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==Tactics== * Reserve ammunition for large groups or stronger specimens. When firing at long range, remember to compensate for the arc of the grenade's trajectory. If enemies are too close, aim for a wall, ceiling or floor behind them. This will put them in the splash damage and keep you out, and prevent you from wasting the shell with an impact that does not detonate it. For most situations, it can be beneficial to carry a another weapon, such as a [[MK23]] or [[Lever-action rifle]], so that you have an effective short range weapon, for close encounters and tight corners. Providing you have enough team-mates to provide you adequate cover, the M79 can also be carried to provide a backup supply of projectile grenades. * The M32 is very effective against the [[Fleshpound]], able to exterminate one with a single drum on any difficulty level. However, this can expend a great deal of ammunition in later waves, making a backup weapon highly valuable. Easiest way to dispatch a Fleshpound by using M32 to is doing a stacking grenade combination then setting them off with M32 blasts, which can vary from player to player. General profound way is not wasting more than two hand grenades against one Fleshpound unless it's really urgent and you need to spare grenade shots from the chamber for an incoming second engage. * Avoid using the M32 against the [[Scrake]]; because it has a high amount of health, easy to anger, does not have a weakness against explosives and a fast runner that covers great distances once enraged. Especially avoid using handgrenades or any kind of nuke on a calm Scrake, else your reload time will be lengthy and painful at the same time; with the retaliation of Scrake. Demolition Expert only should focus fire Scrake with the help of team in case of an enrage, hand grenades should generally be saved for other specimens. The explosion will also wake the Scrake from it's stun when engaged by Berserker or Sharpshooter in most of the cases. This, combined with the smoke, can hinder other players to deal with the Scrake. When M32 used right and dealt a good heavy-flinch as the enraging hit, it can put Scrake in a comatose like slow-rage state where Scrake looks like it's enraging but running deliberately slow. Slow-rage will require practice and Scrake's full attention to pull perfectly in a moment of desperation. Otherwise it shouldn't be attempted. *Due to the large splash damage caused by the explosions and self-damage, the M32 is hazardous to the player at short to medium range. Due to a safety feature of the grenades, however, it can be fired at point-blank range, killing weaker foes by sheer force of the grenade. Regardless, it is less practical than hitting groups at longer ranges, and against stronger specimens, the blunt impact is less than ideal, but may be necessary. As with any explosive, anyone or anything that takes damage but lives through the explosion will burn with a small fire for a few seconds. This deals no damage, but can be useful for tracking invisible specimens, such as the [[Patriarch]] and [[Stalker]]s, without relying on a Commando. * Altough blunt shots do less damage and no splash, unlike explosions blunt shots can deal damage to the head of specimen. This can sometimes be more desirable since one headshot is enough to decapitate a Siren or Husk as a level 6 Demo under any circumstance. Blunt projectiles are powerful enough to decapitate a 6p HoE setup Scrake in 5 headshots and Fleshpound in 7 headshots. * A [[Siren]]'s scream can occasionally neutralize grenades in midair, and a [[Husk]]'s projectile splash prematurely detonates them. However, M32 projectiles are capable of piercing through Siren's scream and allow Demolition to finish a Fleshpound as long as he/she has a clear sight for him. *With a sufficiently high level of [[Commando]], the M32 is one of the best off-perk weapons, in part because of the faster reload speed (up to 35%). While a Commando cannot output as much damage over time as a Demolitions, he can be much more effective against larger specimens, especially the Fleshpound, which assault rifles are weak against.
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