Just a random thought but halos frag grenades and grenades in general have been toss and bank off a wall with a short fuse after bouncing that should be how they are used if instantly thrown by one button push. Let’s add on top of that what if I want to hold and cook that grenade for a timed explosion? That would add a level of skill and timing to master for a key component of halo combat. While keeping the original style of grenade throwing with just a push of a button and adding a cook mechanic if you decide to hold it down for more than 2 seconds. This will ensure that the original way to use grenades is kept but we can add a new twist to them by choice
> 2535420001052046;1:
> Just a random thought but halos frag grenades and grenades in general have been toss and bank off a wall with a short fuse after bouncing that should be how they are used if instantly thrown by one button push. Let’s add on top of that what if I want to hold and cook that grenade for a timed explosion? That would add a level of skill and timing to master for a key component of halo combat. While keeping the original style of grenade throwing with just a push of a button and adding a cook mechanic if you decide to hold it down for more than 2 seconds. This will ensure that the original way to use grenades is kept but we can add a new twist to them by choice
I’m not sure how to feel about this idea, on one hand, this allows for better control over how much time your enemy has to dodge it, on the other hand it makes grenade balance far more precarious since the enemy has a heck of a lot less time to get out of the way. The main purpose of grenades is to force someone out of cover, this mechanic would make a player in cover doomed if the other player had spent more than 2 hours on the game.
> 2535438636443468;2:
> > 2535420001052046;1:
> > Just a random thought but halos frag grenades and grenades in general have been toss and bank off a wall with a short fuse after bouncing that should be how they are used if instantly thrown by one button push. Let’s add on top of that what if I want to hold and cook that grenade for a timed explosion? That would add a level of skill and timing to master for a key component of halo combat. While keeping the original style of grenade throwing with just a push of a button and adding a cook mechanic if you decide to hold it down for more than 2 seconds. This will ensure that the original way to use grenades is kept but we can add a new twist to them by choice
>
> I’m not sure how to feel about this idea, on one hand, this allows for better control over how much time your enemy has to dodge it, on the other hand it makes grenade balance far more precarious since the enemy has a heck of a lot less time to get out of the way. The main purpose of grenades is to force someone out of cover, this mechanic would make a player in cover doomed if the other player had spent more than 2 hours on the game.
That is true it would be more difficult to dodge. It would Also put the player cooking it at a disadvantage due to the time to hold the grenade and their weapon would be down. Maybe an audio que to alert that a grenade is being cooked?
> 2535420001052046;3:
> > 2535438636443468;2:
> > > 2535420001052046;1:
> > > Just a random thought but halos frag grenades and grenades in general have been toss and bank off a wall with a short fuse after bouncing that should be how they are used if instantly thrown by one button push. Let’s add on top of that what if I want to hold and cook that grenade for a timed explosion? That would add a level of skill and timing to master for a key component of halo combat. While keeping the original style of grenade throwing with just a push of a button and adding a cook mechanic if you decide to hold it down for more than 2 seconds. This will ensure that the original way to use grenades is kept but we can add a new twist to them by choice
> >
> > I’m not sure how to feel about this idea, on one hand, this allows for better control over how much time your enemy has to dodge it, on the other hand it makes grenade balance far more precarious since the enemy has a heck of a lot less time to get out of the way. The main purpose of grenades is to force someone out of cover, this mechanic would make a player in cover doomed if the other player had spent more than 2 hours on the game.
>
> That is true it would be more difficult to dodge. It would Also put the player cooking it at a disadvantage due to the time to hold the grenade and their weapon would be down. Maybe an audio que to alert that a grenade is being cooked?
Also, every second spent cooking a grenade is a second spent getting shot without returning fire, and I don’t think that grenades could get a power boost big enough to make that a fair trade off without making them overpowered.
I don’t see this as a necessary evolution for grenades. They work great the way they are. If you use your motion tracker you can time your grenade perfectly, throw it at the ground right before they come around the corner and finish them with a head shot. grenades also have audio and visual indicators of danger and are predictable, you remove all of that by adding a cooking mechanic.
> 2535438636443468;4:
> > 2535420001052046;3:
> > > 2535438636443468;2:
> > > > 2535420001052046;1:
> > > > Just a random thought but halos frag grenades and grenades in general have been toss and bank off a wall with a short fuse after bouncing that should be how they are used if instantly thrown by one button push. Let’s add on top of that what if I want to hold and cook that grenade for a timed explosion? That would add a level of skill and timing to master for a key component of halo combat. While keeping the original style of grenade throwing with just a push of a button and adding a cook mechanic if you decide to hold it down for more than 2 seconds. This will ensure that the original way to use grenades is kept but we can add a new twist to them by choice
> > >
> > > I’m not sure how to feel about this idea, on one hand, this allows for better control over how much time your enemy has to dodge it, on the other hand it makes grenade balance far more precarious since the enemy has a heck of a lot less time to get out of the way. The main purpose of grenades is to force someone out of cover, this mechanic would make a player in cover doomed if the other player had spent more than 2 hours on the game.
> >
> > That is true it would be more difficult to dodge. It would Also put the player cooking it at a disadvantage due to the time to hold the grenade and their weapon would be down. Maybe an audio que to alert that a grenade is being cooked?
>
> Also, every second spent cooking a grenade is a second spent getting shot without returning fire, and I don’t think that grenades could get a power boost big enough to make that a fair trade off without making them overpowered.
Fair enough it was just a random thought and we can grab and throw fusion coils now so that’s close enough
I think it would be a great addition to Infinite if you could see on the HUD how close a grenade is to you, unlike Halo 5 where you die without knowing you were killed by a grenade, it would be great, and would give more realism to the game.
> 2535457124021288;7:
> I think it would be a great addition to Infinite if you could see on the HUD how close a grenade is to you, unlike Halo 5 where you die without knowing you were killed by a grenade, it would be great, and would give more realism to the game.
I like how it works in the older halo games where you have to have good situational awareness. keep it out of my hud, players will learn how to avoid nades.
I am not a fan of cooking as it immediantly reduces the ability to counter the nade. Halo in general is about providing the player info in combat that allows them to counter the enemy. Once you start cooking a nade and throw it, I as your enemy have no way of knowing when its gonna go boom. Compare that with a wall bank and I know that I have x amount of time before it goes boom after said bank.
> 2533274840624875;9:
> I am not a fan of cooking as it immediantly reduces the ability to counter the nade. Halo in general is about providing the player info in combat that allows them to counter the enemy. Once you start cooking a nade and throw it, I as your enemy have no way of knowing when its gonna go boom. Compare that with a wall bank and I know that I have x amount of time before it goes boom after said bank.
I’d agree with this entirely. Cooking grenades would very much affect the core Halo ‘golden triangle’. You already have Plasma (and Spike) grenades to provide different experiences and behaviours. I think that’s sufficient
I’d probably enjoy seeing something like throwing the nade back, but not cooking it.