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'Nades Comparison

d0kRX
1407 posts Member
edited May 2018
Alright lets compare some 'nades. Specifically Leia's, the Officer's, and the Specialist's. If the response to this thread is encouraging, perhaps we can compare the other 'nades available too? All cards that enhance grenades are equipped at epic level and tested in arcade.

Flash Grenade (Leia): Damage, none. Duration of flash, ~3 seconds. Radius, ~37 meters. Special effects, grenade reveals the outlines of enemies, even through walls (revealing enemies also seems to have a greater radius, but probably by not much). Does not restrict the use of abilities.

Flash Grenade (Officer): Damage, up to 125 damage depending on class or hero (Grenade must be within a few footsteps of player to cause maximum damage). Duration of flash, ~3-7 seconds (depending again on proximity to player). Radius, ~30 meters. Special effects, grenade can be detonated in mid-air, grenade reveals enemy outlines when flashed (but the effect decreases with distance to the affected player). Running and jumping prohibited. Does not restrict the use of abilities.

Shock Grenade (Specialist): Damage, up to 94 damage depending on class or hero (heroes mainly only get up to 30 damage), Duration of shock, ~7 seconds. Special effects, grenade reveals outline of enemies within its range of effect and prohibits running & jumping. Does not restrict the use of abilities.

Commentary:
Before doing this little "study" I didn't really know how Leia's 'nades worked. They're actually pretty sweet, commanding a wide range of possible effect, able to reveal enemies behind walls, even enemies in tunnels that are no where near a door. For a hero grenade it isn't that bad in sight of its abilities. The time of duration for the flash is not that great, and it lacks damage (which is important to the folks that love playing Leia).

The officer's 'nades are nice, but you need to get them real close to enemies for best effects. Even detonating them mid-air above enemies makes this 'nade fall short of it's true potential when detonated at the feet of unsuspecting enemies. The 'nades do surprisingly good damage, but the damage varies significantly, while it can do up to 125 damage to an enforcer when detonated at his feet, it does less damage to Leia for example. Where this 'nade shines is its long duration of effect and damage to regular troopers.

Shock 'nades are nice, they do reveal enemies outlines within their range of effect, but the damage they deal is not very good in practice. The best use of these 'nades is probably at choke points for quick assists (assuming you can stay alive long enough to get those assists). At least players effected cannot run or jump while in the ring of effect for this 'nade. This 'nade is often argued as the most weak, and I only fling it to distract enemies.

Hope you enjoyed this post. See you on the Battlefront guys.
PSN: d0kRX

Replies

  • TheScape
    2222 posts Member
    d0kRX wrote: »
    Alright lets compare some 'nades. Specifically Leia's, the Officer's, and the Specialist's. If the response to this thread is encouraging, perhaps we can compare the other 'nades available too? All cards that enhance grenades are equipped at epic level and tested in arcade.

    Flash Grenade (Leia): Damage, none. Duration of flash, ~3 seconds. Radius, ~37 meters. Special effects, grenade reveals the outlines of enemies, even through walls (revealing enemies also seems to have a greater radius, but probably by not much). Does not restrict the use of abilities.

    Flash Grenade (Officer): Damage, up to 125 damage depending on class or hero (Grenade must be within a few footsteps of player to cause maximum damage). Duration of flash, ~3-7 seconds (depending again on proximity to player). Radius, ~30 meters. Special effects, grenade can be detonated in mid-air, grenade reveals enemy outlines when flashed (but the effect decreases with distance to the affected player). Does not restrict the use of abilities.

    Shock Grenade (Specialist): Damage, up to 94 damage depending on class or hero (heroes mainly only get up to 30 damage), Duration of shock, ~7 seconds. Special effects, grenade reveals outline of enemies within its range of effect and prohibits running & jumping. Does not restrict the use of abilities. Players affected cannot run.

    Commentary:
    Before doing this little "study" I didn't really know how Leia's 'nades worked. They're actually pretty sweet, commanding a wide range of possible effect, able to reveal enemies behind walls, even enemies in tunnels that are no where near a door. For a hero grenade it isn't that bad in sight of its abilities. The time of duration for the flash is not that great, and it lacks damage (which is important to the folks that love playing Leia).

    The officer's 'nades are nice, but you need to get them real close to enemies for best effects. Even detonating them mid-air above enemies makes this 'nade fall short of it's true potential when detonated at the feet of unsuspecting enemies. The 'nades do surprisingly good damage, but the damage varies significantly, while it can do up to 125 damage to an enforcer when detonated at his feet, it does less damage to Leia for example. Where this 'nade shines is its long duration of effect and damage to regular troopers.

    Shock 'nades are nice, they do reveal enemies outlines within their range of effect, but the damage they deal is not very good in practice. The best use of these 'nades is probably at choke points for quick assists (assuming you can stay alive long enough to get those assists). At least players effected cannot run or jump while in the ring of effect for this 'nade. This 'nade is often argued as the most weak, and I only fling it to distract enemies.

    Hope you enjoyed this post. See you on the Battlefront guys.

    I have a doubt about Leia's... Don't you need a card for the "insight" effect? Also, would you include an analysis on the Death Trooper's grenade? I think it's the one that is the most similar to these 3 and it outlines enemies by default.
    May your heart be your guiding key.
  • d0kRX
    1407 posts Member
    TheScape wrote: »
    d0kRX wrote: »
    Alright lets compare some 'nades. Specifically Leia's, the Officer's, and the Specialist's. If the response to this thread is encouraging, perhaps we can compare the other 'nades available too? All cards that enhance grenades are equipped at epic level and tested in arcade.

    Flash Grenade (Leia): Damage, none. Duration of flash, ~3 seconds. Radius, ~37 meters. Special effects, grenade reveals the outlines of enemies, even through walls (revealing enemies also seems to have a greater radius, but probably by not much). Does not restrict the use of abilities.

    Flash Grenade (Officer): Damage, up to 125 damage depending on class or hero (Grenade must be within a few footsteps of player to cause maximum damage). Duration of flash, ~3-7 seconds (depending again on proximity to player). Radius, ~30 meters. Special effects, grenade can be detonated in mid-air, grenade reveals enemy outlines when flashed (but the effect decreases with distance to the affected player). Does not restrict the use of abilities.

    Shock Grenade (Specialist): Damage, up to 94 damage depending on class or hero (heroes mainly only get up to 30 damage), Duration of shock, ~7 seconds. Special effects, grenade reveals outline of enemies within its range of effect and prohibits running & jumping. Does not restrict the use of abilities. Players affected cannot run.

    Commentary:
    Before doing this little "study" I didn't really know how Leia's 'nades worked. They're actually pretty sweet, commanding a wide range of possible effect, able to reveal enemies behind walls, even enemies in tunnels that are no where near a door. For a hero grenade it isn't that bad in sight of its abilities. The time of duration for the flash is not that great, and it lacks damage (which is important to the folks that love playing Leia).

    The officer's 'nades are nice, but you need to get them real close to enemies for best effects. Even detonating them mid-air above enemies makes this 'nade fall short of it's true potential when detonated at the feet of unsuspecting enemies. The 'nades do surprisingly good damage, but the damage varies significantly, while it can do up to 125 damage to an enforcer when detonated at his feet, it does less damage to Leia for example. Where this 'nade shines is its long duration of effect and damage to regular troopers.

    Shock 'nades are nice, they do reveal enemies outlines within their range of effect, but the damage they deal is not very good in practice. The best use of these 'nades is probably at choke points for quick assists (assuming you can stay alive long enough to get those assists). At least players effected cannot run or jump while in the ring of effect for this 'nade. This 'nade is often argued as the most weak, and I only fling it to distract enemies.

    Hope you enjoyed this post. See you on the Battlefront guys.

    I have a doubt about Leia's... Don't you need a card for the "insight" effect? Also, would you include an analysis on the Death Trooper's grenade? I think it's the one that is the most similar to these 3 and it outlines enemies by default.

    In this analysis I have both of Leia’s flash grenade cards equipped.

    And yes, I will add the death trooper grenade, totally forgot about that one since it’s late here right now, thanks for the suggestion.
    PSN: d0kRX
  • Toddyrocket
    2397 posts Member
    d0kRX wrote: »
    Alright lets compare some 'nades. Specifically Leia's, the Officer's, and the Specialist's. If the response to this thread is encouraging, perhaps we can compare the other 'nades available too? All cards that enhance grenades are equipped at epic level and tested in arcade.

    Flash Grenade (Leia): Damage, none. Duration of flash, ~3 seconds. Radius, ~37 meters. Special effects, grenade reveals the outlines of enemies, even through walls (revealing enemies also seems to have a greater radius, but probably by not much). Does not restrict the use of abilities.

    Flash Grenade (Officer): Damage, up to 125 damage depending on class or hero (Grenade must be within a few footsteps of player to cause maximum damage). Duration of flash, ~3-7 seconds (depending again on proximity to player). Radius, ~30 meters. Special effects, grenade can be detonated in mid-air, grenade reveals enemy outlines when flashed (but the effect decreases with distance to the affected player). Running and jumping prohibited. Does not restrict the use of abilities.

    Shock Grenade (Specialist): Damage, up to 94 damage depending on class or hero (heroes mainly only get up to 30 damage), Duration of shock, ~7 seconds. Special effects, grenade reveals outline of enemies within its range of effect and prohibits running & jumping. Does not restrict the use of abilities.

    Commentary:
    Before doing this little "study" I didn't really know how Leia's 'nades worked. They're actually pretty sweet, commanding a wide range of possible effect, able to reveal enemies behind walls, even enemies in tunnels that are no where near a door. For a hero grenade it isn't that bad in sight of its abilities. The time of duration for the flash is not that great, and it lacks damage (which is important to the folks that love playing Leia).

    The officer's 'nades are nice, but you need to get them real close to enemies for best effects. Even detonating them mid-air above enemies makes this 'nade fall short of it's true potential when detonated at the feet of unsuspecting enemies. The 'nades do surprisingly good damage, but the damage varies significantly, while it can do up to 125 damage to an enforcer when detonated at his feet, it does less damage to Leia for example. Where this 'nade shines is its long duration of effect and damage to regular troopers.

    Shock 'nades are nice, they do reveal enemies outlines within their range of effect, but the damage they deal is not very good in practice. The best use of these 'nades is probably at choke points for quick assists (assuming you can stay alive long enough to get those assists). At least players effected cannot run or jump while in the ring of effect for this 'nade. This 'nade is often argued as the most weak, and I only fling it to distract enemies.

    Hope you enjoyed this post. See you on the Battlefront guys.

    That's good stats
    Any chance you could put on the Assault thermal detonator
    That one kills people the most
    Standard and then epic
  • d0kRX
    1407 posts Member
    d0kRX wrote: »
    Alright lets compare some 'nades. Specifically Leia's, the Officer's, and the Specialist's. If the response to this thread is encouraging, perhaps we can compare the other 'nades available too? All cards that enhance grenades are equipped at epic level and tested in arcade.

    Flash Grenade (Leia): Damage, none. Duration of flash, ~3 seconds. Radius, ~37 meters. Special effects, grenade reveals the outlines of enemies, even through walls (revealing enemies also seems to have a greater radius, but probably by not much). Does not restrict the use of abilities.

    Flash Grenade (Officer): Damage, up to 125 damage depending on class or hero (Grenade must be within a few footsteps of player to cause maximum damage). Duration of flash, ~3-7 seconds (depending again on proximity to player). Radius, ~30 meters. Special effects, grenade can be detonated in mid-air, grenade reveals enemy outlines when flashed (but the effect decreases with distance to the affected player). Running and jumping prohibited. Does not restrict the use of abilities.

    Shock Grenade (Specialist): Damage, up to 94 damage depending on class or hero (heroes mainly only get up to 30 damage), Duration of shock, ~7 seconds. Special effects, grenade reveals outline of enemies within its range of effect and prohibits running & jumping. Does not restrict the use of abilities.

    Commentary:
    Before doing this little "study" I didn't really know how Leia's 'nades worked. They're actually pretty sweet, commanding a wide range of possible effect, able to reveal enemies behind walls, even enemies in tunnels that are no where near a door. For a hero grenade it isn't that bad in sight of its abilities. The time of duration for the flash is not that great, and it lacks damage (which is important to the folks that love playing Leia).

    The officer's 'nades are nice, but you need to get them real close to enemies for best effects. Even detonating them mid-air above enemies makes this 'nade fall short of it's true potential when detonated at the feet of unsuspecting enemies. The 'nades do surprisingly good damage, but the damage varies significantly, while it can do up to 125 damage to an enforcer when detonated at his feet, it does less damage to Leia for example. Where this 'nade shines is its long duration of effect and damage to regular troopers.

    Shock 'nades are nice, they do reveal enemies outlines within their range of effect, but the damage they deal is not very good in practice. The best use of these 'nades is probably at choke points for quick assists (assuming you can stay alive long enough to get those assists). At least players effected cannot run or jump while in the ring of effect for this 'nade. This 'nade is often argued as the most weak, and I only fling it to distract enemies.

    Hope you enjoyed this post. See you on the Battlefront guys.

    That's good stats
    Any chance you could put on the Assault thermal detonator
    That one kills people the most
    Standard and then epic

    Like to know the proximity for killing for both epic and standard?
    PSN: d0kRX
  • Toddyrocket
    2397 posts Member
    d0kRX wrote: »
    d0kRX wrote: »
    Alright lets compare some 'nades. Specifically Leia's, the Officer's, and the Specialist's. If the response to this thread is encouraging, perhaps we can compare the other 'nades available too? All cards that enhance grenades are equipped at epic level and tested in arcade.

    Flash Grenade (Leia): Damage, none. Duration of flash, ~3 seconds. Radius, ~37 meters. Special effects, grenade reveals the outlines of enemies, even through walls (revealing enemies also seems to have a greater radius, but probably by not much). Does not restrict the use of abilities.

    Flash Grenade (Officer): Damage, up to 125 damage depending on class or hero (Grenade must be within a few footsteps of player to cause maximum damage). Duration of flash, ~3-7 seconds (depending again on proximity to player). Radius, ~30 meters. Special effects, grenade can be detonated in mid-air, grenade reveals enemy outlines when flashed (but the effect decreases with distance to the affected player). Running and jumping prohibited. Does not restrict the use of abilities.

    Shock Grenade (Specialist): Damage, up to 94 damage depending on class or hero (heroes mainly only get up to 30 damage), Duration of shock, ~7 seconds. Special effects, grenade reveals outline of enemies within its range of effect and prohibits running & jumping. Does not restrict the use of abilities.

    Commentary:
    Before doing this little "study" I didn't really know how Leia's 'nades worked. They're actually pretty sweet, commanding a wide range of possible effect, able to reveal enemies behind walls, even enemies in tunnels that are no where near a door. For a hero grenade it isn't that bad in sight of its abilities. The time of duration for the flash is not that great, and it lacks damage (which is important to the folks that love playing Leia).

    The officer's 'nades are nice, but you need to get them real close to enemies for best effects. Even detonating them mid-air above enemies makes this 'nade fall short of it's true potential when detonated at the feet of unsuspecting enemies. The 'nades do surprisingly good damage, but the damage varies significantly, while it can do up to 125 damage to an enforcer when detonated at his feet, it does less damage to Leia for example. Where this 'nade shines is its long duration of effect and damage to regular troopers.

    Shock 'nades are nice, they do reveal enemies outlines within their range of effect, but the damage they deal is not very good in practice. The best use of these 'nades is probably at choke points for quick assists (assuming you can stay alive long enough to get those assists). At least players effected cannot run or jump while in the ring of effect for this 'nade. This 'nade is often argued as the most weak, and I only fling it to distract enemies.

    Hope you enjoyed this post. See you on the Battlefront guys.

    That's good stats
    Any chance you could put on the Assault thermal detonator
    That one kills people the most
    Standard and then epic

    Like to know the proximity for killing for both epic and standard?

    Yea i would
    Sometimes the thermal detonater kills everyone and other times it's not to bad
    Curious i normally run with it epic
    Or should i use a different card
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