satisfying, and with the explosives ability, it makes it easier to pull this off. This along with the ability to bounce them wherever you are creative and skilled enough to bounce them makes them the best choice in my book.

Sticky grenades are extremely tempting, but only for BTB or Dominion where vehicles play a vital role. My major complaint about stickies is the delay before it explodes. Sticking people is fun, but if you miss, you're dead.

I think that the initial radius of the pulse grenade does have the ability to kill a player, but I haven't tested it and can't until saturday. But Wheels and I did a little testing and found out that you can run through one and only loose like 1/8th of your shield.

UPDATE: A player can be killed by the initial blast and the final blast of the pulse grenade. The middle stage is purely a shield drain. Using these grenades to block pathways works because people are afraid of them, but in reality you can walk (not sprint) through one and loose less than 1/5th of your shield. So if you ever weaken some one's shields and they try to scare you with a pulse grenade, it might be good depending on the situation to truck right through it and kill them. They probably won't expect it, and you won't loose too much shield.

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