Hand Grenades: Use, situations and advice.
Grenades. We all have 'em, but are we using them correctly and in the correct situations? The purpose of this post is to share the insights I've gained while hoping to learn from other's experience. For brevity, we'll only be discussing hand grenades, not the VOG-25 grenades launched from the GP-34 Friendship Launcher.
General things/tips I've noticed:
- Different grenades have different weights. This effects how far you're able to throw them.
- Grenades are not super reliable. Sometimes they'll delete everything in the area, sometimes you can sodomize a mimic with one and it'll have no effect.
- Grenade effectiveness is tied to their weight and IRL purpose - heavier grenades will generally be more effective.
- Grenades are specialized tools in ITR2, not general use problem solvers. Due to their inconsistent damage, it's best to use them indoors while clearing buildings. You totally CAN use them in an open area; you'll just have better results when the enemy can't step a few meters away and render the thing completely ineffective.
- Underhand throws seem to work best for me. Overhand throws either don't go far or I hit my ceiling. Both are sub-optimal results when you're sharing a pocketful of hate.
- Unlike IRL, all grenades will make a loud "pop" sound once they're armed to let you know when the game of hot-potato starts.
- You can pull the pin using your off-hand and using trigger. In this state, you can hold the grenade as long as you want. If you throw it, the spoon will pop off, and the grenade will be armed.
- Once the pin is out, Mr. Grenade is no longer your friend and should be treated with the utmost care and respect.
- You can use the trigger on your grenade holding hand to manually release the spoon and fully arm the grenade to "cook" it. Holding on to the grenade after this is generally not recommended and will result in voided warranties and higher cleanup costs.
RGO
The RGO is the smallest and lightest of the bunch. You're able to get a fair distance with these when you throw and have the distinction of being the only impact grenade in the game. These wee balls 'o fun will arm about a second after you release the spoon, then explode about 3 seconds later if it doesn't hit a hard surface. Pro Tip: cooking these and forgetting that there is also a time fuse and not just an impact fuse will result in Significant Emotion Events.
Use: room clearing in enclosed spaces, alerting enemies to your presence, unclogging stubborn toilets.
M67
The M67 is the middleweight of the grenades. Average everything. Average throw range, explosion, etc. Since the mimics can't pick these up and throw them back, you don't really need to cook them. These don't have any extra fragmentation, so their damage radius is fairly predictable.
Use: All-around decent problem solver, resetting the Feng Shui of a room.
F1
Our girthiest grenade, the F1 is your answer to the question "how much violence can I hold at one time"? It has excellent explosive and fragmentation effects, meaning it will kill the heck out of anything in a decent radius. The downside is that our explorer does NOT lift and is unable to chuck these very far at all. If you want to make sure everything in a room is dead before you go in, throw one of these in the door/window and rapidly be somewhere else.
Use: Removing stubborn stains door-camping creepers, accidental self-deletion.
RGD-5
The RGD-5 is an In-Radius only grenade and can't be purchased. Think of it like a F1 with less fraggy bits. I don't have a lot of experience with these and welcome feedback.
Use: Forbidden Paperweight, conversation starter, games of hot potato.
I hope this was of use and would love to hear everyone's feedback!