





Grenades
Grenades give you many opportunities to disrupt enemies, throw them around, or kill them outright. This category also offers Proximity Mines, giving you even more dirty tricks to draw upon
HER MAJESTY’S SECRET SERVICE |
MINISTRY OF INTELLIGENCE |
SECTION 6 |
PROXIMITY MINE
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| Proximity Mines are one of | |
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| the deadliest choices in your | |
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| “grenade” repertoire. You | |
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| lose the ability to deploy the | |
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| weapons on the fly. Instead, | |
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| you must anticipate enemy | |
RANGE: | THROWING DISTANCE | ||
activity and deploy the | |||
COST: | 800 | ||
weapons ahead of time. That |
isn’t as hard as it sounds. People are somewhat predictable creatures, especially on maps where the goals are quite clear.
Approaches to major weapon locations, chokepoints, and corners are all ideal for Proximity Mine deployment. Some players will take Explosive Awareness, which is critical to helping a team avoid these traps.
If you’re going to use Proximity Mines, consider going all out. Take the Prox Mines gadget and Explosives Expert. Combined, these make for a cruel demolitionist.
FLASH GRENADE
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| Flash Grenades are free. | |
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| Everybody starts with them, | |
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| and they’re still rather | |
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| useful. People lose their | |
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| sight for a few moments after | |
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| the explosion, and that gives | |
RANGE: | THROWING DISTANCE | ||
you time to find new cover, | |||
COST: | FREE | ||
rush in for a takedown, or |
escape entirely. Most human players are smart enough to seek full cover as soon as a Flash Grenade detonates, even if it hits them. Thus, you won’t get too many free kills without additional work. Targets will hide and wait for the effect to wear off before they show themselves.
Use your time wisely. Don’t remain in the same spot doing the same thing as when the grenade blew up. Sow confusion as quickly as you can to gain the greatest advantage.
FRAG GRENADE
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| Fragmentation Grenades are | |
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| quite common in the single- | |
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| player part of the game. You | |
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| should be quite comfortable | |
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| with them before long. | |
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| These devices explode and | |
RANGE: | THROWING DISTANCE | ||
deliver a fair bit of damage | |||
COST: | 500 | ||
to people standing close to |
them. Those farther out aren’t likely to get killed, but they’ll still take some damage.
One perk beyond this damage is that people are blown out of their cover briefly. Pick off the wounded targets as quickly as possible. They aren’t dumb enough to stay in the open for long!
SMOKE GRENADE
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| These are the least lethal | |
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| type of grenade. They’re | |
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| useful for sneaky characters | |
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| and takedown specialists. | |
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| It’s harder for both sides | |
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| of a fight to fire effectively | |
RANGE: | THROWING DISTANCE | ||
through the smoke. Thus, | |||
COST: | 300 | ||
people who are moving |
instead of fighting get the most benefit. Charge through open areas after deploying smoke, or use the time to close the gap with
TEAR GRENADE
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| Tear Grenades are more | |
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| disruptive than Smoke | |
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| Grenades, but they don’t | |
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| cover as wide an area. | |
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| Instead of giving the | |
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| thrower cover, consider | |
RANGE: | THROWING DISTANCE | ||
them a means to take away | |||
COST: | 300 | ||
opportunities from a single |
target or small group. Instead of trying takedowns, you would normally pair Tear Grenades with a
CONCUSSION GRENADE
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| In many ways, Concussion | |
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| Grenades are easier to use | |
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| than even Frag Grenades. | |
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| These weapons disable | |
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| targets so badly that they | |
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| can’t retake cover or defend | |
RANGE: | THROWING DISTANCE | ||
themselves for a short time. | |||
COST: | 500 | ||
Good short- or medium- |
range attackers can score kills quite easily by throwing Concussion Grenades and preying on anyone who can’t get out of the way.
Remember to hold onto the grenades until late in the throw. You want the device to detonate almost as soon as it lands.
INTRO | 001 | |
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BASIC TRAINING | 002 | |
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| EQUIPMENT | 003 |
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WALKTHROUGH | 004 | |
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MULTIPLAYER | 005 | |
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SECRETS | 006 | |
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INTERVIEWS | 007 | |
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17 |
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