Grenadier - how do i set it up_
#1
Posted January 14 2014 - 10:19 AM
No idea what internals and items to buy, I got maxed armor fusion since i kinda tend to allways get that and the heatcannon for weapon cause its new, but the rest im not sure..
Items_! more internals.. HELP!
#2
Posted January 14 2014 - 10:32 AM
I roll HE Grenade and either Rocket Turret or Detonator items for more explosive spam.
Internals: Failsafe, you will hit yourself repeatedly (at least my idiot self does).
#3
Posted January 14 2014 - 10:37 AM
Based on experience, I would avoid using a shield because it won't protect you from EMP, to which you are already highly susceptible. Blockade or something offensive would probably work well, as you can lob grenades over it. Something like a MK3 turret would also help to draw fire away from you and damage your enemies some.
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#4
Posted January 14 2014 - 10:43 AM
Items and internals change depending on playstyle. General good combo is adv repair kit + extractor + repair charge. I'm a huge fan of the portable scanner (wallhacks) but I like fighting around walls.
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#5
Posted January 14 2014 - 11:35 AM
Hrm, might try a big turret, felt i had enough bombs after changing weapon back to double launchers.
Heat cannon was hard to hit with, but maybe thats just practice_.
Edited by Khadoran, January 14 2014 - 12:34 PM.
#6
Posted January 14 2014 - 08:26 PM
The following comes from someone who mains the Grenadier. (PSST it's me)
The weapon you choose as your primary really does dictate its playstyle. HEAT cannon is a good all-round weapon that can work at all ranges. Takes practice to master, especially charged vs uncharged shots. I personally haven't mastered the HEAT cannon, and doubt I ever will (just isn't my cup of tea). Vulcan makes you more of a front line enforcing mech. The Vulcan + GL is a potent combo, especially paired with the damage boosting turret mode. I've done a lot of damage to opposing mechs with the Vulcan Gren. There's also the Rev-GL, which is amazing for area denial, shooting over hills, and bouncing around corners and off of walls. However, the Rev-GL is viable in a non-area-denial way if you learn to time your shots just right and bounce your Rev grenades into opponents, and if they fly, if you nail them directly with a Rev nade (or even if they're not flying, direct hits always hurt!), that's 75 damage a pop; in short, that's a lot of damage if you hit all your shots, which is really the optimal thing to be doing. It does take quite a bit of practice.
Items, I run Repair Charge + HE Charge/Detonator. HE Charge/Detonator for that extra explosive punch and the Repair Charge for a quick drink of armor so I can jump right back in. The HE Charge/Detonator can easily be swapped with an EMP or a Shield if those are more your style. A Turret can work for you, but I find that turrets aren't exactly the greatest in the kinds of places you'll be fighting. Carrying turrets, for me, is dependent on the map, so I hardly carry turrets because I can't swap out if I don't want it for that particular map. Honestly, the items are up to you because it would reflect who you are as a player.
Internals: Advanced Repair Kit, Failsafe, Basic Fuel Converter (I may switch the Fuel Converter out soon). Adv Repair Kit for more armor regen from orbs, Failsafe for protecting myself from my own explosives during CQC scenarios. Fuel Converter for more fuel if I get damaged, which is quite often, but I'm considering swapping it out for something else I haven't decided yet.
The mech as a whole is very versatile because it has the weapons to fit any scenario, plus it has a decent turret mode paired with a good amount of health.
Edited by Silverfire, January 15 2014 - 01:43 PM.
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#7
Posted January 15 2014 - 07:53 PM
Internals ::advanced armor fusion, repair kit, basic failsafe :
items : repair charge III, HE charge I
weapon :Heatcannon..
Even though the double bombs setup is fun, People often shoot me from range where i couldnt hit back and that frustrated me..
The internals feels solid, just not set on the HE charge, but il stick with it abit more, cost alot to just try items, repair charge is great.
#8
Posted January 15 2014 - 08:37 PM
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#9
Posted January 19 2014 - 11:00 PM
For those of you recommending to run failsafe, I'd strongly advise against it. Sure the 30/60% damage reduction is nice, but it completely shuts you off from much better internal options. If you're a really good shot and can play to the grenadier's strengths (area denile/frontline/all-range) the damage reduction from failsafes won't be playing as much of a key part as one would assume, unless you have the insatiable urge to facehug everything with a MK 2 HE charge and detonator 24/7 coupled with a rev-gl. As a Rev-GL user, I almost always run a MK 3 emp coupled with a MK 1 radar scrambler. Why scrambler_ because messing with your opponent's radar forces them to either charge, or stay behind cover waiting for you to make a move. If they try to peek-a-boo you, you can fire behind cover with the rev+gl combo and walk to the other side of them that they will usually dash into, almost guaranteeing you direct hits. I like to use EMP because the grenadier doesn't have much sustained dps not does it have quick burst outside of it's secondary. Shutting down your opponent's weapons to squeeze in some extra damage really helps, especially since some people run away, which if you're using the rev+gl combo, won't be much of a problem once you can calculate how far you need to arc and lead your shots. The grenade launcher is deceptively fast and makes securing kills quite easy.
For internals, I'd recommend the following:
Advanced/Basic Armor Fusor: The grenadier is an assist king, if you stick with the pack, you will have a steady supply of extra health with little to no down time
Replenisher: Same reason for Armor fusor, EMP/DET/Repair Charge users will love this internal
Failsafe/Basic Failsafe: Damage reduction from self damage, kind of a crutch, but can save your fuzzy bunny
Deflectors/Basic: C class mechs have a large hit box, even with their dodge, it can be easy to land shots on the big beefy guys, deflectors help mitigate some of the damage. Also grenadier is relatively slow of a C class, the defense boost from boosting will help it escape more easily
Repair Kit/Advanced: C class mechs simply have a larger armor pool, the repair kits gives them more armor per orb, sometimes preventing the need to use a repair drone
Extractor/Basic: Faster health extraction/EU extraction means less downtime and more fighting/helping your team. I prefer using Repair kits on all C class mechs except for Brawler due to more health simply being better than having less health, but only faster.
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#10
Posted January 22 2014 - 12:45 AM
Was thinking it would help me from getting sneak up on when in turret mode, and i do really like my turret mode on this one, the extra radius and what not is really noticable.
Now if this warrant a radar or not.. maybe i can get away with radar I and upgrade my repaircharge, but thats alot of extra cash to test.
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