Comparison between grenades from the past

Ok for those who stated grenades destroy vehicular play must have not paid attention during the last few installments of the series, so I decided to do a little work to point out a few things that I did while sitting here.

So here is what I have scoped out so far, and my topic will be based on Sticky Grenades and Vehicles. I started on Halo 3 and went to Reach to Halo 4 and did a comparison with players in the vehicles and players not in the vehicles, the thing is I only did it with previous vehicles that were in all three games. So I didn’t do the other vehicles, sadly, but hey they might return in the next games.

Anyways onto the topic.

Plasma Grenades to Vehicles

Halo 3
-Mongoose - w/o player = 1 sticky - w/ player = 1 (This is anywhere on the Mongoose)
-Warthog - w/o player = 1 sticky - w/ player = 2 (This is anywhere on the Warthog)
-Wraith - 1 w/o player = 5-11 stickies - w/ player = 6-9 (This is anywhere on the Wraith) (More damage was done by hitting the core on the back, which reduced the amount of stickies needed)
-Scorpion - w/o player = 8 - w/ player = 4 (This was anywhere on the Scorpion)
-Banshee - w/o player = 1 - w/ player = 2 (This is anywhere on the Banshee)
-Ghost - w/o player = 1 - w/ player = 2 (This was anywhere on the Ghost)

Halo Reach
-Mongoose - w/o player = 1-2 stickies - w/ player = 1-2 (Mostly one anywhere on the Mongoose)
-Warthog - w/o player = 2 stickies - w/ player = 2 (This is anywhere on the Warthog)
-Wraith - 1 w/o player = 4-5 stickies - w/ player = 5 (This is anywhere on the Wraith)
-Scorpion - w/o player = 4 - w/ player = 4 (This was anywhere on the Scorpion)
-Banshee - w/o player = 2 - w/ player = 2 (This is anywhere on the Banshee)
-Ghost - w/o player = 2 - w/ player = 2 (This was anywhere on the Ghost) (If thrown and landed on back or front of the ghost, two would be needed to kill and destroy the Ghost)

Halo 4
-Mongoose - w/o player = 2 stickies - w/ player = 2 (One if close enough to the player)
-Warthog - w/o player = 2 stickies - w/ player = 2 (This is anywhere on the Warthog)
-Wraith - 1 w/o player = 4 stickies - w/ player = 4-5 (This is anywhere on the Wraith)
-Scorpion - w/o player = 4 - w/ player = 4 (This was anywhere on the Scorpion)
-Banshee - w/o player = 3 - w/ player = 3 (This is anywhere onto the Banshee)
-Ghost - w/o player = 2-3 - w/ player = 3 (This is anywhere on the Ghost)

Now the thing is if a sticky was thrown close enough to the player it usually kill the player but in most cases, what you read above showed that grenades haven’t been all that bad to vehicles.

Weapons though, are a different story and I think they don’t need to be able to destroy vehicles like they do. The Spartan Laser needs to return to a one hit kill everything like it did in Halo 3, that right there, in Halo 3 was a anti-vehicular weapon and needs to return to it’s old self instead of what it is now, because I hate it whenever I know I hit someone it doesn’t always kill them or their vehicles but the Halo 3 sound for the Spartan Laser ALSO needs to return because whenever I would hear it fire it actually sounds like a anti-vehicular weapon instead of in Halo Reach and Halo 4 where it goes pew pew.

Also the Sniper needs it’s old sound back too, Halo 4’s sounds pathetic and needs either Halo 3’s or Halo Reach’s sound instead.

Anyways, there you guys go. So in the next installment I think 343i will fine with the grenades as long as they are not in the loadouts (Which I think shouldn’t return.) Just return the vehicles to either Halo 3 or Halo Reach way.

The problem isn’t grenades in general. It’s the fact that with loadouts, one can start with both sticky nades and plasma pistols, making vehicle play almost nonexistent. As long as the more exotic grenades and the plasma pistol return to being map pickups (and the vehicles are more durable), then the problem will be fixed.

I understand that, which I think they need to remove loadouts completely. Which I hope happens.

> I understand that, which I think they need to remove loadouts completely. Which I hope happens.

No thanks.

> I understand that, which I think they need to remove loadouts completely. Which I hope happens.

I don’t want that to happen. I think you should be able to choose primary weapon, armor abilities, and perks (as long as they’re balanced, and don’t take away abilities we should already have). The default secondary should be magnum and default grenade should be frag.

Ok well return Halo Reach’s style of Loadouts instead of what they have in Halo 4

> I understand that, which I think they need to remove loadouts completely. Which I hope happens.

Loadouts need to go away entirely, I agree. Basically, Halo 3 was perfect and we should go back to that.

> > I understand that, which I think they need to remove loadouts completely. Which I hope happens.
>
> Loadouts need to go away entirely, I agree. Basically, Halo 3 was perfect and we should go back to that.

No game is perfect, but Halo III certainly is a waypoint.

> I understand that

Then any amount of grenade effectiveness analysis is moot. The problem is availability, not efficacy.

If the rocket launcher changed to having six rockets per clip but still did the same damage per rocket, it really wouldn’t matter that much that the damage hadn’t changed. Or maybe the better analogy is if we were all able to spawn with rockets. Each rocket hasn’t changed, but it would certainly be detrimental to game play.

> > > I understand that, which I think they need to remove loadouts completely. Which I hope happens.
> >
> > Loadouts need to go away entirely, I agree. Basically, Halo 3 was perfect and we should go back to that.
>
> No game is perfect, but Halo III certainly is a waypoint.

I see what you did there ;D