Anyone think grenades should be powered down a bit?

Halo: Reach grenades and Halo 3 grenades technically do the same amount of damage if I remember correctly, but I think they should do a little less damage in Halo 4. And maybe the radius slightly. It supports grenade spamming and allows you to -Yoink- out of fights. It also doesn’t allow very well for moving around the map and fighting due to everyone throwing grenades at a hallway. It also seems as though the enemy never runs out of grenades.

I think we should also start with 1 grenade. Think about it. 4 people at a hallway spamming grenades at each other per team. With 2 grenade starts that makes it 8 grenades per team. Plus the other team, that makes 16 grenades being spammed at once.

No.

Yes I would rather grenades be less powerful and spawn with two of them rather than spawning with one overpowered grenade. A direct hit should make you have just a sliver of shields left and a second grenade should kill you. This way it would take a grenade then a body shot then a headshot to kill (or just a grenade then a headshot if there is bleed though on weapons).

No, I don’t think that they should be toned down. For realistic pruposes. I want to spawn with a grenade, not a firecracker. I can’t see how toning a grenades power down can affect gameplay enough to actually do the change.

Lol, you gave me an idea… no grenades at all!!! instead, can I just use a box of 30,000 firecrackers = P

-increase fuse

-decrease blast radius

that is all

I’d like them to be less powerful, but be able to carry more of them. Hopefully there will be 2 more grenade types, and we will be able to carry 2 of each type of grenade (8 grenades, but obviously we would only spawn with 2 frags).

grenades need to be toned down a bit. right now you can just spam the, and get kills easy peasy. the other plays don’t have a hope of dodging them.

bring them back to halo 3 standards. where one had to actually aim to get a kill with one.

Just increase the fuse time. It’s not the strength or the range that’s the problem but the fact that they’re impossible to dodge without Evade, allowing even terrible players to get you 1-shot despite being completely destroyed in all other aspects.

> Just increase the fuse time. It’s not the strength or the range that’s the problem but the fact that they’re impossible to dodge without Evade, allowing even terrible players to get you 1-shot despite being completely destroyed in all other aspects.

I don’t care about Reach but if you’re missing a piece of health or two, one grenade will kill a fully shielded person. And longer fuse time will slow down the game when people are throwing grenades around the corner, making those much longer.

> grenades need to be toned down a bit. right now you can just spam the, and get kills easy peasy. the other plays don’t have a hope of dodging them.
>
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> bring them back to halo 3 standards. where one had to actually aim to get a kill with one.

They are the same. The only reason they are more powerfull in Reach is due to the health system.

> No, I don’t think that they should be toned down. For realistic pruposes. I want to spawn with a grenade, not a firecracker. I can’t see how toning a grenades power down can affect gameplay enough to actually do the change.

Reae’re in a suit that has energy shields that can stop .50 cal turret rounds. I’m pretty sure that can stop some shrapnel. Oh, and that suit? It’s made of heavy armor. Thick, heavy, metal armor. Plus, we’re augmented humans, trained in combat so we know how to take pain. We’re also augmented to make us much much tougher. And our bones are nearly unbreakable.

> Yes I would rather grenades be less powerful and spawn with two of them rather than spawning with one overpowered grenade. A direct hit should make you have just a sliver of shields left and a second grenade should kill you. This way it would take a grenade then a body shot then a headshot to kill (or just a grenade then a headshot if there is bleed though on weapons).

It’s already like that…

Minus the sliver of shields part.

> Halo: Reach grenades and Halo 3 grenades technically do the same amount of damage if I remember correctly, but I think they should do a little less damage in Halo 4. And maybe the radius slightly. It supports grenade spamming and allows you to Yoink! out of fights. It also doesn’t allow very well for moving around the map and fighting due to everyone throwing grenades at a hallway. It also seems as though the enemy never runs out of grenades.
>
> I think we should also start with 1 grenade. Think about it. 4 people at a hallway spamming grenades at each other per team. With 2 grenade starts that makes it 8 grenades per team. Plus the other team, that makes 16 grenades being spammed at once.

No either increase fuse time or make them bounce more.

Also with 120 movement and 120 jump grenades get a nerf and are less effective.

> > No, I don’t think that they should be toned down. For realistic pruposes. I want to spawn with a grenade, not a firecracker. I can’t see how toning a grenades power down can affect gameplay enough to actually do the change.
>
> Reae’re in a suit that has energy shields that can stop .50 cal turret rounds. I’m pretty sure that can stop some shrapnel. Oh, and that suit? It’s made of heavy armor. Thick, heavy, metal armor. Plus, we’re augmented humans, trained in combat so we know how to take pain. We’re also augmented to make us much much tougher. And our bones are nearly unbreakable.

Watches Emile trying to cross-map… turns and sees Kat drive warthog full of marines off a cliff
…maybe it’s not the armor? lol maybe all the spartan IIs are actually the clones that were supposed to replace the children lol

actually, I think they should be buffed even more. just hear me out.

do you have any idea what a shrapnel grenade does? little less what they would do with the technology in halo? not only is there an explosion, but the metal shrapnel is like a shot gun of sharp metal bits, and if the halo shotgun is an instant kill, don’t ya think the frag would be a little stronger? that said, I think the shotgun should shoot much farther and have less spread, and be a two shot kill at point blank-short range.

back to the nade, and explosives in general, I think there should be a counter maneuver, one that if you hear a grenade, you have time to use it if you aren’t busy jumping around or whatever. You could duck and cover, reducing the damage of explosive blasts a good deal, but you would be just as vulnrable to gun fire and it’d take a second to get back up and fire, so it’d be the same as normal except you wouldn’t kill a whole room of guys, just one of em and severly hurt the rest. if a few people chucked grenades at someone though, it’d be lights out, despite how flat they are to the ground.

I think it’d be a good game mechanic for dealing with some of the power of explosive without underminding power weapons, since if you have a power weapon like the rocket launcher, not only does it hurt more than a grenade, but if they lived from your rocket by using duck and cover, you could finnish them with a grenade or another rocket. rockets could get more ammo, like 8 rounds instead of 6, and could focus more on anti-vehicle combat, one shot kills against non covered enemies, and two shots garanteed to kill. I don’t see how a rocket kills a spartan when a shrapnel grenade to the face doesn’t, so it’d make more sense this way too.

perhaps have 1 starting grenade, and a larger max grenade amount like the limit of 4 in odst. that way, holding more than 1 grenade at a time is a reward for getting kills on opponents who don’t use theirs. also, to counter buffed grenade spamming, make it so that pushing the “throw grenade” button simply pulls out the grenade, and then you have to throw it, increasing the delay between shooting and tossing grenades, making grenades more of a tactical choice rather than a last resort.

Back in my day (Rainbow Six Vegas) grenades were unavoidable 1 hit kills and we didn’t -Yoink- over much about them. Granted, folks were tougher in those days, but we also didn’t have to worry about weapon pick ups. Once you threw your rutabegas, that was it and we more or less had a happy and civilized game in part because of it.

So, rather than nerf grenades in one way or another (we’re still a far shot away from the limits of explosive endurance), how about we simply spawn with fewer (with no added capacity. We don’t need to compensate when we’re trying to limit something.) or use some of those fancy programming skillz which them game developers have in abundance to include another gametype option with the next TU to allow us to turn grenade pick-up (and that alone) off.

> Back in my day (Rainbow Six Vegas) grenades were unavoidable 1 hit kills and we didn’t Yoink! over much about them. Granted, folks were tougher in those days, but we also didn’t have to worry about weapon pick ups. Once you threw your rutabegas, that was it and we more or less had a happy and civilized game in part because of it.
>
> So, rather than nerf grenades in one way or another (we’re still a far shot away from the limits of explosive endurance), how about we simply spawn with fewer (with no added capacity. We don’t need to compensate when we’re trying to limit something.) or use some of those fancy programming skillz which them game developers have in abundance to include another gametype option with the next TU to allow us to turn grenade pick-up (and that alone) off.

I like that idea. one gernade, and no gernade pick up, would eliminate gernade spamming, thats for sure. that said, I don’t having a gernade pick up, I just think the “one gernade” per player fixs a lot of the spamming problem, as well as a slightly longer fuse.

absolutely, rainbow six vegas was one of the hardest games ive ever played. no grenade pickup would be tremendous. im sick of these kids just throwing a ton of grenades. takes no skill once so ever. back in those days. we had skill, they way you could tell is if you beat the game. lol

The issue is not damage, its blast radius coupled with Reach-fail default movement speeds.

When someone throws a nade the blast radius is just enormous. Nades no no longer require accuracy.

IF 343 would increase movement speed as well as decrease blast radius “NADE PLACEMENT” would once again mean something