Dynamo Nades (balancing)

Having a pocket AOE EMP is strong.

Having two is a little absurd. Agree? This is the thread for you.

Here’s my idea: a single dynamo nade has no EMP effect. The EMP effect is produced by two nades in close proximity.

This does two things: it limits the number of pocket EMPs. And it adds more room for counter play because once a driver sees the first nade, even if it only takes a second for the next to come out, you can at least better anticipate what’s going to happen and at least have a chance to avoid it.

Any other ideas?

Here’s my big idea:

A major warthog health buff. I’m also much more concerned about one-shot (and few-shot) vehicle-killing weapons than I am about EMP, but I do think your 2 grenade idea is pretty interesting.

I’d like 343 to incentivize team play as much as possible, so combined effect sounds cool.

> 2533274796415676;2:
> Here’s my big idea:
>
> A major warthog health buff. I’m also much more concerned about one-shot (and few-shot) vehicle-killing weapons than I am about EMP, but I do think your 2 grenade idea is pretty interesting.
>
> I’d like 343 to incentivize team play as much as possible, so combined effect sounds cool.

Yeah the over abundance of power weapons in BTB especially is a serious concern, when each team only starts with a single Warthog. Like 12 player teamshot alone is pretty effective against how weak they’ve made warthogs. Then you add multiple EMP options and random weapon drops and loot caves and infantry have a lot more options than they probably honestly need with the current balance.

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> > 2533274796415676;2:
> > Here’s my big idea:
> >
> > A major warthog health buff. I’m also much more concerned about one-shot (and few-shot) vehicle-killing weapons than I am about EMP, but I do think your 2 grenade idea is pretty interesting.
> >
> > I’d like 343 to incentivize team play as much as possible, so combined effect sounds cool.
>
> Yeah the over abundance of power weapons in BTB especially is a serious concern, when each team only starts with a single Warthog. Like 12 player teamshot alone is pretty effective against how weak they’ve made warthogs. Then you add multiple EMP options and random weapon drops and loot caves and infantry have a lite more options than they probably honestly need with the current balance.

It’s hard to know how bad the vehicle balance even is, because of the futile AR starts that will inevitably become something else. If they ever fix the starts, the vehicles (particularly multiple-person vehicles like the warthog) will be even more under-tuned. I don’t know if their design goals for BTB line up with mine, though.

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> > 2533274833576927;3:
> > > 2533274796415676;2:
> > > …
> >
> > …
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> It’s hard to know how bad the vehicle balance even is, because of the futile AR starts that will inevitably become something else. If they ever fix the starts, the vehicles (particularly multiple-person vehicles like the warthog) will be even more under-tuned. I don’t know if their design goals for BTB line up with mine, though.

Yeah. Doesn’t feel quite like BTB. More like some combination of H4 Infinity Slayer and H5 Warzone. It’s more about just giving as many toys to the player as possible rather than sandbox driven player interaction. This time they just use a bunch of RNG weapon drops instead of kill streaks or loot crate collections.

I would agree IF they added the plasma pistol EMP back.

> 2616376926389925;6:
> I would agree IF they added the plasma pistol EMP back.

Why would that have to be? I’m not opposed, but I don’t see why they’d have to be tied together.

yeah i agree its really strong but the real concern is that the plasma pistol doesn’t emp vehicles anymore.

I would be OK with a slight nerf to the emp effect on these grenades.

It does seem like the emp effect Is the entire duration of the grenade.

If they did something like just slow the vehicle down a little, like a stopping power effect, or if they briefly short circuted the vehicle so it still moves but has to restart and takes a few seconds to get full control back.

I’d be cool with something along those lines.

They have to have some effect on vehicles, but after launch and the emp is back on the plasma pistol, it’s going to be difficult for vehicles to be effective with all the tools to disable and destroy them.

Seeing they do very little damage to the player when in the vehicle I don’t mind the single grenade EMP effect. What I’m more concerned about is it’s killing potential to Spartans on foot, there is just no way to juke the electricity so 2 dynamo’s thrown in your general direction is just death. I’d like them to only EMP and remove shields.

> 2533274833576927;7:
> > 2616376926389925;6:
> > I would agree IF they added the plasma pistol EMP back.
>
> Why would that have to be? I’m not opposed, but I don’t see why they’d have to be tied together.

If they take, I think they should give a little. It already feels too far in between finding weapons to stun vehicles. Our only options now are the grenades (4 on each map) which have to be thrown carefully to hit the vehicles and the Shock Rifle that already takes 2 hits and has zero auto aim.

It would also give the plasma pistol some use considering it serves no purpose at the moment. I just want the old plasma pistol back. :weary:

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> > 2533274833576927;7:
> > > 2616376926389925;6:
> > > I would agree IF they added the plasma pistol EMP back.
> >
> > Why would that have to be? I’m not opposed, but I don’t see why they’d have to be tied together.
>
> If they take, I think they should give a little. It already feels too far in between finding weapons to stun vehicles. Our only options now are the grenades (4 on each map) which have to be thrown carefully to hit the vehicles and the Shock Rifle that already takes 2 hits and has zero auto aim.
>
> It would also give the plasma pistol some use considering it serves no purpose at the moment. I just want the old plasma pistol back. :weary:

  • You don’t need Aim Assist to hit a vehicle. They’re huge, and predictable. Hitting a vehicle twice with the SR is not rocket science. - If you can hit an enemy once, close to- or inside a vehicle, you’ll only need that one hit. - Disruptor also does EMP on enemies and vehicles. (3 or 10 shots respectively). - There were at least 3x2 Dynamo grenade spawns on the BTB map in the flight. Not counting random loot cave finds. - I agree with you there must be balance, but just a reminder that the oldest Plasma Pistol couldn’t actually EMP vehicles. That was added in Halo 3 to make vehicles less OP. - If they nerf the TTK of the AR, Commando and Sidekick, the Plasma Pistol will be relevant again.With that being said, I agree the Dynamo could be nerfed. I’d do it this way:
  • Lower max carry capacity of Dynamos to 1 per spartan. - Lower spawns to 1 per place. - Reduce the effective timespan to 75% - Lower the range of damage arcs to spartans to 75% - Lower the amount of damage to health to 25%. EMP blasts should not damage organic tissue.