4 frags 4 sticks?

You hear “Golden Triangle” a lot, but I don’t know if it really still exists. The grenades are too heavy but too rare. I think that 4 frags 4 sticks but classic style might work better.

Anyone else agree?

yep, i would like to have 4 grenades of each back

Yes. What a lot of people fail to realize is that grenades aren’t just weapons, they’re also deterrents that helped in map and weapon control. Some players term this kind of control as “nade spam” and claim it to be unfair. It’s not. If a route was being deterred with nades and they still decide to push they shouldn’t be surprised if they die, and if they do it’s wholeheartedly their fault. Look what happened with Reach, we got 1 frag starts in a lot of playlists because certain players simply couldn’t cope with the idea that they can’t push 24/7. The idea of 8 grenades can become very scary to such players, but ultimately it’s a good idea.

> Yes. What a lot of people fail to realize is that grenades aren’t just weapons, they’re also deterrents that helped in map and weapon control. Some players term this kind of control as “nade spam” and claim it to be unfair. It’s not. If a route was being deterred with nades and they still decide to push they shouldn’t be surprised if they die, and if they do it’s wholeheartedly their fault. Look what happened with Reach, we got 1 frag starts in a lot of playlists because certain players simply couldn’t cope with the idea that they can’t push 24/7. The idea of 8 grenades can become very scary to such players, but ultimately it’s a good idea.

To be fair, a number of the base maps like swordbase and powerhouse fail the “three routes” test that is normally at the core of Halo map design. If one of the routes was being denied, that shut down a significant amount of map movement, which made players feel like grenades were more of a problem rather than the map being fundamentally flawed.

Hopefully with a better roster of maps that follow the more core Halo philosophy, instead of being ripped from campaign, such an issue wouldn’t be as significant if at all.

People tend to spam even when they have 2 of each, giving them more sounds like “grenade fight” to me.

Its either 4 of each and nerf them, or 2 of each and make them be more effective and uncommon.

Well either way I don’t think you should ever spawn with 4 grenades. On the topic of grenades I personaly loved the fire bomb grenade and I hope they bring that back.

> Well either way I don’t think you should ever spawn with 4 grenades.

You’re probably right. As for the fire bombs… I don’t see the reason to bring them back.

nooooooo please no all you will be killed with is grenades trust me…maybe 4 and 4 in campaign but not in multiplayer…if everyone is fully loaded on grenades thats 32 grenades per team…all people will be doing is hucking grenades…your teammates will be hucking grenades and killing you when you are in close quarter combat…it will be chaos!
CHAOS I SAY…firrefight and campaign i odont care

> nooooooo please no all you will be killed with is grenades trust me…

Odd, because that never happened in Halo 1 or 2, and if you thought Reach’s nades were nukes you’d pass out seeing CE’s. We had four of 'em back then too.

> maybe 4 and 4 in campaign but not in multiplayer…

Why not for multiplayer? Please, let’s debate. Your first point doesn’t stand because both Halo 1 and 2 functioned beautifully with 8 nades.

> if everyone is fully loaded on grenades thats 32 grenades per team…

I’m glad you can do multiplication.

> all people will be doing is hucking grenades…your teammates will be hucking grenades and killing you when you are in close quarter combat…it will be chaos!
> CHAOS I SAY…firrefight and campaign i odont care

People don’t “huck” nades anyway? This doesn’t seem any more chaotic than 3 or Reach, oh, and I don’t see an excess of nade spam.

Being able to hold eight nades improves the game. How? In two ways. The first is that it adds another layer of strategy to the game by effectively allowing players to block pathways. Secondly, it deters campers. I shouldn’t need to explain this, but throwing four, eight or more nades into a room is a sign to get the hell out and don’t return, even a camper knows this.

> To be fair, a number of the base maps like swordbase and powerhouse fail the “three routes” test that is normally at the core of Halo map design. If one of the routes was being denied, that shut down a significant amount of map movement, which made players feel like grenades were more of a problem rather than the map being fundamentally flawed.

Fair enough, but when I made that comment I was thinking about the CEA playlists more than anything. In CE you spawned with four frags, and could carry an additional four plasmas, leaving a total of eight nades altogether. What did 343 do? They gave us one frag starts and limited our nade capacity to four, total. I mean, really? Base camping on Beaver Creek is a real pain in the -Yoink- now, especially in CTF.

> > nooooooo please no all you will be killed with is grenades trust me…
>
> Odd, because that never happened in Halo 1 or 2, and if you thought Reach’s nades were nukes you’d pass out seeing CE’s. We had four of 'em back then too.
>
>
>
> > maybe 4 and 4 in campaign but not in multiplayer…
>
> Why not for multiplayer? Please, let’s debate. Your first point doesn’t stand because both Halo 1 and 2 functioned beautifully with 8 nades.
>
>
>
> > if everyone is fully loaded on grenades thats 32 grenades per team…
>
> I’m glad you can do multiplication.
>
>
>
> > all people will be doing is hucking grenades…your teammates will be hucking grenades and killing you when you are in close quarter combat…it will be chaos!
> > CHAOS I SAY…firrefight and campaign i odont care
>
> People don’t “huck” nades anyway? This doesn’t seem any more chaotic than 3 or Reach, oh, and I don’t see an excess of nade spam.
>
> Being able to hold eight nades improves the game. How? In two ways. The first is that it adds another layer of strategy to the game by effectively allowing players to block pathways. Secondly, it deters campers. I shouldn’t need to explain this, but throwing four, eight or more nades into a room is a sign to get the hell out and don’t return, even a camper knows this.
>
>
>
> > To be fair, a number of the base maps like swordbase and powerhouse fail the “three routes” test that is normally at the core of Halo map design. If one of the routes was being denied, that shut down a significant amount of map movement, which made players feel like grenades were more of a problem rather than the map being fundamentally flawed.
>
> Fair enough, but when I made that comment I was thinking about the CEA playlists more than anything. In CE you spawned with four frags, and could carry an additional four plasmas, leaving a total of eight nades altogether. What did 343 do? They gave us one frag starts and limited our nade capacity to four, total. I mean, really? Base camping on Beaver Creek is a real pain in the -Yoink!- now, especially in CTF.

a) you cant say it never happened in halo 1 because there was no online multipayer
b) if you don’t think it happened in halo 2 then obviously you never played halo 2
c) do you think you’re clever trying to demean me with such a stupid and immature comment? cool bro very cool of you…i’d tell you what other math I can do but I don’t think its worth my time
d) if people don’t huck nades what do they do? bowl them? huck is a synonym for throw…yep i can do multiplication…
e) sitting there for 15 seconds throwing nades in succession is worse than camping
f) I don’t want to debate with you since you already showed me how mature you are
g) Get real, people are aloud to have other opinions than you champion…and you shouldn’t attack them when they do

> > Well either way I don’t think you should ever spawn with 4 grenades.
>
> You’re probably right. <mark>As for the fire bombs… I don’t see the reason to bring them back.</mark>

Heart explodes

Not everything about Halo is hyper competitive. Firebombs are for customs. Don’t take that way from me.

I am fine to have the maximums for each grenade type be 4, as long as we don’t spawn with 4.

> a) you cant say it never happened in halo 1 because there was no online multipayer
> b) if you don’t think it happened in halo 2 then obviously you never played halo 2
> c) do you think you’re clever trying to demean me with such a stupid and immature comment? cool bro very cool of you…i’d tell you what other math I can do but I don’t think its worth my time
> d) if people don’t huck nades what do they do? bowl them? huck is a synonym for throw…yep i can do multiplication…
> e) sitting there for 15 seconds throwing nades in succession is worse than camping
> f) I don’t want to debate with you since you already showed me how mature you are
> g) Get real, people are aloud to have other opinions than you champion…and you shouldn’t attack them when they do

I’m not saying nade spam didn’t happen in 1 or 2, I’m saying nade spam isn’t a problem in its current or past state. If you die by “nade spam” it’s entirely your fault for pushing when you should be backing up. Likewise, I’m not saying camping itself is bad, but with only a maximum of four grenades campers can be incredibly hard to dislodge, even more so in playlists with one frag spawns.

Allowing players to carry eight nades allowed for a faster flow in gameplay, because idling or camping was deterred with the threat of four, eight or more nades being thrown at you; it forced people to move more. Is this a bad thing? I don’t think so. And on top of that there’s an added layer of strategy with the ability to temporarily block off routes. CE and Halo 2 required more individual skill and strategy than 3 or Reach, very few will debate this. There’s more pros for allowing players a max of eight nades then there is to not.

I’m not saying you can’t have your own opinion, I’m simply debating the issue. But all you want to do is state your opinion and run off. That’s fine, but don’t expect me to think much of it if you don’t even try to back it up when challenged.

2 frags, 1 stickie

Iv’e heard that they’re bringing the four different grenade slots from H3 back, but they may be different kinds of grenades. Would 4 of each still be fine to the players if there are four different kinds of grenades? (would equal 16 grenades) or is 2-3 of each plenty? Just wondering. I think 2 of each would be fine in this scenario, but then again I could be wrong.

What about fire grenades?

> What about fire grenades?

what about them?

> > a) you cant say it never happened in halo 1 because there was no online multipayer
> > b) if you don’t think it happened in halo 2 then obviously you never played halo 2
> > c) do you think you’re clever trying to demean me with such a stupid and immature comment? cool bro very cool of you…i’d tell you what other math I can do but I don’t think its worth my time
> > d) if people don’t huck nades what do they do? bowl them? huck is a synonym for throw…yep i can do multiplication…
> > e) sitting there for 15 seconds throwing nades in succession is worse than camping
> > f) I don’t want to debate with you since you already showed me how mature you are
> > g) Get real, people are aloud to have other opinions than you champion…and you shouldn’t attack them when they do
>
> I’m not saying nade spam didn’t happen in 1 or 2, I’m saying nade spam isn’t a problem in its current or past state. If you die by “nade spam” it’s entirely your fault for pushing when you should be backing up. Likewise, I’m not saying camping itself is bad, but with only a maximum of four grenades campers can be incredibly hard to dislodge, even more so in playlists with one frag spawns.
>
> Allowing players to carry eight nades allowed for a faster flow in gameplay, because idling or camping was deterred with the threat of four, eight or more nades being thrown at you; it forced people to move more. Is this a bad thing? I don’t think so. And on top of that there’s an added layer of strategy with the ability to temporarily block off routes. CE and Halo 2 required more individual skill and strategy than 3 or Reach, very few will debate this. There’s more pros for allowing players a max of eight nades then there is to not.
>
>
> i know what you are trying to say, but what about all the kids who don’t know how to play and all they do is huck nades wherever they can…especially when you are running towards an opponent attempting to beat them down or shoot them with a shotgun etc. you almost always have two friendly nades chasing you into the battle. this is the biggest thing that turns me off of nades. I agree with map control and I agree that it is a fantastic method to control a map, yet a lot of players don’t know how to play and whip nades around just because they can…would you care to settle on 3 and 3??
> i also didn’t mind the two frags, two stickies, and two spike grenades that halo 3 had going on.
> more than likely there will be new types of grenades in halo 4 so im excited to see what is coming.
>
> I’m not saying you can’t have your own opinion, I’m simply debating the issue. But all you want to do is state your opinion and run off. That’s fine, but don’t expect me to think much of it if you don’t even try to back it up when challenged.

oops ^ my paragraph is included in there

If grenades have reduced range and damage. Yes

Otherwise, Please dear God no.