Jossis Posted September 4, 2013 Share Posted September 4, 2013 Are stun grenades working right? It seems like I have to use A LOT of them to take down a Caesan. Just seems odd. Normally placing 1 at their feet would knock them out. Now it takes 4-5 and he still might be going strong. Quote Link to comment Share on other sites More sharing options...
StellarRat Posted September 4, 2013 Share Posted September 4, 2013 They nerfed them. But it might have gone too far. Quote Link to comment Share on other sites More sharing options...
Dogdoc Posted September 5, 2013 Share Posted September 5, 2013 I've noticed the same thing - after tossing 3 or 4 with no effect I then give up on them and throw a flashbang and then the flashbang stuns them. What?? Quote Link to comment Share on other sites More sharing options...
Mordobb Posted September 5, 2013 Share Posted September 5, 2013 By stun grenades you mean gas nades ? Flashbang are labeled as stun nades... And yes you need 3 to 4 gas nades to stun them the same round OR 2 nades and you wait some rounds as the alien take stun damage every round he s on a gas tile. Like throw, retreat, observe. Most of aliens don t have the reflexes of fleeing the stun gas (at least didn t) so they end fainting. Quote Link to comment Share on other sites More sharing options...
Jossis Posted September 5, 2013 Author Share Posted September 5, 2013 Nah I tossed like 24 Gas / stun grenades he just stood there, albeit was over 4 turns. He didn't even take stun damage from the gas. When they did go off 1 out of 4 would do 1 blue damage point. LoL the smoke was so thick I couldn't shot though it at one point. Quote Link to comment Share on other sites More sharing options...
Mordobb Posted September 5, 2013 Share Posted September 5, 2013 Nah I tossed like 24 Gas / stun grenades he just stood there, albeit was over 4 turns. He didn't even take stun damage from the gas. When they did go off 1 out of 4 would do 1 blue damage point. LoL the smoke was so thick I couldn't shot though it at one point. LOL!! I have to get there again to see this. Quote Link to comment Share on other sites More sharing options...
StellarRat Posted September 5, 2013 Share Posted September 5, 2013 Yes, they are completely ineffective now. Quote Link to comment Share on other sites More sharing options...
Aaron Posted September 16, 2013 Share Posted September 16, 2013 Jossis, could you post a saved game showing this issue (i.e. many stun grenades having no effect)? They seem to work for me, if a bit feeble (which is intentional). Quote Link to comment Share on other sites More sharing options...
Ishantil Posted September 16, 2013 Share Posted September 16, 2013 I don't even bring them to battle anymore. Quote Link to comment Share on other sites More sharing options...
StellarRat Posted September 16, 2013 Share Posted September 16, 2013 Same here. Useless. Quote Link to comment Share on other sites More sharing options...
maackey Posted September 16, 2013 Share Posted September 16, 2013 +1 They can't even stun a noncombatant Caesan holed up in the scout reliably within a couple turns. I did manage to take one down after 6 grenades and 4 turns, but I now just throw a couple flashbangs and use a shock baton if I want any aliens alive. (The stun baton is lighter, and doesn't even take up much more space with the inventory overlap bug) I thought that the gas grenades were supposed to have more gas/cloud spread to make up for their reduced initial damage. As it is right now they can't even fill up a 3x3 square, I'd prefer if they filled up a 5x5 square completely, given the same amount of stun damage they do now. Quote Link to comment Share on other sites More sharing options...
Ishantil Posted September 16, 2013 Share Posted September 16, 2013 The amount of effort and stun grenades required to make them in any way useful isn't worth their weight. I simply use shock batons in all cases now. As far as I'm concerned, they aren't even in the game. Quote Link to comment Share on other sites More sharing options...
erutan Posted September 16, 2013 Share Posted September 16, 2013 I've mentioned this a few times in the past - but I think the game would be stronger to NOT have ranged stuns until mid-late game (electroshock grenade). Make stunning aliens seem personal and risky - flashbang + baton sounds like a more "interesting" combo than tossing smoke grenades. Aside from the arc thrower not fitting into a pistol slot, this was one aspect of EU12 that I think they got right. Quote Link to comment Share on other sites More sharing options...
Jossis Posted September 16, 2013 Author Share Posted September 16, 2013 Jossis, could you post a saved game showing this issue (i.e. many stun grenades having no effect)? They seem to work for me, if a bit feeble (which is intentional). Sure I can, you might have to walk me though the process. Sorry I didn't see your post sooner Aaron. Quote Link to comment Share on other sites More sharing options...
Ishantil Posted September 17, 2013 Share Posted September 17, 2013 Save games are located in My Documents\Xenonauts You will need to post a link to the file such as Google Drive or Dropbox and paste it here. Quote Link to comment Share on other sites More sharing options...
Jossis Posted September 17, 2013 Author Share Posted September 17, 2013 Thank you Ishantil. I upload 2 different files the first will be from about the time period I first wrote this post yet I don't see it accessible on my in game load file. The second is the newest save game file. https://docs.google.com/file/d/0Bws44SP2C0O9WTdlbGFTY2F2cVE/edit?usp=sharing https://docs.google.com/file/d/0Bws44SP2C0O9TlhWbDkwUW10Qnc/edit?usp=sharing If there is any problems let me know. Hopefully this is what you were looking for. Quote Link to comment Share on other sites More sharing options...
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