I was looking excitedly at that black thing behind him thinking what throwable is it only to realize it was his chairs headrest... it should get at least B tier nontheless Im sure you could do some dmg throwing a chair at enemies.
@@Attaxalotl Nah, it's Driller. He is already the only one using kinetic throwables instead of more advanced weaponry. Gunner seems more like the tech-obsessed type, he would rather modify his chair into a combat vehicle instead
For those of us who haven't been playing long enough to have all of the images memorized, it would be helpful to have some text below the images. That way, I could zoom through this and see which engineer grenades I might want to focus on. This goes for all of your videos, which I have found to be very helpful as I get into the game. Thanks.
You really shouldnt rush through the video and use just the ones who are at the top, every grenades for every class is used by highly skilled players and all of them are very useful while being good at different things. The point of this video wasnt just to make a tierlist, it was also a way to discuss the grenades and form your own opinions.
The important thing to remember about lure is that it can only hold 10 or so enemies *at once* if you’re killing the bugs on the grenade itll pull more bugs not to mention it does do a small amount of dmg when destroyed if thrown preemptively, they can easily be used to funnel bugs for easy grenade/launcher spam, can consistently protect you when restocking/reloading, etc etc this one’s personal, but the engie already has such high dmg output that I find dmging grenades less important on high haz vs survival
A very good use case is with the fat boy grenade launcher Chuck a lure then fire a shot onto it Keeps the bugs on the radiation bubble Great for drilldozer missions
The thing is prox mines can kill like 10 bugs per explosion... So i feel killing them would always benefit more then distracting. Lures good for a quick res sometimes though.
@@Odyssey636 its a fair point, but the reason I use the Lure is consistency, defense, and utility. the Engi can already easily wipe entire swarms on his own, he doesnt need the kill power as much as he needs a means to cover his ass. The Lure is a buffer on shitty zones, its a defense to reload, its a defense to restock, to kill, to escape, to revive. The Lure is not for killing, its for keeping *you* killing the Engi can already kill, and the Lure means everyone else can keep on killing as well. A team that can focus on killing for even half a second is gonna put way more dmg down range than a mine the Lure looks terrible on paper, but works wonders in practice
It also has to do with running Engi in the first place. If I'm an Engineer, I'm not just dealing direct damage. I'm laying down turrets, putting up platforms for the other players, trying to shield link with them and/or cover them while they grab compressed minerals. Hell, I run the LOK-1 most of the time simply because, instead of trying to calculate whether or not I'm going to kneecap my teammate just to protect them from a Glyphid they can't see, I can just "set it and forget it". I'm multitasking. Supporting. And the LURE and mines are so much more useful in that regard.
I feel like the axes are a bit bugged right now, throwing them just feels a bit inconsistent and they don't stick into bugs or surfaces anymore so they just fall off and confuse me on what's collectible and whats not, one thing i see is that you can actually throw one at a frozen grunt it usually goes through whit the aoe effect and being able to pick up afterwards. So its pretty good at getting healed alot from killing cluster of frozen bugs at once aswell.
I've noticed nine times out of ten whenever I throw an impact axe into the wall or floor, they rapidly shake around and pop out. I've even had one fall through the floor. It might have something to do with not being host, but it still needs to be fixed.
In regards to the Impact Axe, the sheer volume, reusability, triggering vampire, clearing environmental hazards like mushrooms and rad cryatals, getting low hanging gunk seeds for free, easy combo-ing with Cryo on Oppressors, stockpiling for resupply pods, all of these are just a minor side benefit to the feeling of nailing a Mactera or flying Patrol Bot while you're on the move. Plus they mess up the Prospector something fierce if you catch it moving slow/are good enough to hit it when its moving
The axes pair really well with the cryo cannon since frozen enemies take a ton more damage from melee hits. I found that you can easily kill praetorians by freezing them, hitting them with one axe, and then a power attack or shots from the epc to trigger temperature shock. Even though they don't have amazing crowd control you easily make up for that with any of driller's primary weapons.
I started playing this game 3 weeks ago, these videos help me a lot so I don't slow the teams down. Thank you. Engineer is my fav class so far, my fav grenade is the plasma.
This is what you call situational and you are building for the play style. For some one like me that lacks the Spinning death mod I can't even do this and it is something I was planing on doing. Like me playing gunner with bullet hell I use sticky grenades to not only do high damage but also make Praetorian turn away from me so I can execute them with elephant rounds
Lures are also great when paired with the pgl, especially when you're defending a position like black boxes in elite deep dives or during salvage operations. If the team is getting overwhelmed, just toss a lure, wait for it to get swamped with bugs, then lob a grenade at it to clear out a massive chunk of the horde. It can be game changing if the situation is dire enough.
I very much disagree with this, lures simply don't attract enough bugs to take such advantage of builds like that, with bug repellent you can make enemies crowd up very easily. If lures didn't take damage or attracted more enemies at a time they'd be way better.
Another great thing about the axes which I feel should be mentioned is their amazing synergy with the cryo cannon, as frozen enemies take 3x damage and if you know how to cancel-throw axes to decrease the time you have to wait between each throw, you can pretty much freeze an oppressor and slap 2 quick axes onto it,' which will outright kill it or put it on very low hp! Great technique to use on dreads and crassus as well!
Couple of counterpoints for ya. L.U.R.E is really good paired with the Breach Cutter with Spinning Death, since the bugs that go to attack it will die, freeing up more of the lure to attract more bugs. Sticky Grenade is nice if you want a Praetorian that's in your face to expose it's rear to you, so you can finish it quickly.
@@ReapeeRon it's not so much the stats as one of the primary utilities of the grenade. You use it for quicker clear (weakpoint and conductive zhukovs now 2 shot grunts for example, as does bullets of mercy weakpoint gk2, and for dps increases against very heavy targets like bulks and oppressors.
@@ReapeeRon embedded dets only scale with the damage multiplier on the IFG, but do not benefit from the bonuses of conductive or weakpoint multipliers.
I would definitely place the mines in S tier, when placed well they can wipe whole hoards single handedly or be used when running from a hoard in a narrow tunnel to wipe everything. Also another point for them over plasma bursters is the overall consistency of them as well
Yeah mines got to be S tier its good on any mission with waves of enemy's which is... almost every single mission 2 well placed mines can clean off a whole wave of bugs without your team needing to fire a single shot it saves so much ammo its fantastic and you get 4 pops out of every mine the value is super
@@ReapeeRon I know my response comes 4 months to late, however in my opinion the mission doesn't affect much the mines effectivity but the place where you are gonna place them and when you're placing them since it needs a few seconds until it can react to enemies Of course I can't deny the mission type can influence the way on how to use them, but once you know the outline of the cave setting up the mines in most efficient way ( and especially if you have your platform gun with the repellent upgrade )then boy oh boy the wave clearing and damage you do ... Oh lord have mercy with my enemies cause I am about to show them hell while I am sitting and enjoying the firework behind my turret/s with my shotgun ( of course with upgrade of boosting your turret/s) under a roof The real downside is the quantity one can since they run out pretty fast so I tend to use them sparsely over one run so that when it becomes a butt clutching moment I can throw them in front of me so that I can run past it while everybody else behind me can eat those delicious Mines wholeheartedly.
The cluster bomb is fantastic in tunnels, throw it deep into a crowded tunnel and watch the bugs get minced. Cryo grenade is great to doing thermal shock damage.
The axe really should be in a tier of its own. It's the only throwable so good that it basically deletes the other options from the game. You'll see plenty of both cryo and IFG from Scout, with Engi and Gunner it's almost a toss-up what they bring. But Driller? You see 50 axes for every nero grenade, and you *never* see HE.
Yeah that might have made it easier to move some of the other grenades around. I don't think that any are bad and you can use them all but the axes are just so good.
I run HE for no particular reason other than i enjoy making things go boom. On my cryo cannon class, i have the axes. Neuro goes with sludgepump. Stinky gas stacked with the sewage gun. And my EPC is kitted out to ignite the sludge and the gas at the same time for some extra burst damage if i want it
I use the HE grenade almost exclusively on my driller builds. Imo it has one simple benefit that the other two grenades are lacking: deployment speed. It is obvious what I am talking about with the neurotoxin grenade, but even the axe takes careful aiming and practice to make the most of its damage potential. Yes, the driller has many crowd control options, however it takes time for them to activate as well, like the time it takes to place C4 or waiting for bugs to catch fire. The HE grenade is almost immediate, and does enough damage to kill grunts and below even on haz 5. Sure the axe can do the same thing, but when I am being swarmed the HE can take out nearly all the bugs at ground level, while one axe just simply can't do the same.
I do use the Drillers HE Grenades from time to time when I need some Armor Breaking options. It's a shame that they're not used more and I think it's because most people either just see them as merely a crowd clearing offense when the driller is already a CC powerhouse
I really hate the HE grenades. They bounce around and take forever to finally explode. Makes them super hard to use and they are just worse than the axes in every (except Armor Break) and as a Driller I don't need the AOE.
Cluster Grenade on lowest tier? I dont get that one at all. I could agree with the list otherwise, except Neurotoxin feels a bit too clunky to use, if only it would release the gas cloud instantly. More A tierish for me. Good video and thanks for the list!
I do like my clusters a lot: its a lot of instat damage with an reliable stun (the fire nade I'm meh about, its damage over time and doesn't stop at all what it didn't outright kill... and I REALLY wish i could have it blow on impact with a wall. That and if an enemy isn't in it enough because it only touched the edge or is fire resistant, the grenade effectively did nothing... it can also mess with cryo drillers). But I agree with the lower rating because of the more random nature of the grenade
Another good vid, I haven't noticed Phero Cans doing anything, but I don't have an eye for detail either. I'm glad that i'm using the grenade right lmao, but still have quite a bit to pick-up/use better.
Those plasma burster grenades are really fun. They do DISGUSTING damage. If you throw it right or throw it against a wall that a hoard is crawling on it will just fall down along them and burst, melting anything. It also eats through dreadnaughts. Crazy damage and the sound really sells it.
Plasma buster is also another grenade that just outranks most grenades imo. You get so many, and the damage and crowd control is so high; it saves engy loads of smg ammo. Its also a great supplement to a nade launcher nuke build, for when a medium horde is too much to use primary weapon ammo, but too little to warrant a nuke. Its a grenade that's best when you bank it off walls or skip it across the floor like a bowling ball through an unarmored crowd
the Lure does atract robots and is my go to engi grenade for sabotage. it really shines when there's a ton of shredders and other turrets during the final fight where things get really crazy
Something id like to add for cluster grenades is that if you are skilled enough at using them you can very effectively use them for single target damage by throwing it underneath a large bug, that way the bomblets dont have the room to go anywhere. That said for single target damage it is still worse than sticky grenade because of the ammo efficiency, but it does give them additional versatility.
I’ve found lure can be effective with fat boy by drawing new bugs into the radiation while usual not reaching the max lure limit. It can also pull big bugs that were hit by the nuke back to take more damage. Edit:Also lure can be grabbed by the nemesis in season 2, preventing him from grabbing dwarves.
Also tossing the pheromone canister on a hiveguard can give you a quick sentinel stage by having them surround and try and attack the hiveguard, facing their weak points outward towards your team
Big oof seeing Cluster down at C. I find them to be A personally. Quite hard to use and a bit dependent on terrain. But once you get it down you can clear massive swarms all at once.
Honestly sticky nade is higher than incendiary imo. Fearing praetorians or just landing a nade right in front of an aproaching horde is much more reliable than setting it on fire. Gunner has enough AoE/crowd killing potential in his weapons that having a single target burst is nice.
When 30+ Matera descend on the team, and they all soil their pants, 1 cryo grenade comes in clutch. Also, the LURE is great for a defensive engi build when paired with nukes and insect repellant platforms, creating attractive / radioactive choke points of death.
pheromone grenade is pretty situational but whenever you have the exploder infestation in a deepdive or elite deepdive its truly the best grenade in the game because they will just swarm the exploders and all die
About the proximity mines, they explode multiple times and have a decent aoe, so it works really well against dreadnoughts if u can lurk them right. Imo it's one of the best granades, if you know where to throw them...
I personally have found SO much use out of pheromone grenades as scout yes although the other 2 are really good, I play solo a lot and they're a complete lifesaver all you have to do to have enemies completely ignore you for like 10 seconds is hit a tanky enemy or a large group of enemies, it doesnt kill them ofc but its really useful with low ammo or when trying to repair a pipeline, carry an aquarq, repair the drill, etc it also helps to get enemies OFF the drill, if you're low ammo or there's too many enemies chasing you in the tunnel, it really helps to be able to group them all together and then missile them with your drone I feel like its definitely more of a solo grenade but god damn does it help negate scouts lack of crowd control. it's also good in multiplayer to revive people, and the only risk you run then is being hit by aoe
I think people underestimate pheromones because they used to be incredibly powerful and then a couple years ago they got nerfed back into the realm of sanity.
IFG is solid A tier for me too. The 30% damage boost within the field is extremely impactful. You have six of them so they're a little more expendable then Cryo is, and exceptional against Opressors, Dreadnaughts, Detonators and other bosses that're effectively immune to ice. They'll even slow down ghost detonators so it wont make as much distance. Only thing holding it back from an S-tier is a lack of damage output and not giving the scout any intimidate crowd control.
The Proximity Mines are actually more versatile than you think. Unlike the Plasma Burster, whose trajectory relies on stable ground and a rounded up cluster of bugs, you can have better control as to where the Mines explode and you can still kind of lead bugs into them. They're also great to use in hallways if you find yourself caught there for swarms. And the Sticky Grenades are actually the most practical, if not spectacular choice for the Gunner. They always deal a consistent explosion, the blast radius is acceptable, and you get 6 of them. The Incendiary Grenade is more or less a different tactic depending on what two weapons you use or whatever synergies you're running with your team. The Cluster Grenade I don't really care for because of the inconsistency of it's total damage.
With ya on the stickies for sure. I'd respect incindiaries more if they could apply fire to walls/ceilings, if dreadnoughts weren't immune to fire, or if you got more than 4. As it stands, stickies are the most consistent of a mediocre lot.
Lure deserves to be at least 1 tier higher, explosive chemical rounds overclock with lures is great for grouping them to maximize the overclock aoe damage.
As an Engi main gotta agree with a lot of the comments here, lure is underrated in this video. While on paper lure is bad, in practice lure can be extremely powerful, primarily cause the lure can only get 10 enemies but if you kill a lured enemy a new one can be lured. It is great for making killboxes being exactly where you want it to be so long as you or the team are keeping kills going. Then the restock/rez support is amazing
really hard as engy as all his grenades are good . proxy mine good for certain missions so are plasma grenades but i find the lure can be used on any missions to save lives save your ass or to create a area for your turruts to shoot or a turrut bomb area there is nothing bad about them and as engy you can keep mobs out of a area or away from drop pod on takeoff or just control areas with them.
Lure so low, its trivialise a lot of events, its way better than other options for engi like insanely way better. Want to pick up your mate, throw nade near it and one tap bugs and you have more time and safe space from bugs than any other nade (plus mactera will target that instead of you), any event with you being in one place just make that easy as hell because rest of team will clear bugs from holo, or even from doretta.Nearly every overclock event its amazingly usefull. Yes it does attract robots even tentacles. Hand downs second best nade ingame. Its shines at higher difficulties. And seriously after 700 h in this game CC of lure is king
Sticky grenade causes fear which gets armored enemies to turn around and expose their weak spots :) I know there are better options just throwing that out there
The only grenade I think I have a different tier opinion on is Cluster grenade. I do agree that Gunner already has enough CC that makes it and Incendiary slightly redundant (and how cluster rivals even plasma burster for “oops teammate” moments), but Cluster grenades break armor pretty well, can kill many standard grunt hordes if thrown well and have a really good stun chance in practice. In the final version of your list, I would personally put them probably in A, personally, and move incendiary up to S.
I'd maybe move the clusters back up to B tier, especially if you can toss em into a massive crowd. I've knocked out tons of grunts in big crowds with it before, relieves a ton of pressure. Although the two peeps I play with a lot argue I do hit them a lot with it too XD I grew to love the Incendiary grenades more, especially cuz they can set Praetorians on fire even on Hazard 4 if the grenade explodes in the right spot and the dude walks straight thru it, especially on Escort missions where the cave is often cramped when Dottie drills thru the wall.
My grenade choice is almost always decided by the rest of my loadout and the mission type I'm swinging at, I have go-to builds for general purpose but high haz stuff sees me using pretty much all of the options at one point or another. With all that said though, I *ADORE* plasma bursters, I'm aware I have 'the touch' with them since the rest of my buddies have always had mixed results with them, but if you read the terrain and get a feel for the range and burst timing (it's a regular frequency pulse, not number of bounces btw) then you can do some crazy trickshot stuff. One will take out an oppressor if you know how to wedge it up behind his arse for all 4 bursts ;)
It is impossible for a plasma burster to kill an oppressor on any difficulty level, regardless of how many bursts hit. Not only does the oppressor have almost twice the HP of the plasma burster's maximum damage, it is also 66% resistant to explosive damage. On Hazard 1, a plasma burster will deal about 36% of an oppressor's HP if all bursts hit, and on Hazard 5 it will deal about 13% of its HP if all bursts hit.
The drillers HE grenade is D tier. It's literally useless when compared to every other throwable in the game. It has a tiny radius, takes way too long to blow up, and dosent even have the decency to be good at destroying terrain like the description claims.
Love Cryo grenades but IFG for the win for me. For Engi, plasma grenades. Proximity 2nd and then LURE. For you Greenbeards out there, know where to place the proximity mines. Give some space to fellow miners.
This might be biased, but I think the Lure is A tier, maybe even S tier. It can grab a very large amount of bugs at once, and group them so close together that a single shot from the grenade launcher, the miner adjustments upgrade for the shotgun, or the breach cutter will kill everything, and the grenade is still standing. Also, yes, it attracts every type of robot in the game. I haven't used it against turrets but the patrol bots, shredders, caretaker noodles, and nemesis all go after it. Throw two at a nemesis and it'll grab both of them, rendering it unable to grab dwarves for a few seconds.
ngl me and my L.U.R.E. boise a pretty pissed right now lol. The lure can be amazing of you have a build that kills enemies as they even approach the lure, essentially creating an endless stream of bamboozled grunts. Lure + Turret gemini + Warthog turret whip + Breach cutter with lasting affects = MAJORR OOOOOF TIME. This tactic is most effective on Salvage operation, Escort duty, and maybe Egg hunt, where you can prepare and setup before the swarm appears. This is the tactic where I am also assured to have the most amount of kills by a long stretch. also HAPPY NEW YEAR :D
just putting this out there. I'm a scout that uses pheromones, and they can be used a lot. when you are getting swarmed by bugs, pheromones. when your buddy is knocked and is swarmed with bugs, pheromones (it makes for an easy revive). A HELL OF A BIG SWARM, pheromones. in my opinion I think you overlooked a lot of the potential the pheromone grenades can do.
Having watched ALL of your DR content, I would always feel like I disagreed with one or more of your choices, (like Explosive Rounds for the LOK-I until you updated xD) but this is exactly how I would place all of the grenades. I feel like GSG should try to balance them, perhaps just by buffing the effectiveness of the low nades, but as you stated - none of them are bog tier and some could become must picks if damage thresholds are met.
Yeah I was using the Explosive rounds trying to go for crowd control and it felt okay. Then I got a bunch of comments saying I should use it for single target use that sometimes has crowd control and it was awesome! Thanks for the comment Chaos!
cluster bombs are self killing material i once threw it into a pack of (not bulk) detonators inside the tunnel i dug so i could get to my 3 dead teammates that probably fell down a big hole i went boom i found out the range of the clusters the hard way
I have used L.U.R.E. grenades successfully against the Nemesis robot, he will pick up the grenade/hologram which prevents him from picking up teamates.
As an engi main, I have my own tier list for grenades. I think LURE is A, and plasma burster and prox mine are B tier. LURE really shines when: team is overwhelmed or down and you need to res everyone quick; need to set up a turret without getting eaten alive; defense points (allowing team and turret to have a reliable safe area to shoot at); swarmers (the AOE will kill them all); resupply; pulling small wave spawns off during a boss fight; mactera/spitter wave; vampirism power pickaxe. as engi, you realize the breach cutter (plus return to sender) serves as a much better plasma burster get off me tool that doesnt do self damage and is more reliable.
I would put cluster grenade to end or middle of B tier because its awsome for aoe especially if u go for minigun. But everything else seems legit for me.
Axes are my favorite, and i don't even play Driller. Just seing praetorian walking around with 3 axes stuck in his butt tickles my funny bone to no end.
This might sound somewhat contradictory, but I think the gunners cluster grenade might simultaneously be one of the most versatile and unreliable grenades in the game. Because depending on how and where you throw it it can either do decent damage to a remarkably large area, or it can do absolutely fantastic damage over a much smaller space. I think where it really shines is in smaller tunnels or similar choke points, where enemies are closely grouped up and very easy to hit with all of the smaller grenades that spawn from it,at which point it also easily outperforms the sticky when it comes to raw single target damage.
@@ReapeeRon Oh absolutely. I'm kinda mixed on low gravity tbh. Its fun, but I think it may be onz of rhe moqt dangerous modifiers you can get on a deep dive. Because you will try to jump to your death on the following phase before realizing gravity is back.
@@TheSpeep I literally almost did that on my first deep dive, which was earlier today :P Thankfully I am well aware how trash I am and took hover boots so I slapped c as soon as I noticed I was falling like a rock. Thankfully the low gravity saved me from death after making the mistake of not realizing the ammo didn't refresh and I didn't bring enough nitra (after blowing it all on the previous stage 🙃) to refresh so I was bouncing away from the wild swarms with an ammoless driller. Also the last stage was a haunted cave dreadnought mission, which was absolutely brutal and I won by the skin of my teeth after a very difficult hiveguard fight and a thankfully not too bad twins (both with bomb ghost on my ass). Drg is fun
The only one I disagree with is the pheremone grenade. In my opinion, I find them even better than the cryo grenade. Sure, frozen enemies can't attack and take 3x damage, but pheremoned enemies basically create a mosh pit of enemies fighting themselves. And that's where it sets apart for me. It not only disables enemies from attacking you, it also kills them for you. Makes dealing with hordes much easier, and is Scouts best CC ability (which Scout lacks a lot of). Frozen grunts still need shooting. Pheremoned ones are dead. Though, I mostly play Scout solo, so I feel like the use of that increases a ton then. If you're playing with a group, I see the cryo grenade being much better, as the CC abilities come from your teammates, and it's much better to help them kill things 3x faster than to have enemies fight amongst themselves.
Cluster bomb being low tier, I very much disagree with. Its the least friendly to use grenade, but if you can manage to bank it off walls or sloped surfaces, or know the detonation timing to get it to air burst over a big haz 5 horde, I find it can be very valuable as the aerial damage softens and stuns everything if it doesn't outright kill all the grunts in a horde. Its a great way to save everyone's ammo when bugs are softened up and stunned with it and it deletes any swarmers or breeder jellyfish caught in the aoe. It just takes some learning and finesse with the grenade physics and timing to get the most out of.
I usually run cyo driller and tend to get close to enemies to melee them off. That said, I've been hit by the gunner's cluster grenades too many times... I don't trust those.
I do find the fart nade is extremely underwhelming. Not only does the neurotoxin dps is extremely low (neurotoxin shines for AC and Bulldog since they both have the capability to inflict the debuff at long distances, which allows the DoT to tick and kill them before they reach you, especially for large caverns), the smoke reduces your visibility for yourself and your team (can prove fatal since the high priority targets are ranged mobs which are out of the radius of the smoke), and locks down on fire based damage for your whole team if any of your teammates is in the smoke (which tbh, with the large radius, most of the time). Compared to the Axes and HE nades, I will never recommend the fart nades. I would rate it as a D. D for disaster.
In addition, being able to use Axes to cover Driller's weakness for single target damage, and being able to instantly delete priority targets with nade cancel, there's absolutely no reason any driller should use any nade other than Axes.
Proximity Mines are still to high up in the tier list, imo. Even though they indeed are very good in situation where you can prepare to hold a possition, they are probably the worst for unannounced swarms because of they setup-time. They are also LEAST beginnerfriendly granades of all. I've seen people underestimate their friendly-fire potential a lot and therefor single handedly loosing a mission with the mines, by blowing up doretta during a heartstone extraction or the whole team during a salvage operation uplink. The fact that you can not remove them after they exploded a single time, makes this especialy bad. Once you friendly-fired with any other granade, you most like won't do it again right after. Proximity Mines however will blow you open a few more times at the same bad spot after the greenbeard noticed the first explosion hurt the whole team. On top of all that the mines also won't get triggered by small enemys like swarmers. So if you have a pure swarmer wave you might as well have no granade at all.
This game is too much about experimentation to have definitive best options (Besides throwing axes, they have no competition and are easily in S on their own, good for every situation), grenades function better in different situations. I've written off grenades but after specializing builds for slowdown (neurotoxin became S), Crowd Suppression (LURE is S for EM Discharge or Fatboy), big game hunter ( IFGs crush dreadnaughts). But some grenades just do what they do (HE grenade, Sticky, Cluster, Fire Grenade, Proximity) then there are some that just are just difficult to use (Plasma Burster, pheromone canister).
Plasma burster is good when you don't wanna waste a grenade launcher shot to handle a horde of grunts simply turn around toss a plasma and keep moving and most of the horde will die It's a easy to way to buy time when your low on ammo or need to reload
Face it people are going to cry and say you should have placed something higher. Let's remember that play style and skill really play a large part in the throwables. I'm tired of getting caught up in the gunners cluster grenade but I've seen some throws that clear the entire field. I hated the plasma grenade but now it's my fave. Good list.
Thanks Judd and that is great that people will disagree with the list because it can start discussions and sometimes I learn new ways to try out weapons/tactics.
Not sure I entirely agree on cluster grenade being so low. More often than not whenever I use it a single cluster is more than enough to take out nearly an entire swarm. Its definitely an A tier grenade for me.
Watching your video and I gotta say I’m enjoying your work, but I gotta point out in this video that you can’t compare one classes throwables to another classes throwables, you need to evaluate each throwable in relation to its classes loadout only, how good a grenade is in drillers loadout options is completely irrelevant for gunner or engineer or scouts. Each set can only be graded in relation to its self. Gunner can’t use drillers gear so saying this does more damage than that is irrelevant. What should be looked at out of each class is what does the three choices offer to that class only. If damage is important to you, then out of the three what does the most damage, it shouldn’t take into account a option that it will not have access to.
@@ReapeeRon I apologize for the passive-aggressive tone of my previous comment. I like the rankings you are doing but compared to other videos, there is a LOT of ads popping up for me in all of your vids. (~every 2-3 minutes). This is off putting for me, which is a shame. If you didn’t put them in, maybe have a look at what UA-cam is doing with your vids? Cheers!
Incendiary grenade is truely terrible. It just can kill anything other than swarm. A grenade that can't kill and provides zero control is useless. Also toxic granade is horrible. It just block your line of sight so you can't see where the enemy is coming. And the damage and slow down effect are pathetic. It's more like protecting the enemies rather than hurting them. If you want to piss off your teammate, choose toxic grenade. I think these two truely deserve D tier
@@ReapeeRon problem is, you dont get sludge pump as gunner. And you can only have 4 grenade so it's not a reliable way to ignite the enemies. It's not justifiable to bring Volatile Bullets if grenade is your only way of ignition.
The gunners margarita (the bomblet nade) just requires more skill to use consistently. You can learn to control the bomblets radius and you can actually make it really tight to deal massive damage to praetorians or you can clear a pretty chunk of grunts with it.
I honestly think the cluster grenade is S Tier. It saves you lots of ammo, has an excellent radius, and you can even take out big targets with it by tossing the grenade under their thorax so the clusters immediately explode on the weakpoint when it detonates
The Scout's IFG gives a 70% slowdown effect to enemies and 30% additional damage bonus to any enemy taking damage within the IFG's AOE.
Yes that is true!
Ah, that's what I thought! I am surprised that the bonus damages are not mentioned anywhere...
Driller:
0:50 - Axe
4:13 - HE
5:28 - Toxin Gas
Engi:
8:40 - Taunt Lures
10:40 - Plasma Bounce
12:40 - Proximity Mines
Gunner:
14:40 - Sticky
15:49 - Incendiary
17:44 - Cluster
Scout:
19:23 - IFG
20:49 - Cryo
22:30 - Pheromone
Thanks a lot for this
thank you good sir
Driller:
0:50 - Axe (S)
4:13 - HE ("Frag Grenade") (B)
5:28 - Toxin Gas (A=>S)
Engi:
8:40 - Taunt Lures (B=>C)
10:40 - Plasma Bounce (S)
12:40 - Proximity Mines (A)
Gunner:
14:40 - Sticky (B)
15:49 - Incendiary (A)
17:44 - Cluster (B=>C)
Scout:
19:23 - IFG (A)
20:49 - Cryo (S)
22:30 - Pheromone (B)
I was looking excitedly at that black thing behind him thinking what throwable is it only to realize it was his chairs headrest... it should get at least B tier nontheless Im sure you could do some dmg throwing a chair at enemies.
I just need a screwdriver and it can turn into a throwable. lol.
Just yeet an entire chair at em XD
What class do you think would be most likely to use a chair as a throwing weapon? My vote's on Gunner
@@Attaxalotl Nah, it's Driller. He is already the only one using kinetic throwables instead of more advanced weaponry. Gunner seems more like the tech-obsessed type, he would rather modify his chair into a combat vehicle instead
For those of us who haven't been playing long enough to have all of the images memorized, it would be helpful to have some text below the images. That way, I could zoom through this and see which engineer grenades I might want to focus on. This goes for all of your videos, which I have found to be very helpful as I get into the game. Thanks.
That's a good Idea. I did organize them at the start of the video by class and order you unlock.
@@ReapeeRon you could also have a small video of the grenades used in game playing while you talk
You really shouldnt rush through the video and use just the ones who are at the top, every grenades for every class is used by highly skilled players and all of them are very useful while being good at different things. The point of this video wasnt just to make a tierlist, it was also a way to discuss the grenades and form your own opinions.
The important thing to remember about lure is that it can only hold 10 or so enemies *at once* if you’re killing the bugs on the grenade itll pull more bugs
not to mention it does do a small amount of dmg when destroyed
if thrown preemptively, they can easily be used to funnel bugs for easy grenade/launcher spam, can consistently protect you when restocking/reloading, etc etc
this one’s personal, but the engie already has such high dmg output that I find dmging grenades less important on high haz vs survival
I think that is a fair point to make.
A very good use case is with the fat boy grenade launcher
Chuck a lure then fire a shot onto it
Keeps the bugs on the radiation bubble
Great for drilldozer missions
The thing is prox mines can kill like 10 bugs per explosion... So i feel killing them would always benefit more then distracting. Lures good for a quick res sometimes though.
@@Odyssey636 its a fair point, but the reason I use the Lure is consistency, defense, and utility.
the Engi can already easily wipe entire swarms on his own, he doesnt need the kill power as much as he needs a means to cover his ass. The Lure is a buffer on shitty zones, its a defense to reload, its a defense to restock, to kill, to escape, to revive.
The Lure is not for killing, its for keeping *you* killing
the Engi can already kill, and the Lure means everyone else can keep on killing as well. A team that can focus on killing for even half a second is gonna put way more dmg down range than a mine
the Lure looks terrible on paper, but works wonders in practice
It also has to do with running Engi in the first place. If I'm an Engineer, I'm not just dealing direct damage. I'm laying down turrets, putting up platforms for the other players, trying to shield link with them and/or cover them while they grab compressed minerals. Hell, I run the LOK-1 most of the time simply because, instead of trying to calculate whether or not I'm going to kneecap my teammate just to protect them from a Glyphid they can't see, I can just "set it and forget it". I'm multitasking. Supporting. And the LURE and mines are so much more useful in that regard.
I feel like the axes are a bit bugged right now, throwing them just feels a bit inconsistent and they don't stick into bugs or surfaces anymore so they just fall off and confuse me on what's collectible and whats not, one thing i see is that you can actually throw one at a frozen grunt it usually goes through whit the aoe effect and being able to pick up afterwards. So its pretty good at getting healed alot from killing cluster of frozen bugs at once aswell.
I've noticed nine times out of ten whenever I throw an impact axe into the wall or floor, they rapidly shake around and pop out. I've even had one fall through the floor. It might have something to do with not being host, but it still needs to be fixed.
It has felt okay to me, but I have usually been hosting so that might be the reason.
If you're hosting it sticks into the terrain just fine. It's an old bug that has returned.
If you not hosting and have high ping then they don't work well
Feel the same when I am not host
In regards to the Impact Axe, the sheer volume, reusability, triggering vampire, clearing environmental hazards like mushrooms and rad cryatals, getting low hanging gunk seeds for free, easy combo-ing with Cryo on Oppressors, stockpiling for resupply pods, all of these are just a minor side benefit to the feeling of nailing a Mactera or flying Patrol Bot while you're on the move.
Plus they mess up the Prospector something fierce if you catch it moving slow/are good enough to hit it when its moving
Yeah! The axes are awesome!
The axes pair really well with the cryo cannon since frozen enemies take a ton more damage from melee hits. I found that you can easily kill praetorians by freezing them, hitting them with one axe, and then a power attack or shots from the epc to trigger temperature shock. Even though they don't have amazing crowd control you easily make up for that with any of driller's primary weapons.
I started playing this game 3 weeks ago, these videos help me a lot so I don't slow the teams down. Thank you.
Engineer is my fav class so far, my fav grenade is the plasma.
Glad to hear it!
Lure should be much higher. Lure with spinning death or turret arc is nasty on every difficultly.
Yeah with a great CC build like that then the Lures are much better.
This is what you call situational and you are building for the play style. For some one like me that lacks the Spinning death mod I can't even do this and it is something I was planing on doing. Like me playing gunner with bullet hell I use sticky grenades to not only do high damage but also make Praetorian turn away from me so I can execute them with elephant rounds
Lures are also great when paired with the pgl, especially when you're defending a position like black boxes in elite deep dives or during salvage operations. If the team is getting overwhelmed, just toss a lure, wait for it to get swamped with bugs, then lob a grenade at it to clear out a massive chunk of the horde. It can be game changing if the situation is dire enough.
@@Leetfaction Fatman it! There will be no survivors!
I very much disagree with this, lures simply don't attract enough bugs to take such advantage of builds like that, with bug repellent you can make enemies crowd up very easily. If lures didn't take damage or attracted more enemies at a time they'd be way better.
Another great thing about the axes which I feel should be mentioned is their amazing synergy with the cryo cannon, as frozen enemies take 3x damage and if you know how to cancel-throw axes to decrease the time you have to wait between each throw, you can pretty much freeze an oppressor and slap 2 quick axes onto it,' which will outright kill it or put it on very low hp! Great technique to use on dreads and crassus as well!
Yeah that makes them even stronger.
Couple of counterpoints for ya.
L.U.R.E is really good paired with the Breach Cutter with Spinning Death, since the bugs that go to attack it will die, freeing up more of the lure to attract more bugs.
Sticky Grenade is nice if you want a Praetorian that's in your face to expose it's rear to you, so you can finish it quickly.
that is why its in the lower tier. its still good on certain gameplay/playstyle but not all.
Yeah those are some good points!
You forgot to mention the 1.3x damage multiplier on the ifg that scales with weakpoint and status effect multipliers. Solid for breakpoints
That is true, and I should have said the stats.
@@ReapeeRon it's not so much the stats as one of the primary utilities of the grenade. You use it for quicker clear (weakpoint and conductive zhukovs now 2 shot grunts for example, as does bullets of mercy weakpoint gk2, and for dps increases against very heavy targets like bulks and oppressors.
@@Trenchfox1917 Yeah that is very true. Going full damage with the zhukovs and embedded dets you can do a ton of dps with the IFGs.
@@ReapeeRon embedded dets only scale with the damage multiplier on the IFG, but do not benefit from the bonuses of conductive or weakpoint multipliers.
I would definitely place the mines in S tier, when placed well they can wipe whole hoards single handedly or be used when running from a hoard in a narrow tunnel to wipe everything. Also another point for them over plasma bursters is the overall consistency of them as well
They are S tier on any mission that you can set up on. Like escorts or Salvages.
Yeah mines got to be S tier its good on any mission with waves of enemy's which is... almost every single mission 2 well placed mines can clean off a whole wave of bugs without your team needing to fire a single shot it saves so much ammo its fantastic and you get 4 pops out of every mine the value is super
@@ReapeeRon
I know my response comes 4 months to late, however in my opinion the mission doesn't affect much the mines effectivity but the place where you are gonna place them and when you're placing them since it needs a few seconds until it can react to enemies
Of course I can't deny the mission type can influence the way on how to use them, but once you know the outline of the cave setting up the mines in most efficient way ( and especially if you have your platform gun with the repellent upgrade )then boy oh boy the wave clearing and damage you do ...
Oh lord have mercy with my enemies cause I am about to show them hell while I am sitting and enjoying the firework behind my turret/s with my shotgun ( of course with upgrade of boosting your turret/s) under a roof
The real downside is the quantity one can since they run out pretty fast so I tend to use them sparsely over one run so that when it becomes a butt clutching moment I can throw them in front of me so that I can run past it while everybody else behind me can eat those delicious Mines wholeheartedly.
consistently hitting teammates
@@gr1m720 use better placement in conjunction with bug repellent or maybe teammates should walk near the bright pulsating mine
HE Grenades are my go-to grenades. Armor breaking, damage, 6 of em. Classic. Also the satisfaction of hearing the Driller yell, "Grenaaaaaade!"
Cool!
The cluster bomb is fantastic in tunnels, throw it deep into a crowded tunnel and watch the bugs get minced. Cryo grenade is great to doing thermal shock damage.
Yeah they can be good for that.
The axe really should be in a tier of its own. It's the only throwable so good that it basically deletes the other options from the game. You'll see plenty of both cryo and IFG from Scout, with Engi and Gunner it's almost a toss-up what they bring. But Driller? You see 50 axes for every nero grenade, and you *never* see HE.
I occasionally run HE for fun, but yes axes are objectively better
Yeah that might have made it easier to move some of the other grenades around. I don't think that any are bad and you can use them all but the axes are just so good.
With the new sludge pump I do run nero grenade because stacking slow is just stupidly useful. Never used HE.
I run HE for no particular reason other than i enjoy making things go boom.
On my cryo cannon class, i have the axes.
Neuro goes with sludgepump. Stinky gas stacked with the sewage gun. And my EPC is kitted out to ignite the sludge and the gas at the same time for some extra burst damage if i want it
I use the HE grenade almost exclusively on my driller builds. Imo it has one simple benefit that the other two grenades are lacking: deployment speed. It is obvious what I am talking about with the neurotoxin grenade, but even the axe takes careful aiming and practice to make the most of its damage potential. Yes, the driller has many crowd control options, however it takes time for them to activate as well, like the time it takes to place C4 or waiting for bugs to catch fire. The HE grenade is almost immediate, and does enough damage to kill grunts and below even on haz 5. Sure the axe can do the same thing, but when I am being swarmed the HE can take out nearly all the bugs at ground level, while one axe just simply can't do the same.
I do use the Drillers HE Grenades from time to time when I need some Armor Breaking options. It's a shame that they're not used more and I think it's because most people either just see them as merely a crowd clearing offense when the driller is already a CC powerhouse
Very well said Videon. You could also go full ammo C4 and get the job done.
i forget they roll, and fuck up my throws on it
I honestly don't like them cause they're too standard/boring
Even if you need armor breaking, the sludge pump has the best armor break you can get in game
I really hate the HE grenades. They bounce around and take forever to finally explode. Makes them super hard to use and they are just worse than the axes in every (except Armor Break) and as a Driller I don't need the AOE.
Cluster Grenade on lowest tier? I dont get that one at all.
I could agree with the list otherwise, except Neurotoxin feels a bit too clunky to use, if only it would release the gas cloud instantly. More A tierish for me.
Good video and thanks for the list!
Thanks, and yeah I wasn't sure where to put clusters. They are super fun to use, but I find them a bit hit or miss
i dont know about the other stuff but neurotoxin sure feels clunky to use, i usually miss the bugs in a huge swarm
I've never found cluster grenades very useful. Whenever I throw a cluster I feel I could have done more damage with an incendiary grenade.
I do like my clusters a lot: its a lot of instat damage with an reliable stun (the fire nade I'm meh about, its damage over time and doesn't stop at all what it didn't outright kill... and I REALLY wish i could have it blow on impact with a wall. That and if an enemy isn't in it enough because it only touched the edge or is fire resistant, the grenade effectively did nothing... it can also mess with cryo drillers). But I agree with the lower rating because of the more random nature of the grenade
Lures do indeed aggro robots. Helps a lot when trying to focus a prospector.
Cool!
Nemesis tries to grab the holograms first which is just perfect
Another good vid, I haven't noticed Phero Cans doing anything, but I don't have an eye for detail either. I'm glad that i'm using the grenade right lmao, but still have quite a bit to pick-up/use better.
Thanks! Yeah you got to hit something directly with them. They can be good but I think the other 2 are better options.
LURE works on caretaker missions, it attracts the tentacle robot arms, very useful.
Thanks for the tip! I wasn't aware of that.
Those plasma burster grenades are really fun. They do DISGUSTING damage. If you throw it right or throw it against a wall that a hoard is crawling on it will just fall down along them and burst, melting anything. It also eats through dreadnaughts.
Crazy damage and the sound really sells it.
Yeah, I do wish that it had a bit more of a explosive graphics to match the actual size of grenade.
@@ReapeeRon Yeah that's true. They seem really small but they hurt like the sun.
Because it's plasma! Hehe...
Man did us freeze nade users a solid
It is really good.
Plasma buster is also another grenade that just outranks most grenades imo. You get so many, and the damage and crowd control is so high; it saves engy loads of smg ammo. Its also a great supplement to a nade launcher nuke build, for when a medium horde is too much to use primary weapon ammo, but too little to warrant a nuke.
Its a grenade that's best when you bank it off walls or skip it across the floor like a bowling ball through an unarmored crowd
I think the lure is pretty useful if you're trying to camp somewhere with the engineer so the enemies don't go to you and get killed by your turrets
Yeah lure should probably be higher.
the Lure does atract robots and is my go to engi grenade for sabotage. it really shines when there's a ton of shredders and other turrets during the final fight where things get really crazy
Awesome!
Something id like to add for cluster grenades is that if you are skilled enough at using them you can very effectively use them for single target damage by throwing it underneath a large bug, that way the bomblets dont have the room to go anywhere. That said for single target damage it is still worse than sticky grenade because of the ammo efficiency, but it does give them additional versatility.
Yes.
I like shielding and tossing them straight up. It’s like a bomb shower...
I’ve found lure can be effective with fat boy by drawing new bugs into the radiation while usual not reaching the max lure limit. It can also pull big bugs that were hit by the nuke back to take more damage.
Edit:Also lure can be grabbed by the nemesis in season 2, preventing him from grabbing dwarves.
Also tossing the pheromone canister on a hiveguard can give you a quick sentinel stage by having them surround and try and attack the hiveguard, facing their weak points outward towards your team
Yeah it is really good at that and should probably go higher because I use it a lot of the time.
Big oof seeing Cluster down at C.
I find them to be A personally. Quite hard to use and a bit dependent on terrain. But once you get it down you can clear massive swarms all at once.
Yeah they are super fun to use.
do your teamates count as swarms??? XD. jk i agree.
I get hit constantly by them by teammates. I dont use them myself
Teammates rank just below Steeves on my list of ‘things not to kill’. Acceptable splash damage ;)
@@flatlo I shiver in my boots as I see your mouse hover over choosing driller with cryo canon.
The Lure does work on the robots, I use them for that reason, they draw fire from the turrets in the 3rd phase
Interesting.
Honestly sticky nade is higher than incendiary imo.
Fearing praetorians or just landing a nade right in front of an aproaching horde is much more reliable than setting it on fire. Gunner has enough AoE/crowd killing potential in his weapons that having a single target burst is nice.
Yeah, I can understand that. I switch between all of the gunner grenades pretty often.
When 30+ Matera descend on the team, and they all soil their pants, 1 cryo grenade comes in clutch.
Also, the LURE is great for a defensive engi build when paired with nukes and insect repellant platforms, creating attractive / radioactive choke points of death.
That is true, and I really should have put Lures much higher.
pheromone grenade is pretty situational but whenever you have the exploder infestation in a deepdive or elite deepdive its truly the best grenade in the game because they will just swarm the exploders and all die
Totally agree.
About the proximity mines, they explode multiple times and have a decent aoe, so it works really well against dreadnoughts if u can lurk them right. Imo it's one of the best granades, if you know where to throw them...
Yeah they can be pretty good.
I personally have found SO much use out of pheromone grenades as scout
yes although the other 2 are really good, I play solo a lot and they're a complete lifesaver
all you have to do to have enemies completely ignore you for like 10 seconds is hit a tanky enemy or a large group of enemies, it doesnt kill them ofc but its really useful with low ammo or when trying to repair a pipeline, carry an aquarq, repair the drill, etc
it also helps to get enemies OFF the drill, if you're low ammo or there's too many enemies chasing you in the tunnel, it really helps to be able to group them all together and then missile them with your drone
I feel like its definitely more of a solo grenade but god damn does it help negate scouts lack of crowd control.
it's also good in multiplayer to revive people, and the only risk you run then is being hit by aoe
I think people underestimate pheromones because they used to be incredibly powerful and then a couple years ago they got nerfed back into the realm of sanity.
still really good for solo scout tho
I will admit tho, another super good option is GK2 + IFG
IFG is solid A tier for me too. The 30% damage boost within the field is extremely impactful. You have six of them so they're a little more expendable then Cryo is, and exceptional against Opressors, Dreadnaughts, Detonators and other bosses that're effectively immune to ice. They'll even slow down ghost detonators so it wont make as much distance. Only thing holding it back from an S-tier is a lack of damage output and not giving the scout any intimidate crowd control.
I would agree with that.
You can still pickup the axe after killing frozen traggets, making a even best combo for CryoCannon + Vampire!
Yes and you can if you don't deal to much damage to something then you can pick them up.
The Proximity Mines are actually more versatile than you think. Unlike the Plasma Burster, whose trajectory relies on stable ground and a rounded up cluster of bugs, you can have better control as to where the Mines explode and you can still kind of lead bugs into them. They're also great to use in hallways if you find yourself caught there for swarms.
And the Sticky Grenades are actually the most practical, if not spectacular choice for the Gunner. They always deal a consistent explosion, the blast radius is acceptable, and you get 6 of them. The Incendiary Grenade is more or less a different tactic depending on what two weapons you use or whatever synergies you're running with your team. The Cluster Grenade I don't really care for because of the inconsistency of it's total damage.
Good point sean!
With ya on the stickies for sure. I'd respect incindiaries more if they could apply fire to walls/ceilings, if dreadnoughts weren't immune to fire, or if you got more than 4. As it stands, stickies are the most consistent of a mediocre lot.
@@Taliesin_ Agreed. I tend to use them the most for quickly removing the fins off a Hiveguard before unloading on it's butt.
You also get 4 individual explosions per proximity mine placed. These are the best to hold down an area.
Lure deserves to be at least 1 tier higher, explosive chemical rounds overclock with lures is great for grouping them to maximize the overclock aoe damage.
Probably, I really should have moved the Axes to there own tier and then made the list lol.
As an Engi main gotta agree with a lot of the comments here, lure is underrated in this video. While on paper lure is bad, in practice lure can be extremely powerful, primarily cause the lure can only get 10 enemies but if you kill a lured enemy a new one can be lured. It is great for making killboxes being exactly where you want it to be so long as you or the team are keeping kills going. Then the restock/rez support is amazing
Yeah that is true I should have just given axes there own category. Lure can be super useful.
really hard as engy as all his grenades are good . proxy mine good for certain missions so are plasma grenades but i find the lure can be used on any missions to save lives save your ass or to create a area for your turruts to shoot or a turrut bomb area there is nothing bad about them and as engy you can keep mobs out of a area or away from drop pod on takeoff or just control areas with them.
Yeah I would rate the lure much higher then I did here.
Lure so low, its trivialise a lot of events, its way better than other options for engi like insanely way better. Want to pick up your mate, throw nade near it and one tap bugs and you have more time and safe space from bugs than any other nade (plus mactera will target that instead of you), any event with you being in one place just make that easy as hell because rest of team will clear bugs from holo, or even from doretta.Nearly every overclock event its amazingly usefull. Yes it does attract robots even tentacles. Hand downs second best nade ingame. Its shines at higher difficulties. And seriously after 700 h in this game CC of lure is king
It probably should be a bit higher
Sticky grenade causes fear which gets armored enemies to turn around and expose their weak spots :) I know there are better options just throwing that out there
Yeah that is true and it can be pretty nice for that.
if your good enough you can throw them at a praetorians front leg and it will still fear them.
@@Fennalope that's the main thing I use them for
The only grenade I think I have a different tier opinion on is Cluster grenade.
I do agree that Gunner already has enough CC that makes it and Incendiary slightly redundant (and how cluster rivals even plasma burster for “oops teammate” moments), but Cluster grenades break armor pretty well, can kill many standard grunt hordes if thrown well and have a really good stun chance in practice. In the final version of your list, I would personally put them probably in A, personally, and move incendiary up to S.
Fair enough.
I'd maybe move the clusters back up to B tier, especially if you can toss em into a massive crowd. I've knocked out tons of grunts in big crowds with it before, relieves a ton of pressure. Although the two peeps I play with a lot argue I do hit them a lot with it too XD I grew to love the Incendiary grenades more, especially cuz they can set Praetorians on fire even on Hazard 4 if the grenade explodes in the right spot and the dude walks straight thru it, especially on Escort missions where the cave is often cramped when Dottie drills thru the wall.
I think that is fair. It's a super fun grenade to use.
after the season 3 update, driller's HE grenades are now easily A tier. They buffed the Area of effect and allowed the player to cook grenades.
My grenade choice is almost always decided by the rest of my loadout and the mission type I'm swinging at, I have go-to builds for general purpose but high haz stuff sees me using pretty much all of the options at one point or another. With all that said though, I *ADORE* plasma bursters, I'm aware I have 'the touch' with them since the rest of my buddies have always had mixed results with them, but if you read the terrain and get a feel for the range and burst timing (it's a regular frequency pulse, not number of bounces btw) then you can do some crazy trickshot stuff. One will take out an oppressor if you know how to wedge it up behind his arse for all 4 bursts ;)
Awesome, plasma bursters are pretty great once you get the hang of them.
It is impossible for a plasma burster to kill an oppressor on any difficulty level, regardless of how many bursts hit. Not only does the oppressor have almost twice the HP of the plasma burster's maximum damage, it is also 66% resistant to explosive damage. On Hazard 1, a plasma burster will deal about 36% of an oppressor's HP if all bursts hit, and on Hazard 5 it will deal about 13% of its HP if all bursts hit.
The drillers HE grenade is D tier. It's literally useless when compared to every other throwable in the game. It has a tiny radius, takes way too long to blow up, and dosent even have the decency to be good at destroying terrain like the description claims.
I feel like that is a fair statement it's hard to want to use the HE over the other two.
Love Cryo grenades but IFG for the win for me.
For Engi, plasma grenades. Proximity 2nd and then LURE. For you Greenbeards out there, know where to place the proximity mines. Give some space to fellow miners.
Awesome to hear Jeff!
This might be biased, but I think the Lure is A tier, maybe even S tier. It can grab a very large amount of bugs at once, and group them so close together that a single shot from the grenade launcher, the miner adjustments upgrade for the shotgun, or the breach cutter will kill everything, and the grenade is still standing. Also, yes, it attracts every type of robot in the game. I haven't used it against turrets but the patrol bots, shredders, caretaker noodles, and nemesis all go after it. Throw two at a nemesis and it'll grab both of them, rendering it unable to grab dwarves for a few seconds.
ngl me and my L.U.R.E. boise a pretty pissed right now lol. The lure can be amazing of you have a build that kills enemies as they even approach the lure, essentially creating an endless stream of bamboozled grunts. Lure + Turret gemini + Warthog turret whip + Breach cutter with lasting affects = MAJORR OOOOOF TIME. This tactic is most effective on Salvage operation, Escort duty, and maybe Egg hunt, where you can prepare and setup before the swarm appears. This is the tactic where I am also assured to have the most amount of kills by a long stretch. also HAPPY NEW YEAR :D
Yeah that is a fair point! Also Happy New Year!
Yes, i love the neurotoxin grenades, except when a driller with me insists it be destroyed with fire
Yeah that can turn out bad.
just putting this out there. I'm a scout that uses pheromones, and they can be used a lot. when you are getting swarmed by bugs, pheromones. when your buddy is knocked and is swarmed with bugs, pheromones (it makes for an easy revive). A HELL OF A BIG SWARM, pheromones. in my opinion I think you overlooked a lot of the potential the pheromone grenades can do.
They are good, the new crossbow bolts can be pretty good too.
2 axe can take near 90% health from frosen Apresor on h5, so ye, its very strong
The L.U.R.E. does work on robotic enemies. The Nemesis specifically I've seen grab them
Having watched ALL of your DR content, I would always feel like I disagreed with one or more of your choices, (like Explosive Rounds for the LOK-I until you updated xD) but this is exactly how I would place all of the grenades. I feel like GSG should try to balance them, perhaps just by buffing the effectiveness of the low nades, but as you stated - none of them are bog tier and some could become must picks if damage thresholds are met.
Yeah I was using the Explosive rounds trying to go for crowd control and it felt okay. Then I got a bunch of comments saying I should use it for single target use that sometimes has crowd control and it was awesome! Thanks for the comment Chaos!
cluster bombs are self killing material
i once threw it into a pack of (not bulk) detonators inside the tunnel i dug so i could get to my 3 dead teammates that probably fell down a big hole
i went boom
i found out the range of the clusters the hard way
lol, sorry that you found out that way.
I have used L.U.R.E. grenades successfully against the Nemesis robot, he will pick up the grenade/hologram which prevents him from picking up teamates.
plasma burster one of the strongest aoe nades (for dealing with dreads and opresson and if my breach cutter is reloading)
Yes that is true.
As an engi main, I have my own tier list for grenades. I think LURE is A, and plasma burster and prox mine are B tier. LURE really shines when: team is overwhelmed or down and you need to res everyone quick; need to set up a turret without getting eaten alive; defense points (allowing team and turret to have a reliable safe area to shoot at); swarmers (the AOE will kill them all); resupply; pulling small wave spawns off during a boss fight; mactera/spitter wave; vampirism power pickaxe.
as engi, you realize the breach cutter (plus return to sender) serves as a much better plasma burster get off me tool that doesnt do self damage and is more reliable.
Cool to hear Owen!
I absolutely love the LURE.
So useful.
Good to hear!
I would put cluster grenade to end or middle of B tier because its awsome for aoe especially if u go for minigun. But everything else seems legit for me.
That one is pretty fun.
Remote mines definitely is for S. Fantastic when the times hordes comes. And even works great to spike and keep running
They can be good, I have also seen a lot of dwarfs blow themselves up with the proxy mines.
Which hat Is the hat in the thumbnail? Looks so dope!
It is Gloomstalker. I think it is the level 80 mission.
@@ReapeeRon thank you very much!
Axes are my favorite, and i don't even play Driller. Just seing praetorian walking around with 3 axes stuck in his butt tickles my funny bone to no end.
Yeah they are really strong, and fun to use.
Plasma bursters have a 7m diameter? I wish it actually looked like that instead of a little bouncing spark. Will have to try it again.
Yeah it looks much smaller then it is.
Hope someone will make a mod that shows a true explosion VFX for the plasma grenade
HE above Lure and Cluster 💀 you're lucky if you can even get that thing to stay where you threw it
This might sound somewhat contradictory, but I think the gunners cluster grenade might simultaneously be one of the most versatile and unreliable grenades in the game.
Because depending on how and where you throw it it can either do decent damage to a remarkably large area, or it can do absolutely fantastic damage over a much smaller space.
I think where it really shines is in smaller tunnels or similar choke points, where enemies are closely grouped up and very easy to hit with all of the smaller grenades that spawn from it,at which point it also easily outperforms the sticky when it comes to raw single target damage.
Yeah I agree with that. It can be even more random with low gravity,
@@ReapeeRon Oh absolutely.
I'm kinda mixed on low gravity tbh.
Its fun, but I think it may be onz of rhe moqt dangerous modifiers you can get on a deep dive.
Because you will try to jump to your death on the following phase before realizing gravity is back.
@@TheSpeep I literally almost did that on my first deep dive, which was earlier today :P
Thankfully I am well aware how trash I am and took hover boots so I slapped c as soon as I noticed I was falling like a rock.
Thankfully the low gravity saved me from death after making the mistake of not realizing the ammo didn't refresh and I didn't bring enough nitra (after blowing it all on the previous stage 🙃) to refresh so I was bouncing away from the wild swarms with an ammoless driller.
Also the last stage was a haunted cave dreadnought mission, which was absolutely brutal and I won by the skin of my teeth after a very difficult hiveguard fight and a thankfully not too bad twins (both with bomb ghost on my ass).
Drg is fun
I always forget to use my grenades in a firefight because I'm to focused on shooting bugs
I do that sometimes too.
It be cool if grenades had SOME upgrades, not a ton like a primary or a secondary but some.
Yeah that would be interesting.
Gunners grenades are the most underwhelming to me
Cool!
Yes they are the worst
Not only is the HE grenade the least interesting, it fills a similar role to the c4, so it doesn’t really expand the drillers kit
That is true.
The only one I disagree with is the pheremone grenade. In my opinion, I find them even better than the cryo grenade. Sure, frozen enemies can't attack and take 3x damage, but pheremoned enemies basically create a mosh pit of enemies fighting themselves. And that's where it sets apart for me. It not only disables enemies from attacking you, it also kills them for you. Makes dealing with hordes much easier, and is Scouts best CC ability (which Scout lacks a lot of). Frozen grunts still need shooting. Pheremoned ones are dead.
Though, I mostly play Scout solo, so I feel like the use of that increases a ton then. If you're playing with a group, I see the cryo grenade being much better, as the CC abilities come from your teammates, and it's much better to help them kill things 3x faster than to have enemies fight amongst themselves.
Cluster bomb being low tier, I very much disagree with. Its the least friendly to use grenade, but if you can manage to bank it off walls or sloped surfaces, or know the detonation timing to get it to air burst over a big haz 5 horde, I find it can be very valuable as the aerial damage softens and stuns everything if it doesn't outright kill all the grunts in a horde.
Its a great way to save everyone's ammo when bugs are softened up and stunned with it and it deletes any swarmers or breeder jellyfish caught in the aoe. It just takes some learning and finesse with the grenade physics and timing to get the most out of.
I usually run cyo driller and tend to get close to enemies to melee them off. That said, I've been hit by the gunner's cluster grenades too many times... I don't trust those.
I can understand both of those points. Low gravity with the cluster grenade or a panicked gunner can be kind of scary for all involved.
So to summarize the video:
All grenades are good and have their uses so don't feel bad about your choice
Yes, well said.
I love the cluster grenade! Many times I drop a shield and just throw it straight up.
Cool!
I do find the fart nade is extremely underwhelming. Not only does the neurotoxin dps is extremely low (neurotoxin shines for AC and Bulldog since they both have the capability to inflict the debuff at long distances, which allows the DoT to tick and kill them before they reach you, especially for large caverns), the smoke reduces your visibility for yourself and your team (can prove fatal since the high priority targets are ranged mobs which are out of the radius of the smoke), and locks down on fire based damage for your whole team if any of your teammates is in the smoke (which tbh, with the large radius, most of the time). Compared to the Axes and HE nades, I will never recommend the fart nades. I would rate it as a D. D for disaster.
In addition, being able to use Axes to cover Driller's weakness for single target damage, and being able to instantly delete priority targets with nade cancel, there's absolutely no reason any driller should use any nade other than Axes.
Fair enough.
Hope they add new throwables for each class soon
I don't know if they will do that, but it would be fun.
Proximity Mines are still to high up in the tier list, imo. Even though they indeed are very good in situation where you can prepare to hold a possition, they are probably the worst for unannounced swarms because of they setup-time. They are also LEAST beginnerfriendly granades of all. I've seen people underestimate their friendly-fire potential a lot and therefor single handedly loosing a mission with the mines, by blowing up doretta during a heartstone extraction or the whole team during a salvage operation uplink. The fact that you can not remove them after they exploded a single time, makes this especialy bad. Once you friendly-fired with any other granade, you most like won't do it again right after. Proximity Mines however will blow you open a few more times at the same bad spot after the greenbeard noticed the first explosion hurt the whole team.
On top of all that the mines also won't get triggered by small enemys like swarmers. So if you have a pure swarmer wave you might as well have no granade at all.
This game is too much about experimentation to have definitive best options (Besides throwing axes, they have no competition and are easily in S on their own, good for every situation), grenades function better in different situations. I've written off grenades but after specializing builds for slowdown (neurotoxin became S), Crowd Suppression (LURE is S for EM Discharge or Fatboy), big game hunter ( IFGs crush dreadnaughts). But some grenades just do what they do (HE grenade, Sticky, Cluster, Fire Grenade, Proximity) then there are some that just are just difficult to use (Plasma Burster, pheromone canister).
Yeah, but this was fun to make!
Plasma burster is good when you don't wanna waste a grenade launcher shot to handle a horde of grunts simply turn around toss a plasma and keep moving and most of the horde will die
It's a easy to way to buy time when your low on ammo or need to reload
holograme grenade does attract robots, well at least the patrol bots
Good to know.
i hate the proxy nades from engi with a passion. They keep exploding in my face when my teammates use them.
Yeah I can understand that.
Atleast they dont hurt as much as getting hit by a cluster nade
Face it people are going to cry and say you should have placed something higher. Let's remember that play style and skill really play a large part in the throwables. I'm tired of getting caught up in the gunners cluster grenade but I've seen some throws that clear the entire field. I hated the plasma grenade but now it's my fave. Good list.
Thanks Judd and that is great that people will disagree with the list because it can start discussions and sometimes I learn new ways to try out weapons/tactics.
Now i only going to use everything on s tier as gunner
Cool!
Not sure I entirely agree on cluster grenade being so low. More often than not whenever I use it a single cluster is more than enough to take out nearly an entire swarm. Its definitely an A tier grenade for me.
Yeah, I wasn't really sure about that one and the Lure.
Gonna need to update this soon lmao
Yeah I want to try out the other ones when they come out.
Watching your video and I gotta say I’m enjoying your work, but I gotta point out in this video that you can’t compare one classes throwables to another classes throwables, you need to evaluate each throwable in relation to its classes loadout only, how good a grenade is in drillers loadout options is completely irrelevant for gunner or engineer or scouts. Each set can only be graded in relation to its self. Gunner can’t use drillers gear so saying this does more damage than that is irrelevant.
What should be looked at out of each class is what does the three choices offer to that class only. If damage is important to you, then out of the three what does the most damage, it shouldn’t take into account a option that it will not have access to.
Could you do any more ads?!
Probably. These are the ones that youtube added. I didn't add any of them. Just use Ad blocker.
@@ReapeeRon I apologize for the passive-aggressive tone of my previous comment.
I like the rankings you are doing but compared to other videos, there is a LOT of ads popping up for me in all of your vids. (~every 2-3 minutes). This is off putting for me, which is a shame. If you didn’t put them in, maybe have a look at what UA-cam is doing with your vids? Cheers!
Incendiary grenade is truely terrible. It just can kill anything other than swarm. A grenade that can't kill and provides zero control is useless.
Also toxic granade is horrible. It just block your line of sight so you can't see where the enemy is coming. And the damage and slow down effect are pathetic. It's more like protecting the enemies rather than hurting them. If you want to piss off your teammate, choose toxic grenade.
I think these two truely deserve D tier
Maybe, usually you are using those to soften up hordes away from objectives or to buff other combos like the Volatile Bullets or the Sludge Pump.
@@ReapeeRon problem is, you dont get sludge pump as gunner. And you can only have 4 grenade so it's not a reliable way to ignite the enemies. It's not justifiable to bring Volatile Bullets if grenade is your only way of ignition.
Do a shampoo comparison Tier List
Garnet Frutise FTW.
I threw a lure at a nemesis and It grabbed It.
I call 'em "Toss-outs"
Cool!
The gunners margarita (the bomblet nade) just requires more skill to use consistently. You can learn to control the bomblets radius and you can actually make it really tight to deal massive damage to praetorians or you can clear a pretty chunk of grunts with it.
I agree.
Time for another update
Yeah looks that way.
Axe and cryo grenades are a tier above the rest imo.
I use those two pretty often.
I honestly think the cluster grenade is S Tier. It saves you lots of ammo, has an excellent radius, and you can even take out big targets with it by tossing the grenade under their thorax so the clusters immediately explode on the weakpoint when it detonates
For me it is a CAN Situation. It can be amazing or kind of underwhelming, and it might not even be your fault as to how it explodes/bounces.
I use HE grenades over the axe
8 mins in did only 2 grenades
Yeah!
@@ReapeeRon was a good video tho👍🏻
In-cen-di-ar-y. Luvz u bb
Thanks!