Changing how grenades work.

Grenades are an integral part of the golden triangle and have remained generally the same throughout Halo. The only change being new grenade types and varying strengths and arcs at which they’re thrown. (speaking of which, damn why can’t they keep the arc and throw strength the same through every game?)

Other parts of the golden triangle have been altered through the years. Melee has had lunge added, weapons dedicated to melee. And shooting obviously has new guns every game. Grenades haven’t seen such new things added though. All that’s ever been changed were three new grenade types added to the fray, two of which aren’t even in the latest game.

So why not add a little flair? Modernize the mechanic a little, without changing how it’s always been.

I think it’d be neat if when the grenade button is HELD down, you would be able to hold the grenade and a visual indicator like a line would show where it would land. While you were doing this you would not be able to sprint, but you could be able to shoot. Now, with only one hand on your gun, and for balancing purposes, you’d logically have a harder time shooting. Your gun would have a recoil akin to something like x3 of the current BR recoil per burst. Of course it’d vary from gun to gun but that’d be the general idea.

With this being so, it could offer some interesting new combat strategy. Pumping two BR bursts into someone while having a pulse grenade lined up to hit their feet or any sort of weapon+held grenade strategy that could be used. Maybe someone would want to hit an unscoped body shot with the sniper and throw down a pulse grenade. Granted, these strategies would no more effective, maybe even less effective, than pairing a weapon damage with a normally thrown grenade, because of recoil. If someone tries the last strategy, they may get the body shot but their sniper would recoil up pretty wildly, preventing them from immediately looking down to drop the pulse grenade.

Or such tricky combinations could be ignored for the real sake of held grenade throwing, being able to more accurately know where your grenade will land (at the cost of forsaking the speed of normal throwing).

Now, these strategies and type of grenade throwing can be completely foregone by just tapping the grenade button, just like how tapping the melee button doesn’t cause an assassination, tapping the grenade button won’t cause the alternative throw style to happen.

Of course, just like how assassinations can often be triggered by accident when not wanted, the same could happen with the new type of grenade throwing. This would be an obvious con.

What are your thoughts on this?

Edit: Thanks for moving the thread, I forgot we had this section.

Not hating on your creativity, but I don’t think that’s a good idea.

Good lord, no!

I really don’t have anything to add to it… just sounds like making it needlessly complex without adding anything to game play beyond the illusion of depth.

Grenades… you throw them and they explode. Why make it complicated unless you are adding interesting and dynamic decision making that empowers the player?

I will only have fun with grenades when these demands are met:

-we are able to carry up to 4 of each grenade in Campaign

-nearby explosions will detonate dropped grenades [like in Halo 1 and Halo 2] instead of launching them in random directions [like in Halo 3/Reach/Halo 4] or not doing anything [like in Halo 3/Reach/Halo 4]

-meleeing dropped grenades moves them [like in Halo 2] without sinking them through the map [like in Halo 4] or detonating them [like in Halo 3 and Reach]

-when plasma grenades do less damage to the player so they can be viable for grenade jumps again

-when plasma grenades take longer to detonate [like in Halo 1] so the enemies have more time to react [“AAAAGGGH NNOOOO!!”] and because it’s more balanced

I do like the concept of being given a target reticule to allow for precise long distance throws when holding down the button (ala Gears of War.) But I’m more concerned with the fact that the Golden Triangle breaks down at range given the travel time and range limitations on grenades and obvious range limitations on melee.

The thought occurs to me that RPGs should be an option to allow for long range engagements. No way to bring melee back into the equation without going absurd (Portal Punch.)

> I do like the concept of being given a target reticule to allow for precise long distance throws when holding down the button (ala Gears of War.) But I’m more concerned with the fact that the Golden Triangle breaks down at range given the travel time and range limitations on grenades and obvious range limitations on melee.
>
> The thought occurs to me that RPGs should be an option to allow for long range engagements. No way to bring melee back into the equation without going absurd (Portal Punch.)

The golden triangle is a toolbox. Worrying about grenade efficacy breaking down at range is like saying, “This screwdriver really needs to work better as a hammer…”

Wouldn’t an RPG end up being somewhat similar to a grenade launcher or rocket launcher? Personally I can live without the other team using hyper accurate cross map los grenade spam.

I love your thought process, however I think grenades should be left alone. That’s what I like about Halo mechanics: Everything is uniform so repetition for speedrunning, jumping and tricking works.

> I will only have fun with grenades when these demands are met:
>
> -we are able to carry up to 4 of each grenade in Campaign
>
> -nearby explosions will detonate dropped grenades [like in Halo 1 and Halo 2] instead of launching them in random directions [like in Halo 3/Reach/Halo 4] or not doing anything [like in Halo 3/Reach/Halo 4]
>
> -meleeing dropped grenades moves them [like in Halo 2] without sinking them through the map [like in Halo 4] or detonating them [like in Halo 3 and Reach]
>
> <mark>-when plasma grenades do less damage to the player so they can be viable for grenade jumps again</mark>
>
> -when plasma grenades take longer to detonate [like in Halo 1] so the enemies have more time to react [“AAAAGGGH NNOOOO!!”] and because it’s more balanced

If they can’t kill a player by themselves, what the point of them? Besides, they are super weak in H4.

Grenade explosions need to be downright biblical, like in real life. Everyone in your county needs to know that you just threw one.

> Grenade explosions need to be downright biblical, like in real life. Everyone in your county needs to know that you just threw one.

I think that 343i covered that for you with their “Grenade Indicator”

I mean it’s not like a grenade makes a loud sound when thrown or anything? Because somehow having a big icon of a grenade covering your screen doesn’t brake gameplay and makes grenades kind off useless.

I don’t think we should take away from the already small skillgap in placing your grenades properly. This only gives noobs easier grenade kills, and also takes away the rewarding feeling of a cross map hail mary. It wouldn’t be a disaster if this were added, but I feel like it is redundant.