Talk:Grenade (Frag)

Fuck I think I broke it...
Okay I whent to fix the picture of the frag grenade that was like 800px wide, but because I don't know exactly what I'm doing I kinda F'd it up, would someone work on the display picture, so it isn't massive or fucking up the template.Aryeonos 04:06, October 29, 2009 (UTC)

Ash random's words of wisdom
Well, I've pretty much written the entire fallout 3 strategy portion, even snuck in a shoutout to rambo, some parts might need grammatical help, thanks guys ;) --AshRandom 13:28, 13 December 2008 (UTC)

I've noticed weird damage when it comes to Frag Grenades. When doing some damage testing on Moira's mercenary in Megaton, I used a Flamer with 145 damage and a Frag with 150 damage in VATS. The Flamer didn't come close to killing him while the Frag killed both of them instantly. It makes sense considering Flamer ammo is only 1 cap while a single Frag is something like 25 caps.Galcoe 18:34, 16 December 2008 (UTC)


 * I think its because frag grenades are armor piercing. --AshRandom 19:10, 16 December 2008 (UTC)
 * For that matter, Fallout 3 seems to have a number of unmentioned armor-piercing weapons. I don't know if you've noticed, but, all sneak attacks from [HIDDEN] seem to be armor-piercing. And I'm sure the sniper rifle is armor-piercing. You can really see it on the sniper rifle (40dmg) against Talon Company mercs, a single headshot (non-critical) does kill damage on normal difficulty (Xbox). Using lincoln's repeater (50dmg) consistently does about 60% dmg to a Talon Company Merc's head, so, here we have a weapon that has +10 dmg, but its doing way less dmg to well armored targets. Unless the in-game reported damage system is utterly broken, which I know isn't the case, because you can see big damage on un-armored targets.--AshRandom 19:10, 16 December 2008 (UTC)
 * This is why I also wonder about Power Armor, if they have different hidden values or not. Otherwise, all but the Tesla and T-51b are about the same. --DarkJeff 19:15, 16 December 2008 (UTC)
 * I just wish I could tell what was going on. I mean, suppose the Sniper Rifle just has hidden bonus dmg to humanoids, it would make sense, it is a "sniper rifle" after all. And maybe that's why the lincoln is better against Giant Radscorpions and Super Mutants... Its either that or the sniper rifle really is armor piercing and the above listed creatures don't have ANY damage resistance what-so-ever, they really just have massive hitpoints so it becomes a 40vs50 situation and its suddenly doing less damage. I mean, do we even know if stuff has high armor or high hitpoints? Obviously enclave soldiers have high armor, but, what about all the monsters? --AshRandom 19:24, 16 December 2008 (UTC)

Thanks, Ash. This has got to be one of the best articles I've seen here yet; informative and entertaining. --97.81.77.13 00:46, 3 January 2009 (UTC)


 * Heh, thanks, I try --AshRandom 12:10, 3 January 2009 (UTC)

The deathclaw "fly through the air" bug.
Had it happen to me on the PC today with a giant radscorpion at the anchorage memorial.
 * Okay so we've got deathclaws, behemoths and giant radscorpions on the "Rocket-Boots" bug list.[[Image:Ash_Nuke.jpg]] AshRandom (Talk) 03:32, 26 January 2009 (UTC)

Broken Grenades in Fallout 3
A clarification of whether it takes multiple broken grenades to repair each other to full condition, or one repair maximizing the grenade condition, would be nice. Also, I'd like to point out that a grenade with its condition reduced to nothing can still be used to kill; reverse-pickpocketing it into an NPC's inventory is as lethal as with a grenade in good repair (tested and confirmed in PS3 version). --Weenog 11:16, 2 February 2009 (UTC)

Cooking Grenades
Is it possible to cook grenades in Fallout 3? The article just yammers on about what the Marines think about cooking grenades, bu doesn't discuss if you can do it in the game. Darkman 4 07:25, 2 April 2009 (UTC)
 * Not directly. A grenade thrown outside of VATS can't be cooked at all.  A grenade thrown in VATS that scores a direct hit will explode immediately as if it had been cooked perfectly. --Weenog 23:26, 2 April 2009 (UTC)
 * That's what I thought. Darkman 4 04:22, 3 April 2009 (UTC)

Are You John Rambo?
A sapper, a demolitions expert. If you take all three ranks for a combined 60% dmg bonus and max out your explosives skill, frag grenades become more than just firecrackers. You'll be able to kill nearly everything with a single grenade. Simple frags become super mutant kryptonite exploding in a ten foot radius for 162 damage! That's enough to outright kill regular super mutants, sometimes in groups of two or three, like when they're grouped behind sandbags. The wasteland's toughest enemies, deathclaws, super mutant brutes and masters end up gimped (multiple crippled limbs) after one blast, so you can easily finish them off with small arms fire. Crouching and questing for the wired reflexes perk are the only known ways to increase VATS grenade range as gunslinger and commando perk benefits don't seem to apply. Tap Outcast leader Casdin for the The Outcast Collection Agent side quest if you're going to be a pull-the-pin-with-your-teeth styled Rambo character, you can buy cheap, nearly broken energy weapons and power armors, then trade them in for tons of grenades at a significantly reduced cost.

Defensive Strategies

 * You'll know a grenade has been thrown at you when you see a red circle with a pointer appear at the center of the screen. Your best bet is to run quickly away to get clear of the blast radius.  Ducking behind cover isn't always reliable as the grenade can roll past your cover and detonate right next to you.


 * If you see an enemy with a grenade in their hand you can target the grenade in VATS just like any other weapon. If you hit the grenade it will detonate and damage whoever was holding it. Even if the grenade isn't in the enemy's hand, like if you sneak up on an opponent with grenades holstered, you can still target and shoot them while on the belt. Sadly, you do not receive experience for these types of sinister trick-shots.


 * shooting grenades in an enemy's hand seems to have an unusually high success rate. multiple times on the X360 version, players have shot at various grenades-in-hand with only about 15-20% chance to hit & been incredibly successful.


 * Grenades may also be shot while mid-air as VATS recognizes them as a separate targets. This is extremely useful to protect friendlies who may be easily injured or killed otherwise.(this was removed later in a patch although I don't know why or which one)

Offensive Strategies

 * Frag Grenades in Fallout 3, despite their pineapple textured artwork, and what their name implies (frag as in fragmentation) don't actually send out any shrapnel. Instead they behave exactly like concussion grenades, anti-personnel devices designed to cause damage with explosive power alone. Therefore they are especially effective in enclosed areas or close-range combat because of their minimized friendly fire risk (no shrapnel spray coming back at you).


 * They work at closer ranges than you might think, with an in game blast radius of about 10 feet you can safely bomb enemies as close as 11 feet away! Plasma and nuka grenades have almost double the blast radius, beware.


 * Fallout 3 frags have a small blast radius so anything you can do to get the enemy bunched together by leading them to doors, hallways, stairwells or other pinch points will increase their effectiveness. Just remember to be wary about trying to throw upwards. It is easier to roll a grenade down a staircase than it is to toss one up.


 * Grenades have a random chance to knock down opponents, and flip radscorpions upside down. The player can then switch to a firearm and hose down the helpless target.


 * The distance the grenade is thrown depends on how long you hold the trigger. Don't just tap it unless you want it relatively close to you. Grenades cannot detonate in your hand, the player does not have the option of cooking a grenade in real-time (VATS only). When holding down the trigger on a grenade, the player is winding up for a long throw with the pin-out, and the safety lever held down.


 * Explosions from grenades that land and roll typically result in single or double critical limb damage to the legs as the explosion comes from the ground up. Instant detonations are usually mid-air upper body impacts and typically cripple the head and arms.


 * Grenades have a low (24 AP) action point cost for the damage (162max) they do, but throwing them outside of VATS then following up in VATS with aimed-shots at their crippled limbs is an effective alternative against groups or big "nasties". Note: crippled limbs take double damage, and most headshots are double damage by default; making it possible to achieve an (x4 dmg) attack.


 * Using a frag grenade on any enemy that can be frenzied (such as robots, or giant ants) has a relatively high chance of triggering it. Fire ants are especially susceptible to causing riots among themselves, as they have a ranged attack.


 * "Dynamite fishing" is a term for using explosives to net fish; when deployed underwater explosives create a deadly underwater pressure wave. Known as depth charges to the military, the effect works with the Fallout 3 physics engine. Grenades are already an especially excellent tactic against Mirelurks, either killing or crippling the creatures instantly, they also have a hidden in-game bonus. It's almost impossible to miss! When grenades hit the water they get trapped a few feet under the surface right next to their intended victims. There's also a very satisfying water plume styled explosion!


 * Since the player takes only a fraction of normal damage while in VATS mode, all kinds of grenades can be freely thrown at point blank range with little risk to the player's health. However, keep in mind that party members receive no such benefit!


 * If you're the 'stealthy' type, you can always slip a live grenade. into an unsuspecting victim's pocket. Be extra careful though; if the victim spots you they will disarm the frag, if you can get one in, then run your legs outta' there since it will create a point blank explosion.

Instant Detonations

 * During a VATS shot, the player does not have the option to aim at specific body parts. However, the player does gain the following ability: Grenades are judged to be perfectly "cooked" and will detonate instantly if you hit the target (actually connect with it). Additionally some throws that hit the ground may still detonate instantly if the grenade rolls into and touches the target. To this extent, opponents with larger bases tend to draw more instant detonations, for instance robots like the Robobrain with its large double set of tracks. On the other extreme, the floating Mister Gutsy will never cause a roll-in detonation.


 * Take note: Outside of VATS contact is meaningless, a lobbed grenade may bounce off a target as grenades explode on a timer, they are not equipped with a proximity fuse.


 * As expected with the touch-detonation system: bigger monsters and closer ranged targets end in instant detonations more frequently than smaller creatures and longer ranged targets.


 * Fast moving targets (runners) seem be better tracked by VATS and that draws a lot of instant detonations too.


 * It should be noted that even on a 95% calculated VATS shot long-range throws rarely touch the target, however they usually land quite near, exploding a split-second later, often still doing full damage (except, as pointed out before, in steep terrain like a balcony, fire escape, cliff, or rooftop).

--Kingclyde 00:10, 11 June 2009 (UTC)
 * After maxing out explosives skill, grenade range can be extended quite a bit if you take advantage of the grenade's tendency to roll. Long range VATS shots of 65-75% will almost perfectly roll-in and detonate right at an opponent's feet. The experience is different if you haven't maxed your skills because your percentage sweet-spot won't be at the same distance as the grenade's arc.


 * I've since used a fair amount of this information and transplanted it into all FO3 grenade articles under a 'tactics and strategies' section. I can understand removing this rather verbose and somewhat irrelevant and unwiki-like mass of information off of the Grenade page, but does my stripped-down version have a place on such articles? Radithor 18:35, 11 July 2009 (UTC)

Frag Grenade as opposed to Grenade (Frag)/(Fragmentation)
Other comparble grenade pages (Pulse and Plasma) are named with the latter convention, but only this with the former. Is there a reason for this, or is it a simple oversight? I have changed the infobox title to conform to the prevailing convention, but I am hesitant about moving the whole page. Radithor 19:03, 11 July 2009 (UTC)

Should be fine to move as long as you set up a redirect. But I'm no authority on things, so.. Dhakkel 13:59, September 30, 2009 (UTC)

No Damage
I've thrown quite a few grenades in VATS that will give me a 95% chance to hit a target, but when they explode they do 0 damage. It happens often enough that I'm surprised its not in the article, anyone else have these problems? Its really annoying when you don't get a sneak crit bonus from a nade because of a bug. 68.205.81.87 22:29, 11 August 2009 (UTC)

I've had this happen twice on the chinese remnants in momma dolce's, and once with one of those pot-bellied retards in point lookout 203.164.48.96 12:48, September 30, 2009 (UTC)

DMG/AP ignores Demo Expert perk
According to the wiki, the DMG/AP of the grenade is 4.21, but with Demo Expert that becomes 6.75, so shouldn't that be included somewhere, similar to how the DMG/AP with pyromaniac is calculated? 68.192.9.90 01:40, October 2, 2009 (UTC)

Frag grenade bug?
Whilst in VATS on fallout 3, i noticed that the thrown grenade model had exactly the same model as the in world grenade (as if you'd dropped it from inventory).

Now you would have to have pulled the pin from a grenade to make it detonate, did the devs not realise this?--DreadZer0 19:37, December 8, 2009 (UTC)

fallout 3 frag grenade
hey guys, got a simple and stupid question. i found 1 frag grenade in fallout 3 that has only half its condition. its damage is worth 73 as opposed to a fully conditioned grenade which has 88. i just found it strange, i found so many, i started to store them in my locker at megatown. i have a 155 frag grenades and this one gets sorted all by its self. anybody got any idea why. if you know, please e-mail me at cardow_sux@yahoo.com

thanks

deuce

Point Lookout Glitch
Right, I read the page about Swampfolk, and found the part about the grenades respawning on 360 only. So a bit later I went to Point Lookout, hunting for some Swampfolk. Every time I've went to the Ritual Site, 1 random Swampfolk spawns Grenades! (One about every 20 seconds) Could someone confirm this? (I'm on PS3)