ASM blind grenades

Strategy and L2P topics.
User avatar
Sub_Zero
Suspended
Posts: 915
Joined: Wed 16 Oct, 2013 4:12 pm

ASM blind grenades

Postby Sub_Zero » Wed 15 Apr, 2015 6:31 pm

Does anyone ever use it? I mean the new version of it. I've never used them in a real game, only in a match against computer just to test them. And the effect didn't seem good. And my complaint is about the radius.

I can only make an assumption that the grenade could be used when you just jump in, throw it at the feet and then retreat to the beacon to mitigate any loses/get teleported out by the librarian/some other variant?

I am used to the old scheme - jump -> merciless strike -> bring support to take out melee threats and then just force poor helpless ranged units to retreat.

Any good experience with this thing you can share? If we establish that this grenade is not that useful then we may talk about it on the level of balance.
User avatar
Triple d
Level 1
Posts: 21
Joined: Thu 26 Feb, 2015 4:17 pm

Re: ASM blind grenades

Postby Triple d » Thu 16 Apr, 2015 1:54 am

Man im curious as hell about this.

I cant recall ever seeing the thing in any replays.

I almost feel like if you want to know more the only real way to do it is to make a dedicated effort to use it in game. But your right, compared to just jumping in and punching everything to hell with merciless strike is it really worth it?

On the codex it says it is a 75 % decrease on affected range which is actually pretty stellar. The basilisk flare from the Commissar lord is only 50% decrease in range, same for the smoke shell from the Artillery spotters. I cant think of any other equivalents.

But as far as I can tell the real problem is that it just doesnt have the range that those other two abilities do. I guess maybe if you had some balls and dove on one ranged squad, while throwing this on another squad completely, you could make it work.
User avatar
Cheekie Monkie
Level 3
Posts: 362
Joined: Thu 09 Jan, 2014 2:58 pm

Re: ASM blind grenades

Postby Cheekie Monkie » Thu 16 Apr, 2015 9:23 am

Whilst it does have a lot of theoretical applications, losing out on the double jump can be absolutely crippling. Whilst you can jump, merciless strike and throw a blind grenade in a single engagement, this will completely drain the ASM's energy (105)

The blind grenade is simply a niche bonus in addition to the melta bomb. Maybe if it had no energy cost a la interceptors we might see it being used more often.
Playing truth or dare with Diomedes: You dare? YOU DARE?!
Tinder with Diomedes: THINK YOU ARE MY MATCH?!
User avatar
Sub_Zero
Suspended
Posts: 915
Joined: Wed 16 Oct, 2013 4:12 pm

Re: ASM blind grenades

Postby Sub_Zero » Thu 16 Apr, 2015 9:42 am

Maybe if it had no energy cost a la interceptors we might see it being used more often.

This is the exact thing I would love to propose if enough people confirm that the usage of this grenade in its current state is not practical. Just want to hear more details now, maybe someone will reveal some interesting sides we may not know of.
User avatar
Sub_Zero
Suspended
Posts: 915
Joined: Wed 16 Oct, 2013 4:12 pm

Re: ASM blind grenades

Postby Sub_Zero » Sat 18 Apr, 2015 7:49 pm

So I assume nobody uses it. Right?
User avatar
Torpid
Moderator
Posts: 3538
Joined: Sat 01 Jun, 2013 12:09 pm
Location: England, Leeds

Re: ASM blind grenades

Postby Torpid » Sat 18 Apr, 2015 8:03 pm

Pretty much.
Lets make Ordo Malleus great again!
Atlas

Re: ASM blind grenades

Postby Atlas » Sat 18 Apr, 2015 9:46 pm

In the kind of massive blobs you see in team games, the nade is probably way more useful than the merciless strike. People are just stuck in their ways in that regard. As for 1v1 though, there really isn't much it does that asm don't already do.
User avatar
Adeptus Noobus
Level 4
Posts: 991
Joined: Sat 15 Feb, 2014 12:47 pm
Contact:

Re: ASM blind grenades

Postby Adeptus Noobus » Mon 25 May, 2015 7:41 pm

I find it to be quite useful on Angels Gate because many people will place suppression teams inside the buildings. So when I jump in I sometimes throw the Blind Grenade into the building to allow my other units to join the fun.
I don't see any other use for them though because as Cheekie pointed out, you loose your ability to double jump.
User avatar
Sub_Zero
Suspended
Posts: 915
Joined: Wed 16 Oct, 2013 4:12 pm

Re: ASM blind grenades

Postby Sub_Zero » Mon 01 Jun, 2015 4:45 pm

I find it to be quite useful on Angels Gate because many people will place suppression teams inside the buildings. So when I jump in I sometimes throw the Blind Grenade into the building to allow my other units to join the fun

It has always been its main use. Now the patch opened up new ways. But nobody seems to use them for different purposes than assaulting a garrison when it is crucially important.
User avatar
Adeptus Noobus
Level 4
Posts: 991
Joined: Sat 15 Feb, 2014 12:47 pm
Contact:

Re: ASM blind grenades

Postby Adeptus Noobus » Mon 01 Jun, 2015 7:18 pm

It is as the guys have said: I would rather have the energy to jump out of an engagement than throwing a blind grenade. The units you want to counter with the grenade are the ones you want to jump anyway (mostly).
User avatar
egewithin
Level 5
Posts: 1144
Joined: Mon 26 Jan, 2015 7:08 pm

Re: ASM blind grenades

Postby egewithin » Mon 01 Jun, 2015 9:38 pm

The bombs of ASM always seemed me weak. Melta only slows down vehicle for a short time and does a very little damage, flash bombs haven't been used yet. I only use them in case of a turret or garrisoned set up team. We may need a whole new change for this upgrade IMO if only we want to make them intersting. But these are not necessery eather, we can just keep walking.
User avatar
Lost Son of Nikhel
Contributor
Posts: 636
Joined: Wed 13 Feb, 2013 4:26 pm
Location: The Warp

Re: ASM blind grenades

Postby Lost Son of Nikhel » Tue 02 Jun, 2015 9:58 am

And which change could be done? Blind Grenades are fine for themselves and have great synergy to counter units in buildings with Flamer Tacs and Scouts Grenade. Same with turrets.
"Pater, peccavi in caelum et coram te; iam non sum dignus vocari filius tuus". Dixit autem pater: "manducemus et epulemur, quia hic filius meus mortuus erat et revixit, perierat et inventus est"

There will be no forgiveness for us.
User avatar
egewithin
Level 5
Posts: 1144
Joined: Mon 26 Jan, 2015 7:08 pm

Re: ASM blind grenades

Postby egewithin » Wed 03 Jun, 2015 11:50 am

Lost Son of Nikhel wrote:And which change could be done? Blind Grenades are fine for themselves and have great synergy to counter units in buildings with Flamer Tacs and Scouts Grenade. Same with turrets.


A cost decrease. Melta bomb is the weakest sneare in whole game and does a very little damage. A range change on Blind Grenade so it decreases the chance to be hitten by my own ASM. Even no cost change, I want a better melta bomb. A damage increase and better snare. Even nothing of these gonna happen, some energy cost change?
User avatar
Adeptus Noobus
Level 4
Posts: 991
Joined: Sat 15 Feb, 2014 12:47 pm
Contact:

Re: ASM blind grenades

Postby Adeptus Noobus » Wed 03 Jun, 2015 6:05 pm

A better vehicle snare for Space Marines? The one faction that has excellent AV capabilities? That would not be a good idea in my opinion.
User avatar
Sub_Zero
Suspended
Posts: 915
Joined: Wed 16 Oct, 2013 4:12 pm

Re: ASM blind grenades

Postby Sub_Zero » Thu 04 Jun, 2015 9:02 am

A cost decrease

Yes, drop its cost a little bit.

Return to “Strategy Discussion”



Who is online

Users browsing this forum: No registered users and 0 guests