|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/18/2010 Posts: 123
|
I'm just wondering. Who would rather have flamethrower 20 (the auto-damage[but less])or the 50/50 chance of more damage via grenades 30
|
|
Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
|
Depends on what you're attacking, but in general the Flamethrower.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/30/2008 Posts: 1,290 Location: Stow Ohio, just north of Dantooine (vacay on Ando)
|
FIRE! hehe-hehe Fire!
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/9/2010 Posts: 658 Location: West Bend, Wisconsin
|
Flamethrower, not just because of auto damage, but so you can watch your enemies burn to death.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/25/2008 Posts: 516 Location: Dover, DE (soon Cedarville OH)
|
A bird in the hand is worth two in the bush, so it would have to be Grenades 40 before I even considered them. Flamethrower definitely.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/31/2009 Posts: 1,701
|
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/3/2010 Posts: 89
|
|
|
Rank: Sith Marauder Groups: Member
Joined: 11/4/2008 Posts: 899 Location: Farmingdale, NY
|
Flamethrower IMO characters don't always gain access to, but usually high cost characters (with an exception to droid such as T3-M4) are limited to Flamethrower 20 (never higher in that regard). It is a valuable auto-damage ability, but however Grenades can be flexible using low cost characters with good defense. An example would be where Rodian Trader on Rodian Diplomat for grenades and Tarpals to deal double grenades is always beneficial. Both however, are limited within 6 square range
Missiles IMO are better of the 2, there is Missiles 30 available for both low and high cost characters, and the ability is by LOS during targeting.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/12/2012 Posts: 332 Location: Earth
|
Definitely flamethrower. Unless you need to get 30 damage in one turn, otherwise you'll lose, use flamethrower. Also, jedi can't reroll the save because there isn't one.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/26/2011 Posts: 915
|
@kenred2 Agreed on the missiles front! Though if we must choose just between the two options... it'd have to be flamethrower. Its a nice, insta-damage. Grenades are often on characters who could put out as much or more damage not using the ability, so I usually just regular attack with grenade wielders. Its harder to save/block both(or more with droids) attacks, and you have the added benefit of making the opponent chew up more force points if they're desperate to save their mini... Plus there's the chance of a crit, which is countered by the chance of missing entirely. All of these points beat the grenades single save ability, which against force users is a simple forcepoint or bodyguard away. By the by, IMO grenades should function more like W40K; save for half damage (rounded up). Then you could have sticky grenades, thermal detonators etc... haha
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/10/2010 Posts: 756 Location: The Shadowlands of Kashyyyk
|
Flame Thrower always takes precident over grenades. Auto damage is invauable especially in competitive play. anything with a save has a chance to fail auto damage does not have a chance to fail. Also since they're the same range Grenades has no real advantage other then possibly 10 more HP damage.
|
|
Rank: Moderator Groups: Member
, Moderator
Joined: 9/16/2008 Posts: 2,302
|
I would take flame thrower, hands down. In the world of Saves, FPRR, and Mettle, autodamage is king.
|
|
Guest |