Pulse Grenade Mechanics??

Are these just terrible or do I not understand their mechanics? Getting a double kill with these is ridiculous… its just pure luck more or less, trying to come across the right opportunity at this point.

Free for All is you’re best bet. It’s not a guarantee though. You’re right in saying that it’s all about being in the right place at the right time.

I would agree, Debo. I’ve attempted a few times to use pulse 'nades in War Games but they are just impractical, in my opinion.

It seems they show their blast radius upon throwing one, making it almost impossible for a sensible enemy to step near the orange orb it lets off.

I don’t get how anyone can use them effectively in War Games and anyone who has had success with them previously; please let us know.

  • Alteru3

Grenadier + KoTH

It does minor damage on initial impact I figure you need to land it between 2 opponents going for a melee finish, FFA naturally, been screwing with my loadouts since I mastered carbine, haven’t had time to figure out the double kill yet but that’s the usual method I use to snag kills with them: unshielded opponents

When someone’s shields are down the initial opening of the nade instant kills. The second pulse if shields are down kill as well.

It’s best used as an area of denial tool. So it works wonders in KoTH to deter people from entering the hill, as well as great for choke points.

> So it works wonders in KoTH to deter people from entering the hill, as well as great for choke points.

Except you can run through them and take minimal damage.

I keep hearing people talk about area denial, but it doesn’t work in practice. Almost all players understand how weak they are, and just sprint through their radius.

Yeah that is what I do not get, do they do the most damage upon initial impact or after it has been a glowing ball for a few seconds and then kind of explodes as it disappears?

How is at all balanced with the other nades?

I also do not understand why you only spawn with one without the perk. Since they are so under powered, you think it would be at least the same as the frag and plasma if not more.

Throw them up one of the lifts on Skyline when people are fighting on top-mid. Also, it doesn’t have to be one Pulse grenade. As long as you get a double kill and each kill was with a Pulse grenade it will count.

> Throw them up one of the lifts on Skyline when people are fighting on top-mid. Also, it doesn’t have to be one Pulse grenade. As long as you get a double kill and each kill was with a Pulse grenade it will count.

Do you have the achievement and can confirm that? The achievement specifically reads get a double kill with ONE pulse grenade.

I’m working on the pulse grenade master commendation now. It is nuanced. Best way to get kills with it is in team action or after you soften them up with a weapon and need to duck for cover.

Pulse nade + extraction point.

If they already started extracting… They often stay in the radius hoping to extract the target… They always die.

Pulse nade is also more effective with a three round burst weapon. If your nade even does minor damage, you three round burst will be even more effective.

If you can, try throwing them mere inches behind you targe ( if they are facing you) the will often back themselves into it.

I was lucky -Yoink- to get that achievement after playing about 3 matches in KotH. You can’t imagine the cheers :smiley:

I have started using these grenades and I like them. They are hard to use but they are useful if you know how to use them. But I still agree, they should have a buff. First Contact damage is ok, so is final blow. But that overtime damage is too low. They should increase that. And biggest concern is that why in the heck we can have only 1 pulse grenade (2 grenades with grenadier) in our loadout while you can have 2 (3) plasmas?

> I was lucky -Yoink!- to get that achievement after playing about 3 matches in KotH. You can’t imagine the cheers :smiley:
>
> I have started using these grenades and I like them. They are hard to use but they are useful if you know how to use them. But I still agree, they should have a buff. First Contact damage is ok, so is final blow. But that overtime damage is too low. They should increase that. And biggest concern is that why in the heck we can have only 1 pulse grenade (2 grenades with grenadier) in our loadout while you can have 2 (3) plasmas?

Having one is almost a free kill every time. Like a long range mini melee. The nade instantly pops open… If you start shooting too is the easiest kill…

Only having isn’t really a problem if you use resupply because everybody will be using frags and stickies… If you don’t throw your first pulse and kill 2 enemies… Gee… You might find yourself holding 2 frags, 2 stickies and a pulse! 5 total nades you could spam! And check this… After you throw the stickies and frags… The enemy might make the mistake of thinking you are out of poke balls! You both charge and you are all “pulse ball, go!” Then 2 BR burst later… Enemy dead… Pulse nade is super effective

I haven’t tried this achievement yet, but I think a good spot to throw them would be the center tower on skyline. People love to fight for that spot, and you can shoot in from the sides. If you hit two people even once and throw 2 pulses in that right spot, they might die.

Luckily I got this last night in FFA, just a random lucky nade. I now have 1500/1500 what what…

What you have to understand about pulse grenades is that most of your lethal damage comes from the initial burst and the end burst. Both will kill low shielded opponents and they have a pretty good range.

You basically get two stationary frags in one grenade and the damage does not drop off very much from the center if at all. So if you catch a leg or a shoulder in one of the detonations they are done.

Run grenadier as the double kill does not have to from one grenade, they just have to be from pulse grenades.

Its not that hard to get kill with them once you get used to them. I’ve gotten overkill extermination with 3 of the four kills coming from the pulse grenades(one of them being a two for one).

You just have to give them a chance.

Grenadier, IMHO, is useless even with the Pulse Grenade. I’d much rather take Resupply knowing I can get more grenades down the line. Instead of just +1 to my grenades, and I CAN’T pick grenades up. Lol.

My plan? Pro Vision+Resupply+Explosives.

NOBODY has even thought of using Explosives with the Pulse Grenade, only Frag/Plasma. (unless I’m wrong somehow, and Pulse doesn’t work with it?)

But I believe it can be done. Just use PV to see ppl coming, fight them until you take their shields down. Then toss a PG at em… seems simple enough.

I mastered the Pulse grenade. All I did was melee someone and throw the grenade. With no shields it immediately kills you.