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Grenade Priority

 
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TargetDummy
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Joined: 23 Jan 2002
Location: Central Coast, Ca
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PostPosted: Mon Feb 18, 2002 3:14 pm    Post subject: Reply with quote

This topic kind of came up on another thread and I wanted everyone's opinion.

Should there be a relative priority for grenades based on class?

When I first started playing, I played sniper because I thought it was the coolest class. I continually took bags of nades (just before some engy could get there), ran to the batlements, got shot, respawned, took grenades, etc.

Eventually someone wrote to me about the dear nature of our little fragmentary friends, and I realized that I had never thrown a grenade as a Sniper.

Should one class defer to another if both are waiting for grenades?

Here's my list, but I may be biased:

1. Engineer
2. Engineer
3. Soldier
4. Spy
5. Medic
6. HWguy
7. Demo
8. Scout
9. Pyro
10. Sniper

Of course, now that I'm done, I realize that it also depends somewhat on the map...


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Snaggletooth
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PostPosted: Mon Feb 18, 2002 3:16 pm    Post subject: Reply with quote

I'd put Demo/HW and medic up farther in the list. Of course, depending on who it is, and the map in question. MIRVs are uber distructive in the hands of a professional, and medics can conc the flag to the CP on many maps.
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Kjeldorian Royal Guard 42
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PostPosted: Mon Feb 18, 2002 3:32 pm    Post subject: Reply with quote

Mirvs are the most destructive grenades IMHO. On any map, demos and HW should get priority. Then medics and spies. Then everyone else!

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Bada Bing
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PostPosted: Mon Feb 18, 2002 3:48 pm    Post subject: Reply with quote

Spies really need those nades if you want them to put the sgs down fast.

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CyC0Dad
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PostPosted: Mon Feb 18, 2002 3:51 pm    Post subject: Reply with quote

But ALWAYS remember that it is a matter of choice. If you choose to let someone take the nades that is nice, but NOT required.

I take nades as a sniper because I use them. I also often need to conc onto the balcony, as a medic, to get at those pesky snipers and that camping demo, since I can't get past the demo pipe bomb trap in the death room. depending on the circumstances I will allow some other player to grab the nades. but that is always MY choice.
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Hamese
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PostPosted: Mon Feb 18, 2002 3:54 pm    Post subject: Reply with quote

The reason we argue over this is because pretty much all of the classes have use for the grenades. There is no order, it is a first come first serve basis.

The only thing I suggest is not hogging them. If I get on the pack first, or close to, I grab one pack then get off. Generally the line dies down before the gates open and I can grab a second.

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Firehellkite
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PostPosted: Mon Feb 18, 2002 3:55 pm    Post subject: Reply with quote

I'd say that at certain points it would be useful for pyros to get grenades... they are much like a spy grenade, so they should be placed near it
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Warhammer
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PostPosted: Mon Feb 18, 2002 4:10 pm    Post subject: Reply with quote

I'd say it depends a lot if you're on offense or defense too. My ordering:

1) Spy
2) Demo
3) HWG
4) Engy
5) Soldier
6) Medic
7) Pyro (often starts w/4 napalms)
Scout (if you don't really need concs)
9) Sniper



[ This Message was edited by: Warhammer -TPF- on 2002-02-18 16:11 ]
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Secret Agent Man
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PostPosted: Mon Feb 18, 2002 4:25 pm    Post subject: Reply with quote

yes spys do need nades... nades are a spys best friend... heh they got me out of sticky situations before. Also why is it that when i clicked on this post it sayed instant message it keeps on doing that?


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CyC0Dad
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PostPosted: Mon Feb 18, 2002 4:34 pm    Post subject: Reply with quote

Too complicated of a formula in reality. Depends on person, class, map, location of Defense, Neo vs Non-Neo, current frag history with nades...etc, etc, etc.

Simple answer is first one to the pack gets preference unless THEY think someone will make better use of the nades.

Anyone not using nades should avoid the nade pack like the plauge. If there is a line, please take only 1 pack UNLESS you are a spy who has used their first set of nades and lived to tell of it. By all means take 2 packs and drop the next group of defensive guns. Just take what you plan on using. As a demo rounding cap 3 to take out D with a MIRV, I seldom live long enough to toss a second MIRV anyway so why bother waiting for it.

Edit: S>A>M>

That is because you have a private message. It will say that on any page in the forum until you read the private message that was sent to you.

[ This Message was edited by: CyCoDad on 2002-02-18 16:37 ]
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Computer
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PostPosted: Mon Feb 18, 2002 4:41 pm    Post subject: Reply with quote

Yea I would definetly move spies, demo and medics up on the list, but really every class, when played well uses their grenades and really the only class that I think should just defer getting them would be snipers, but that's MHO

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Secret Agent Man
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PostPosted: Mon Feb 18, 2002 4:43 pm    Post subject: Reply with quote

heh it did stop. i thought i was goin crazy or somthing
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sharkbyte
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PostPosted: Tue Feb 19, 2002 5:41 pm    Post subject: Reply with quote

I agree with CyCoDad. Anyone, and everyone, can use the grenades. As a regular sniper, I am often running out of nades.

However, say on Casbah, if I am waiting for nades, and an engy, hw, or demo comes looking I will back off and give the pack to them.

Just my 1/2 cent worth.


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hoaxie
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PostPosted: Tue Feb 19, 2002 6:35 pm    Post subject: Reply with quote

I want all the packs and I want them now or I will sit on your scranwy lil' a.... oh, oops.

I don't care who gets it (leave them all for my fatty self or else) as long as whoever is taking them remembers to throw a pack to the engies they pass on their way to detroy the enemy!




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