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ASM blind grenades
Posted: Wed 15 Apr, 2015 6:31 pm
by Sub_Zero
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.
Re: ASM blind grenades
Posted: Thu 16 Apr, 2015 1:54 am
by Triple d
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.
Re: ASM blind grenades
Posted: Thu 16 Apr, 2015 9:23 am
by Cheekie Monkie
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.
Re: ASM blind grenades
Posted: Thu 16 Apr, 2015 9:42 am
by Sub_Zero
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.
Re: ASM blind grenades
Posted: Sat 18 Apr, 2015 7:49 pm
by Sub_Zero
So I assume nobody uses it. Right?
Re: ASM blind grenades
Posted: Sat 18 Apr, 2015 8:03 pm
by Torpid
Pretty much.
Re: ASM blind grenades
Posted: Sat 18 Apr, 2015 9:46 pm
by Atlas
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.
Re: ASM blind grenades
Posted: Mon 25 May, 2015 7:41 pm
by Adeptus Noobus
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.
Re: ASM blind grenades
Posted: Mon 01 Jun, 2015 4:45 pm
by Sub_Zero
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.
Re: ASM blind grenades
Posted: Mon 01 Jun, 2015 7:18 pm
by Adeptus Noobus
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).
Re: ASM blind grenades
Posted: Mon 01 Jun, 2015 9:38 pm
by egewithin
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.
Re: ASM blind grenades
Posted: Tue 02 Jun, 2015 9:58 am
by Lost Son of Nikhel
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.
Re: ASM blind grenades
Posted: Wed 03 Jun, 2015 11:50 am
by egewithin
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?
Re: ASM blind grenades
Posted: Wed 03 Jun, 2015 6:05 pm
by Adeptus Noobus
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.
Re: ASM blind grenades
Posted: Thu 04 Jun, 2015 9:02 am
by Sub_Zero
A cost decrease
Yes, drop its cost a little bit.