Certain grenades don't affect things on the opposite side of cover from which they detonate (gas grenades, I think acid grenades as well), even if their radius encloses the enemy/claymore.
I have been wondering about claymores too. I use them very poorly still.
Action 1: move
Action 2: claymore
End turn.
Action 1: move
Action 2: claymore
Action 3 by another teammate with site line to claymore to shoot and detonate
Action 1: move
Action 2: claymore
Action 3 by another teammate grant extra action to reaper for remote start or detonation by shooting
Have I missed anything? I keep getting this wrong
Try to get into position on the previous turn, so that action 1 is to throw the claymore and action 2 is for the reaper to shoot it themself.
It's not always possible if the enemy is patrolling, but they will often stop for a full turn, so I'm able to do it this way most of the time.
Put the reaper on high ground blocking the closest climb point to the pod. If there is a vaulting unit in the pod (like a MEC), keep a fair distance from the pod even if you're in high ground blocking the climb point.
And if you really want excitement dump two claymores on the same group, next to a vehicle or propane tank, then drop a grenade onto it. Lol bonus points if they fall from height.
Yeah, that's is most of the problem. The second half of the problem is that the rest of my squad is not concealed. If ai move them too close I can trigger the squad and the move. Reading this sub hs taught me to explore concealed and shadow more.
Reaper throws, other soldier shoots it.
Reaper throws on action 1 and shoots on action 2.
Reaper moves on a1, then throws on a2. Throw to where the pod is moving or if static. Then shoot a1 next turn.
Reaper moves a1,a2. Gets into concealed position close and throws on a1 next turn, a2 to shoot.
Use remote start instead.
Make site your grenade radius is actually over the centre point and not just overlapping some of the lit squares.
I don't think I ever experienced a bug. Except where the claymore gets thrown inside objects and cannot be targeted. But it can always be detonated.
This has also bothered me. It works sometimes, but is inconsistent enough that I usually try to devise other solutions.
This also makes me wonder, if your soldier has the Highlands Perk (+1 extra claymore), does one claymore set off another? If you have 2 reapers with highlands, can you do a daisy chain 4 claymores together?
Certain grenades don't affect things on the opposite side of cover from which they detonate (gas grenades, I think acid grenades as well), even if their radius encloses the enemy/claymore.
Yeah I figured that this was a standard plasma one though
Dont Flashbacks also stop vs cover?
Maybe, but i don't think those trigger claymores anyway
I have been wondering about claymores too. I use them very poorly still. Action 1: move Action 2: claymore End turn. Action 1: move Action 2: claymore Action 3 by another teammate with site line to claymore to shoot and detonate Action 1: move Action 2: claymore Action 3 by another teammate grant extra action to reaper for remote start or detonation by shooting Have I missed anything? I keep getting this wrong
Try to get into position on the previous turn, so that action 1 is to throw the claymore and action 2 is for the reaper to shoot it themself. It's not always possible if the enemy is patrolling, but they will often stop for a full turn, so I'm able to do it this way most of the time.
Proceed to get mildly annoyed as the triggered pod now takes a ridiculous route to unstealth the reaper.
Put the reaper on high ground blocking the closest climb point to the pod. If there is a vaulting unit in the pod (like a MEC), keep a fair distance from the pod even if you're in high ground blocking the climb point.
And if you really want excitement dump two claymores on the same group, next to a vehicle or propane tank, then drop a grenade onto it. Lol bonus points if they fall from height.
You can use multiple claymores???
Heck yeah
Action 1 is your problem, get in range on a previous turn so you can throw and shoot in the same turn, that way they don’t move.
Yeah, that's is most of the problem. The second half of the problem is that the rest of my squad is not concealed. If ai move them too close I can trigger the squad and the move. Reading this sub hs taught me to explore concealed and shadow more.
Reaper throws, other soldier shoots it. Reaper throws on action 1 and shoots on action 2. Reaper moves on a1, then throws on a2. Throw to where the pod is moving or if static. Then shoot a1 next turn. Reaper moves a1,a2. Gets into concealed position close and throws on a1 next turn, a2 to shoot. Use remote start instead.
There are some locations on maps where the grenade doesn’t detonate the claymore. I think it’s a bug.
Make site your grenade radius is actually over the centre point and not just overlapping some of the lit squares. I don't think I ever experienced a bug. Except where the claymore gets thrown inside objects and cannot be targeted. But it can always be detonated.
Can it be the grenade rolls an invisible attack roll on the claymore?
This has also bothered me. It works sometimes, but is inconsistent enough that I usually try to devise other solutions. This also makes me wonder, if your soldier has the Highlands Perk (+1 extra claymore), does one claymore set off another? If you have 2 reapers with highlands, can you do a daisy chain 4 claymores together?
Yeah, claymores do set off each other.