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A Noobie's In-Depth Guide to Grenadier


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#1 Zdragow

Zdragow

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Posted April 27 2014 - 07:55 AM

So, you're interested in learning the basics of the extremely-high dps, most explosive, most supressive, and dangerous mech in the game_ You've come to the right thread! I'm glad to see another pilot so interested in raining down a righteous fury of shrapnel and fire on top of your enemies. Let's get started shall we_ The Grenadier is such a lovely mech to pilot. It can complement whatever team it's on incredibly well, and it's a very well-rounded, middle-of-the-road mech. Why do I say that_ Let's take a look at the raw stats, shall we_

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..Mech Stats:
Artillery Shots ability
  • Increases weapon damage by 10% for all weapons
  • Increases explosion radius for all weapons by 20% (Save for the Point-D Vulcan)
  • Duration of 8 seconds
  • Cooldown of 45 seconds
740 armor
  • This is the 3rd highest armor for Heavy classes
92 litre fuel tank
  • 4th largest fuel tank for Heavy classes
26.48 m/s boost speed
  • 3rd fastest boost speed for Heavy classes
10.36 L/s fuel regen
  • 2nd highest regen rate for Heavy classes
17 m/s normal run speed
  • 3rd fastest run speed for Heavy classes
Air Speed rating of 23 (tied with Incinerator for 2nd highest Heavy rating)
  • 13.34 m/s air movement
  • 10.45 m/s up-thrust
120 metre radar range
  • 2nd largest radar range out of all Heavy classes
Recovers from overheat in 4.25 seconds
  • 3rd fastest recovery for Heavy classes

1.4 second cooldown between dodges


See those_ Look at those statistics, man. It's like that perfect chocolate cake that you had in Germany once: not too cheap tasting, yet not sickeningly sweet or rich. Shall I convince you further_ Roll it down to the weapon stats, Barry!

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Weapon Stats:

Rev-GL: The bread and butter.

  • 93.75 DPS
  • 75 maximum damage per shot
  • 24.75 minimum damage per shot
  • 0.8 second refire rate
  • 12.3 second time to overheat (Rev-GL firing only)
  • Moderate travel time
  • Travels in an arch
  • Grenades bounce off of terrain before exploding
  • Optimum range is short to medium
  • Automatic firing
  • Better sustained potential

When the Rev-GL is paired up with the Grenade Launcher secondary fire, assuming you land your hits, you increase your DPS to 143.75 with an overheat time of 8.32 seconds.

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Heat Cannon: The faux Rocketeer/explosive surprise. You can charge this weapon by holding down your fire button.

  • Uncharged
    • 79.44 DPS
    • 71.5 maximum damage per shot
    • 6 minimum damage per shot
    • 0.9 second refire rate
    • 12.4 second time to overheat (Heat Cannon firing only)
    • Quick travel time
    • Travels in a straight line
    • Optimum range is medium to far
    • Semi-auto firing
    • Better sustained potential
  • Charged
    • 43.30 DPS
    • 85 maximum damage per shot
    • 8 minimum damage per shot
    • 1.96 second refire rate
    • 27 second time to overheat (Heat Cannon firing only)
    • Extremely quick travel time
    • Travels in a straight line
    • Optimum range is medium to far
    • Semi-auto firing
    • Better burst potential
When the Heat Cannon is paired with Grenade Launcher secondary fire you approximately increase your DPS to 129.44 uncharged and 93 charged with an overheat time of approximately 8 seconds uncharged and 13 seconds charged.
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Point-D Vulcan: The mech shredder.
  • 121 DPS
  • 14.52 maximum damage per shot
  • 6.55 minimum damage per shot
  • 0.12 second refire
  • 13.71 second time to overheat (Point-D Vulcan firing only)
  • Very quick travel time
  • Travels in a straight line (hitscan)
  • Optimum range is extremely close to medium
  • Fully automatic firing
  • Extremely high sustained potential
When the Point-D Vulcan is paired with Grenade Launcher secondary fire you increase your DPS to 171 with an overheat time of 15.28 seconds.
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Grenade Launcher: The old faithful, ball launcher of death. This is your secondary weapon and cannot be changed.
  • 50 DPS
  • 125 maximum damage per shot
  • 50 minimum damage per shot
  • 2.5 second refire rate
  • 25.64 second time to overheat (Grenade Launcher firing only)
  • Moderate travel time
  • Travels in an arch
  • Grenades bounce off of terrain before exploding
  • Optimum range is short to medium
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Starting to see why this mech can be considered so versatile_ With the first weapons you experience when using this mech you can easily bombard any area with a barrage of explosive death. This is further amplified when you activate Artillery Shots, increasing both the damage dealt and the explosive radius. Do you know how demoralizing it is for an enemy when there's a constant rain of explosives and chips of damage coming from somewhere they can't see_ That's just another reason this mech is so versatile. But enough about that, let's move onto the tips and tricks!

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Strategies and Usage:

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General Grenadier Usage:

As has been implied before, the Grenadier can be considered one of the most versatile and strategic mechs in the game. This mech excels in team-based or objective-based game modes, but does require an elevated sense of situational awareness. With the dual grenade launcher setup a pilot can easily suppress an enemy from reaching a certain objective by bombarding select areas with a stream of grenades from the Rev-GL. This effect is amplified even more when activating Artillery Shots on or near an objective. The Heat Cannon setup is perfect for flanking and damaging enemies at longer ranges. The Point-D Vulcan setup is also perfect for flanking, but is also a viable setup for most situations including point defense, duels, and charging up to an enemy formation.

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While it may be tempting to sit on a ledge somewhere and camp, especially if there's a ledge outside of the AA in Siege or Missile Assault where an enemy may not exactly look initially, I advise you to only do this if it is crucial to the advancement of your team. In an objective based game your team would benefit much more from having you stand, or sit, on the point itself; especially if the objective has an elevated area within the colored borders. As a Grenadier you have a fairly decent health pool and can use this to help lead the brunt of the charge as the others on your team follow in behind you.

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One of the only situations I can advise camping on a ledge is if your team is struggling to advance on an objective and could greatly benefit from the barrage of death. The enemy team will react to your bombardment and immediately seek cover, which will be hard to find due to your grenades being able to be tossed in an arc as well as them bouncing off of any surface once before exploding. You can touch the blind spots that your teammates have difficulty reaching. This will be further discussed in weapon tips and strategies.

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Artillery Shots is a very wonderful thing for the Grenadier due to it increasing both the weapon damage and explosion radius. Though the biggest downside is that there is no damage reduction like other Heavy classes and even though there's the potential for insane amounts of damage through use, usage of Artillery Shots on the Grenadier (when not using a Point-D Vulcan) requires a huge amount of situational awareness. Below are just a few factors to include in deciding on whether or not to use it.

  • Do the enemies have a Radar Scrambler_
    • If yes, attempt to find higher ground.
  • Is my team working together and generally staying together_
    • If yes, Artillery Shots is viable.

    • If no, refer to factor 3.
  • Where are the enemies displayed on my radar_
    • If majority is displayed within the 90 degree indicator on the radar, Artillery Shots is viable.
    • If majority is otherwise not, refer to factor 4.
  • How many enemies are together in a group_
    • If greater than or equal to 2, Artillery Shots is viable.
    • If less than 2, and feel that you are being flanked refer to factor 5.
  • Is my life actually in immediate danger_
    • If yes, activate and give suppressing fire. Attempt to retreat, if possible!
    • If no, attempt to retreat back to your team. You can push back together.
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It's up to you to decide how you want to use it, though. If you want to apply Artillery Shots with a more tactical style of grace, then by all means do so. But it you want to spam it every chance you get, then that is fine as well. Whatever method helps you get the job done, then use it to your advantage.I know that this may seem like a bit much to take in at first glance, but keep on practicing and studying the situations you find yourself in. Before long, all these factors will flash by in a split second and you'll be able to use the rain of explosive death much, much easier.
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Just remember to never, ever, show your backside to the enemy unless you get flanked and the majority of the enemies are occupied with others. Also remember that the Grenadier has the 2nd largest radar range out of all the Heavy class mechs. Use this to your advantage and point out the enemy locations to your team through using the 'Q' key while in-game. This will help your team locate the enemy and position themselves quicker for either defense or offense. Also, Incinerators are your best friends! If your team has an Incinerator, make sure that you try to keep a close distance between that mech and you. The Incinerator's heat-sucking ability is an absolute godsend for a Grenadier as it allows you to continue firing your barrage of explosives at the enemy without having to worry about overheating as much. This combination alone can make any enemy team quiver in their boots.

Now onto weapon tips!

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Raising hell with the Rev-GL and Grenade Launcher:

Oh boy, where to start with this one_ Let's start here...

The Rev-GL/GL combo is honestly the most usable setup for the Grenadier in its arsenal. Both the Rev-GL and the GL act in the same manner but one is an automatic stream of dynamite-shaped rods of death while the other is a slow-firing, manually-explodable ball of death. Expect this part to be rather large.

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On initial usage of the Grenadier a pilot's primary instinct is to immediately spam both grenade launchers at any enemy who comes along. While this is a good way to deal damage to an enemy it is a very basic way of going about it and will generate a large amount of heat, leaving you vulnerable once you overheat or if another enemy joins the fight or flanks you. There are better ways to deal damage to an enemy while at the same time lowering the amount of heat you generate. The best way I've found to do this is to use only the Rev-GL when entering any engagement that does not involve flying enemies or is not a duel with another mech. If all that you're doing is merely suppressing an enemy rather than actively trying to deal damage then use only the Rev-GL and fire a grenade once every two seconds. This will conserve your heat bars for when a bigger engagement eventually comes along while allowing you to ensure that you or your team have a zone of control. Once you do engage in a duel, place your shots and alternate between firing the Rev-GL and Grenade Launcher. Just remember: Don't be silly, don't spam the gilly.

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My favorite thing about the GL combo is the arc. No seriously, because both of these weapons have an arc to them AND they both bounce off of any terrain surface once before exploding you can land some pretty sick rebounds and dunk that puck into the field goal for a homerun-in-one. This works especially well with turreted enemy Heavies. With the arc of your grenades, you can successfully launch them behind the enemy Heavy and cause more damage than if you lobbed them in their face; just make sure to manually detonate your secondary Grenade Launcher instead for maximum damage. Or alternatively, if there is an obstacle between you and your target and two open sides you can lob a grenade to one side and make a break, yourself, to the other side in order to confront the enemy. Either way, the enemy is going to take damage. This works especially well with enemies on low health. This is rougly demonstrated in the spoiler-tag below.

Spoiler

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Now, if you're going to be using the arc on the Rev-GL for suppression take note of this next tidbit of information. By the time your grenade reaches the very middle of your aiming reticule it will be approximately 1 inch underneath the center dot. (25mm or 2.5cm for you non-US folk.)

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Remember this when mentally calculating where to place your shot. This means aiming above where you want the grenade to land. Artillery Shots is more forgiving in this aspect since the explosive radius is increased during activation, but it only lasts 8 seconds.

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Hopefully you're beginning to understand just how the Grenadier can touch an enemy with little to no repercussions. Let's take a look at a situation where the arc could be successfully used with little cost to self.

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In the spoiler tag below we can clearly see the incline of the ramp below as well as the two openings on the left and right sides of the screen. Normally you wouldn't be flying and would not be able to see the Brawler coming up the ramp or the Assault in the left opening. In this situation it would be a good practice to jump for one second to simply see what the scene below looks like and then promptly open indirect-fire with the Rev-GL. The Brawler is going to either dodge off the side of the ramp and find someone else or continue up the ramp to deal with you. If the latter of the two options happens, continue firing the Rev-GL into the Brawler's face as he makes his way up and let loose a secondary grenade from your Grenade Launcher. Once he comes into direct firing range,make sure to remember to dodge his TOW missiles and try to make your way around to his side. The Brawler will either retreat or die.

Spoiler

In situations where you find yourself stuck in a one-on-one duel it is good practice to study your opponent's movements and subsequently attempt to predict them. Make sure to lead your shots when using your secondary and only fire your secondary Grenade Launcher if you are fairly confident that you'll be able to land a hit, even if it's just a sliver of damage. The reason behind this line of thought is that the secondary Grenade Launcher generates more heat per shot than the Rev-GL does. Using both the Rev-GL automatic fire and the secondary Grenade Launcher in conjunction will create far too much heat and leave you vulnerable to retaliation. I cannot stress enough how crucial it is to place your shots when dueling one-on-one instead of firing just willy nilly gilly. The Rev-GL is not a fully automatic weapon, does not fire in a straight line, and does not travel as quickly as an Assault Rifle. Attempting to use it like one will result in failure.

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Making sure you have a height advantage against an enemy is also a very important thing to remember when piloting a Grenadier. During a duel some people may try to take this advantage and fly up into the air in order to make it harder for you to hit them with your weapons. In these situations it is even more crucial to learn distance and manual detonation with the secondary Grenade Launcher. Under normal (no Artillery Shots) conditions the secondary Grenade Launcher has a detonation radius of around 2 metres. Think of this space as the size of a Light class mech. You have that much room to work with when dueling a flying enemy. Alternatively, if your surroundings are clear and it's possible, then flying up along with your enemy is a viable tactic. Against a flying enemy, this will allow you employ the Rev-GL to better use than on the ground. The Grenadier has a decent fuel tank and an even better fuel regeneration rate. Use this to your advantage.

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Flanking enemies with this weapon combo can be lackluster at times. Though it's certainly possible and can have some pretty positive effects it's better practice for you to lob your grenades behind the enemy position and either flush them out or force them to hide back behind it while your teammates go around and flank them. In the end, it all comes down to a judgement call on whether or not you believe you can escape without too much happening to you. Even if you have a pretty decent health pool, you are still a Heavy.

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Onto using Artillery Shots with this weapon combo. Oh me oh my, even for only an eight second duration, Artillery Shots can be absolutely devastating when using the Rev-GL and the Grenade Launcher together. In fact, for an enemy to come face you up front and center when you are blasting away is absolute suicide for them. They will have trouble walking away from that mistake, I can guarantee you that. If you remember the factors listed up above and decide that Artillery Shots is viable to use, then you will have just a little more room to work with when combating flying enemies. Remember the rule with the secondary Grenade Launcher and only use it if you know that you can land even a little sliver of damage. Artillery Shots is definitely more forgiving, but it is not the start-all, end-all. In all honesty, if used correctly, Artillery Shots can be utterly terrifying for an enemy team.

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Now that you've studied up on the uses and strategies with this weapon combo take a look at the photo below and see if you can explain to yourself what the pilot did wrong and could have done better. (Hint: it's more than just one thing.)

Spoiler

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Heat Cannon and Exploding Giant Ninjas:

For those of you familiar with playing The Soldier in Team Fortress 2, this should be a bit of an easy read.  For the rest of you, let's go a bit more in-depth shall we_

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Alright, so this weapon combo is a little bit of a different one, especially so for the Grenadier. Whatever you thought you knew about the Grenadier, ignore most of it. The two playstyles for this one require a little bit of explaining. You know ninjas, right_ You know how they usually aren't portrayed as overly portly, right_ Think of this first playstyle as a fat ninja. That's the best way to think of it.

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For the fat ninja playstyle you will both primarily be using the charged mode for the Heat Cannon and refraining from boosting around enemy hot spots. You want to sneak around the map; think like a hamster, but don't get angry. You feel safe and comfortable hugging walls and going through tunnels and places people aren't jumping around in. You may boost as much as you like, but don't boost when you're trying to sneak up on the enemy hamster otherwise the big hungry wolf is going to come down and gobble you up. Yes, to successfully play this one you want to play exactly like an Infiltrator, but without the added benefit of cloak. Instead, you have a wonderful damage boost that will allow you to alpha-strike an unaware enemy even better. Items like the Radar Scrambler, the Detonator, and H.E. Charge will be your best friends. You want to get in quietly behind or beside an enemy and alpha the ever-living fuzzy bunny about of them by activating Artillery Shots, releasing your charged Heat Cannon shot for more damage, your secondary Grenade Launcher, and either one of those two damaging items. Afterwards, you can either escape to do it all again or you can stick around and make as much commotion as possible.

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Going along with the fat ninja playstyle, you can also bait people into falling into your traps. Make sure you have a decent corner to hide behind before starting this. You essentially want to simply get the attention of an enemy and make sure they start coming towards you. Then what you'll do is you'll get behind the corner, ready your Heat Cannon and deployable item, activate Artillery Shots, and let loose hell when the enemy rounds the corner. It's the perfect definition of a three-point, or even a FOUR-point, alpha trap. Especially because Artillery Shots increases your damage output substantially. You are certainly welcome to try this playstyle, but I never see anyone ever attempt it probably due to how difficult it can be to pull off, especially as a Heavy. Maybe the new update will see more people playing fat ninjas.

The second possible playstyle that can be done with the Heat Cannon/Grenade Launcher combo is simply to be a rabble-rouser. Pure-to-definition suppression. Simply fire your weapons at areas enemies might come through, with Artillery Shots if you can, and you'll fulfill this role perfectly. The Heat Cannon and the Grenade Launcher compliment each other perfectly by taking care of each other's faults. The Heat Cannon takes care of travel time, travel direction, and fire rate while the Grenade Launcher takes care of flushing out enemies/hitting enemies behind cover, ground-to-air combat, and manual detonation.

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Either playstyle is completely viable in any gamemode. But I seriously have yet to see people actually use the Heat Cannon on the Grenadier.

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Ripping everything to pieces with the Point-D Vulcan:

Ah yes. The often overlooked combination of the Point-D Vulcan and Grenade Launcher. Come sit by the fire, child, and let me tell you the stories of days gone by.

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It was a rough day. We had just collected enough EU to launch our battleship, but the enemy had amounted enough resistance to be able to shoot it down just as it got moving. It looked like a hopeless battle. But then, young one, out of the trees came a sight so spectacular one could almost say that it was the Ice-Smoothing Overlord come from the heavens to save us. Our foes simply melted before us and could do naught but run in fear as a spray of death and destruction followed them. We quickly took back the territory and managed to bring out another battleship and destroyed the enemy from the land of Last Eco. It was a beautiful day, indeed.

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Yes, when used in conjunction with Artillery Shots this weapon combo can be something absolutely beautiful and completely devastating. Trust me, it's completely worth it.

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I'm sure most of you already know how to pilot a CRT Recruit or Vanguard (MANGUARD) and how to use both the TOW/Grenade Launcher and the Assault Rifle and other fully-automatic weapons. That's how you're going to play the Grenadier when you aren't using turret mode. Attack the enemy front-on, flank-and-spank them, duel with them one-on-one. Do how you please when you aren't using Artillery Shots. But when the opportunity arises and you get the chance to use Artillery Shots, try to get the enemy within a reasonable firing distance for both the Point-D Vulcan as well as the secondary Grenade Launcher and then proceed to light them up. This weapon combination may lack the versatility that the Rev-GL and Grenade Launcher combo has, but what it does lack it makes up for in absolute, sheer stopping power. I'm serious. This combination used with Artillery Shots will melt down an enemy mech extremely quickly and will make escape/advancing even more difficult for the enemy team. The reduced heat generation and the higher DPS make this combo even more dangerous. I know to some people, a 10% damage increase may not seem like a lot. But for others, it's enough to cause absolute hell. Trust me, it can dish out some mean damage. Make sure to keep a very close eye on your flank, though. Most enemies will soon catch on to how dangerous this combo is from the front and will try to get you from the back. Remember to watch your radar very closely.

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Cool! Now that you've learned about all the cool weapon combinations and how to use them in the situations presented let's move onto the internals and items section! I'll go ahead and give the loadout I use and why I like it, but I'll eventually go through why each item/internal is good or bad for the Grenadier. Let's go!

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Internals and Items:

So, for my favored Grenadier I like to have the following internals:

Advanced Armor Fusor, Failsafe, and Composite Armor.

This internal loadout ensures that damage done to myself is kept at an absolute minimum so I do not have to worry about close combat that much. The regeneration also means that I can stay in the fight longer. These internals will be further explained in their respective sections.

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For my equipped items when using good 'ol Bizac, I like to have these:

MG-Turret mk.1, Radar Scrambler mk.1, and Shield mk.1.

I like to set the MG Turret in areas I know that the enemy will retreat to when they fall to low health. I, of course, try my best to hide it so that it appears as an ambush. I've gotten many kills with it this way. The Radar Scrambler allows me to worry less about trying to flank as a fat ninja and if I do get into trouble I can just drop down my bubble shield and attempt to make my escape. So with that, let's learn about how the Grenadier can use these things!

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Internals and You:

Most internals come in Basic and Advanced variants. Hence the two different values on some.

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Air 180: Allows your mech to do a 180 spin in the air.

The Grenadier can't really benefit from the Air 180 too much. It can be replaced by much better internals for this mech. The Grenadier isn't a fast enough mech for this internal to be a viable choice, unless you play your Grenadier like a Berzerker or a Scout. Which you shouldn't.

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Composite Armor: Reduces damage from enemies by 15% until you get a kill or two assists.

I'd honestly say that the Composite Armor is a good choice to have for any mech, regardless of if you die a lot or not. Having yet an additional 15% damage reduction from enemy fire is good, especially if you want to get into a heavy fight and get a kill or two assists without having to worry about dying again as much. It's honestly a judgement call. If you feel you stay alive too much for this internal to be of any use, then don't get it.

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Deflectorss: Give you either a 10% or 20% incoming damage reduction when boosting or dodging.

These internals are good if you like advancing forwards with boost. Especially good if you feel like dancing all around an enemy. These are good to have on any mech that you feel you dodge or boost enough with. It definitely helps your survivability.

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Failsafes: Give you either a 20% or 40% reduction from all self damage.

If you want to play Grenadier, then I highly recommend getting one of these internals. If you want to play any explosive mech then it is absolutely essential for you to get a Failsafe if you want to not kill yourself by your own grenades. Seriously, get one. You'll need it.

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Shock Coil: Reduces fall damage by 100%.

If you often find yourself falling from a height that would make even Felix Baumgartner shudder in fear, then I recommend getting this internal. Who knows, you might even be able to reach escape velocity from those heights.

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Extractors: Allow you collect EU orbs and health orbs 15% or 30% faster.

These are viable for the Grenadier as long as you feel you need it in Siege or if you also have a Repair Charge equipped to your items. Otherwise, don't get it.

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Reconstructors: After being out of combat for 10 seconds, regenerate 7 or 25 health per second.

These internals, I recommend, are good if you like camping on a ledge somewhere, or generally like to avoid getting hit as much as possible. Have fun playing a shmup in Hawken.

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Repair Kits: Gain 15% or 25% more armor from health orbs.

Good if you stay near the front lines, just want to repair quickly, or are holding out against an enemy attack. This internal is good if you have a Repair Charge equipped to your items. Otherwise, don't get it.

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Armor Fusors: Getting a kill repairs 13% or 20% of max armor over 20 seconds. Assists repair 6.5% or 13%

Due to the nature of the Grenadier, with damage being spread everywhere, I highly recommend getting one of these internals. They will help you survive substantially longer when fighting against an enemy team.

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Fuel Converters: Convert 1% or 2% of damage taken into fuel.

Self explanatory, and useful. If you like to boost around during a firefight, get one of these. Many people use these for air combat on other mechs, but the Grenadier doesn't have much use for it. It's a judgement call.

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Power Surgers: After getting a kill, increase run speed by 12.5% or 25% for 10 seconds.

Feel your Grenadier doesn't move fast enough in battle_ Do you feel you get enough kills during an average game_ Then I recommend getting one. Not necessarily a bad internal for Grenadier, but not a great one either. It only effects run speed, not boost speed.

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Evasive Device: Get 15% faster run speed under 25% armor and 10% faster run under 50% armor.

These are good if you are dying and want to get out of battle quickly. Talented people can dance circles around enemies with these internals. You can dance with death and death goes to others. But beware that it only effects your run speed and not your boost speed.

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Air Compressor: Allows your mech to dodge in midair at the cost of fuel.

This internal is still nearly useless to the Grenadier. I don't recommend getting it.

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Replenisher: If your ability is on cooldown, kills reduce cooldown by 25% and assists by 12.5%.

With the new update, this internal has actually gotten some relevance for the Grenadier. If you feel that you can pump out enough damage and stay alive long enough to warrant the use of this three-slot internal, then by all means use it. It actually has a use now.

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Items and You:

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Detonator Launches a slow-moving, hovering, explosive device.

The Detonator is a good choice for the Grenadier, especially for the fat ninja build. If an enemy tries to face you up and front you can simply use the Detonator to blast them in the face to help with your main weapons. If an enemy is attempting to get away, the Detonator can be released to chase them down (in a straight line) and the key used to release it, pressed a second time, can detonate it.

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Item Regenerator:Reduces item use cooldown from 7 to 5 seconds.

The Grenadier can't exactly benefit from this item too much unless you decide you need to initiate faster combat and want to deploy items faster. It's good for those who want to do exactly that, though. Mostly usable by fat ninjas.

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H.E. Charge: Launches a grenade.

A good choice for the Grenadier for most of the same reasons the Detonator is.

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Blockades: Deploys an impenetrable barrier.

This item is good for Grenadier if you want to force enemies to walk a specific route. It can also be used as emergency cover.

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Repair Charge: Deploys a health orb.

Good for recovering lost health during a firefight. Though, enemies can use it too.

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Hologram: Deploys a hologram that mimics your actions.

Good for playing mindgames with the enemy and hoping that they choose to run into you instead. It definitely allows you to use Artillery Shots more effectively.

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EMP: Launches out an electro-magnetic pulse that disables all weapons in range.

If you feel like the enemy is doing too much damage to you launch one of these out to stop it for a few seconds. Beware that it can backfire and effect you as well.

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ISM Disruptor: Launches out spinning disc that blinds all mechs in range.

If you feel like the enemy is looking at you too much send one of these out. It'll cause them to fumble around blindly for a few seconds, allowing you to alpha them. It can backfire like the EMP, though.

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Heat Charge: Deploys a heat dispensing charge with a large radius.

Excellent for area-of-denial attacks and absolutely perfect for helping to funnel an enemy right into your crosshairs.

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Radar Scrambler: Gives the enemy false radar readings.

This is an absolutely wonderful tool for fat ninja and for any mech in general. It covers up your radar signature and allows you to trick the enemy. They must rely on actual visuals to find you. Good if you want to camp somewhere.

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Radar Scanner: Relays all enemy locations to you if they are within range.

This is essential if you want to avoid getting flanked during a sneaky battle. It also helps your teammates out and provides them information as well.

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MG Turret: Shoots bullets at the enemy.

This is a perfect tool for surprising an enemy if they try to retreat to repair. It can mess somebody's day up. It doesn't exactly work too well on a healthy mech or out in the open.

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Rocket Turret: Shoots rockets at the enemy.

Same things at the MG Turret, but with rockets.

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Congratulations for making it all the way through this guide, pilot! You now know all the essentials for piloting a Grenadier!

Now that you know what to do when piloting this ferocious war machine of death, go and spread the word of fire and explosions across the entirety of Illal, my student!

Go and create chaos with your new-found knowledge!

Muahahahahahahaha!

.

.


This guide is also on Steam: http://steamcommunit...s/_id=253851567

Special thanks to the creators of the sheets detailing all values in-game below:

https://docs.google....t#gid=978932910

https://docs.google....#gid=1463906177

https://docs.google....t#gid=416460446


Edited by Zdragow, June 23 2014 - 11:07 PM.


#2 EliteShooter

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Posted April 27 2014 - 08:31 AM

My goodness, this is so great, I can learn a lot from this. Well done buddy.

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#3 Aregon

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Posted April 27 2014 - 08:52 AM

The turret mode only increases damage on projectiles.
I`ll fix it later.

#4 Zdragow

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Posted April 27 2014 - 09:18 AM

Must be a bug then.

#5 EliteZeon

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Posted April 27 2014 - 09:44 AM

My Grenadier is rank 5, but I still got tons to learn with the big guy.

I'll definitely read this guide through a couple more times, thanks!

If only I can get used to the Heat Cannon gameplay, I really just don't wanna use something that ISN'T the Rev-GL. T_T

#6 Hijinks_The_Turtle

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Posted April 27 2014 - 09:50 AM

Yes Zdragow!  Continue to make the ranks of Grenadiers grow in strength!  The more 'splosions we have, the better everything shall be!  For the nubblets!  Bwahahahahahahahaha!

#7 Odinous

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Posted April 27 2014 - 10:14 AM

+1 great guide mate

#8 Zdragow

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Posted April 27 2014 - 10:35 AM

View PostEliteZeon, on April 27 2014 - 09:44 AM, said:

My Grenadier is rank 5, but I still got tons to learn with the big guy.

I'll definitely read this guide through a couple more times, thanks!

If only I can get used to the Heat Cannon gameplay, I really just don't wanna use something that ISN'T the Rev-GL. T_T

Considering I never see it, I'd be interested in seeing more fat ninjas.

#9 Silverfire

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Posted April 27 2014 - 10:39 AM

You've written what I've meant to do for a long time but never did. You have my seal of approval :)

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#10 spo0n

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Posted April 27 2014 - 11:25 AM

First of all this, but replace never did with never felt good enough to do so :P

View PostSilverfire, on April 27 2014 - 10:39 AM, said:

You've written what I've meant to do for a long time but never did. You have my seal of approval :)


Now then, the only issue I have is with this:

View PostZdragow, on April 27 2014 - 07:55 AM, said:

Air Compressor: Allows your mech to dodge in midair at the cost of fuel.
This internal is nearly useless to the Grenadier. I don't recommend getting it.
I will explode you with my air compressor gren.

#11 SoldierHobbes11

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Posted April 27 2014 - 02:07 PM

I prefer to call my Heat Grenadier the Fatfiltrator.
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#12 Lightangel112

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Posted April 27 2014 - 02:15 PM

Awesome guide. Reminds me of a predator guide hehehe.

View PostMeraple, on June 01 2014 - 11:54 AM, said:

If you want to be a Professional Yolodriver just go with DETs and the rest EMPs.

#13 Zdragow

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Posted April 27 2014 - 02:21 PM

View Postspo0n, on April 27 2014 - 11:25 AM, said:


View PostZdragow, on April 27 2014 - 07:55 AM, said:

Air Compressor: Allows your mech to dodge in midair at the cost of fuel.
This internal is nearly useless to the Grenadier. I don't recommend getting it.
I will explode you with my air compressor gren.

I welcome the challenge.  >: D



View PostEliteZeon, on April 27 2014 - 09:44 AM, said:

My Grenadier is rank 5, but I still got tons to learn with the big guy.

I'll definitely read this guide through a couple more times, thanks!

If only I can get used to the Heat Cannon gameplay, I really just don't wanna use something that ISN'T the Rev-GL. T_T

It definitely does require a bit of practice. Don't stress it and let it happen smoothly. :3



View PostHijinks_The_Turtle, on April 27 2014 - 09:50 AM, said:

Yes Zdragow!  Continue to make the ranks of Grenadiers grow in strength!  The more 'splosions we have, the better everything shall be!  For the nubblets!  Bwahahahahahahahaha!

Explosions. Explosions! EXPLOSIONS! EXPLOOOOOOSIONS! WAHAHAHAHHAHA.


View PostSoldierHobbes11, on April 27 2014 - 02:07 PM, said:

I prefer to call my Heat Grenadier the Fatfiltrator.

Teenage Explosive Ninja Turrets
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Teenage Explosive Ninja Turrets
Chaos is a Grenadier, turret power

#14 007eleven

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Posted April 29 2014 - 02:40 PM

First off, wow you take your guides seriously. Second being the 3rd best of something out of 5 isn't that good.  But still thanks for the tips, now I will know how to use the grenadier thanks!

-007eleven


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#15 Zdragow

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Posted April 29 2014 - 03:16 PM

View Post007eleven, on April 29 2014 - 02:40 PM, said:

First off, wow you take your guides seriously. Second being the 3rd best of something out of 5 isn't that good.  But still thanks for the tips, now I will know how to use the grenadier thanks!

Most excellent! I have no doubt that you will bring many foes to their knees. :D

#16 Zdragow

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Posted May 01 2014 - 04:25 PM

Updated for the 2014/05/01, G2-Raider patch!

Hooray for new things. :D

#17 Hijinks_The_Turtle

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Posted May 02 2014 - 01:28 PM

Beserker + Infiltrator + C-class chassis = Fatfiltrator! (aka Heat cannon/Vulcan Grenadier)

Infiltrator + MOAR XSPLODIEZ! = Spaminadier!

Yus!

#18 Odinous

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Posted June 18 2014 - 04:33 AM

After my scout is maxed,grenadier is left for grinding :P Your post gave me courage to learn one last mech I haven't tried so much,thanks for great guide!

#19 mittens800

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Posted June 19 2014 - 08:17 AM

If I can add anything to rev-gl usage it is to NOT hold down the fire button if you are in a dueling situation (unless facing a turreted C class).

It is very easy to OH and very easy to miss when using the rev (at least for me).  It's much better to place your shots (like when using heat / flak) and take your time to actually HIT.  If your aim isn't that great at REV, it's also easier to just nuke super fast A class pilots with the secondary GL.  If you try to hit with you rev, you're more likely to miss because you can't detonate.  

With all your health, all you need is 3 GL hits, or 2 GL and one or two REV shots...  Don't just spam, OH, and then get finished off.

#20 Zdragow

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Posted June 19 2014 - 10:17 AM

View Postmittens800, on June 19 2014 - 08:17 AM, said:

If I can add anything to rev-gl usage it is to NOT hold down the fire button if you are in a dueling situation (unless facing a turreted C class).

It is very easy to OH and very easy to miss when using the rev (at least for me).  It's much better to place your shots (like when using heat / flak) and take your time to actually HIT.  If your aim isn't that great at REV, it's also easier to just nuke super fast A class pilots with the secondary GL.  If you try to hit with you rev, you're more likely to miss because you can't detonate.  

With all your health, all you need is 3 GL hits, or 2 GL and one or two REV shots...  Don't just spam, OH, and then get finished off.

"[font=play, helvetica, arial, sans-serif]On initial usage of the Grenadier a pilot's primary instinct is to immediately spam both grenade launchers at any enemy who comes along. While this is a good way to deal damage to an enemy it is a very basic way of going about it and will generate a large amount of heat, leaving you vulnerable once you overheat or if another enemy joins the fight or flanks you. There are better ways to deal damage to an enemy while at the same time lowering the amount of heat you generate. The best way I've found to do this is to use only the Rev-GL when entering any engagement that does not involve flying enemies or is not a duel with another mech. If all that you're doing is merely [/font]suppressing[font=play, helvetica, arial, sans-serif] an enemy rather than actively trying to deal damage then use only the Rev-GL and fire a grenade once every two seconds. This will conserve your heat bars for when a bigger engagement eventually comes along while allowing you to ensure that you or your team have a zone of control. Once you do engage in a duel, place your shots and alternate between firing the Rev-GL and Grenade Launcher. Just remember: [/font]Don't be silly, don't spam the gilly[font=play, helvetica, arial, sans-serif]."[/font]

[font=play, helvetica, arial, sans-serif]It's just more implied than it is direct. But I do indeed mention it. There is also another paragraph a couple of paragraphs down that mentions placing your shots and not spamming as well. Thanks for the suggestion, though. :P[/font]




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