We all know what grenades are and we know how key they are to Halo and pretty much any war game.
Grenades are meant to be feared and loved, with mass destruction to the enemy and to fool-yourself. One thing that i have noticed and i’m sure everyone else has too is that grenades have been down graded from their original Halo CE style to little puffs of hell. A grenade is meant to be used as a team killing weapon, sort of like having a mini power weapon in your pocket and they can serve many roles, not all of them are holy.
Balancing grenades out i’m sure is difficult especially now that AA’s and other grenade stopping defenses like a slight curve in the dirt. SO i think that the equipment fans will love this idea of mine. Keep the AA’s and add in equipment BUT put them below in the grenade slot.
What this does is keeps the AA’s in the game and the equipment but no lose of button controls. How this will work is that players of course have their Grenades on the top bar and Equipment on the lower bar. To switch to the equipment instead of pushing left or right on the D-Pad players press down to access equipment than back up to the grenades. Not only does this allow players to have AA’s and Equipment on equal and fair grounds but have more than one piece of equipment if the gametype will allow it. This also gives players the ability to throw equipment
distances to save allies and do harm to foes.
Back to out grenades which can have two types.
BANG<> and BOOM!
BANG<> grenades will be the more anti person we see now have, BOOM! grenades will be the massive AOE visor shattering grenades that they are meant to be. The difference in the two will clearly be damage and range of damage and each will have exclusives grenades to them and like i said about the equipment but instead of going down on the D-Pad you will press up to go to BOOM! grenades.
The list below goes by standard MP and not the modification players are able to make in custom games. That goes without saying experiences may vary.
BANG<> Grenades-Just like standard Halo grenades. When they touch something they explode shortly after.
<> Frag-3 meter radius, powerful and great for taking out shields of your foes to move in for a quick kill and punishing those who huddle up. Two to kill a player. Low damage to vehicles capable of disabling.
Two Grenades to kill a player, 7 for a warthog in all ranges.
<> Plasma-Able to stick to players, vehicles and defenses. 1 meter radius to be harmed. Great for ragging and kill hostiles and harming vehicles.
1 grenade to kill players if stuck 3 if they are affected by the radius. 5 to kill a warthog 9 if affected by the radius.
<> Exclusive-Rare
<> Pulse-Able to stick to all surfaces, first det 3 meters and instant kill, damage bubble lasts 5 seconds and stuns shields on contact covering 3 meters, final det 4 meters instant kill. Great for holding back foes and harassing vehicles.
1 to kill players, damage bubble only affects shields. 1 to destroy a warthog if attacked 3 if not.
BOOM! Grenades-Like actually grenades BOOM! Grenades have a count down and can be cooked. They have alot of force so they can topple vehicles with ease. Are also much large than Bang Grenades and more rare.
! Frag-10 meter blast radius, does 75% shield damage if caught in 10 feet and 50% if caught in the last 20. Used for damaging as many foes as possible in any small room or huddled together. Affects all targets in the motion tracker range. Able to disable vehicles easily. 5 second until explodes
3 to kill a player at 10 feet 4 at 20. 10+ to kill a warthog. Yellow grenade trail
! Plasma-15 meter radius, damage over time. If stuck it slows players down, when it explodes it takes away 75% of total health. 20 Feet range DOT does 7% damage from total health for 10 seconds 5% at 21+ feet.
2 to kill a player within 15 seconds, 3 to kill in 20. 8 to kill a warthog if stuck in a minute, 10+ if not stuck. 7 second cook time, get brighter when it is about to explode.
Exclusive-
! Spike Grenade- Upon explosion releases 20 heated spiker rounds. Each has the potential ricochet of 10 times. Each spike does 15% damage from total health. Spikes slow down player speed and hot a small dot of 2% of max health every second for 5 seconds. Great for clearing out a room. Spikes fire from a 90 degree cone angle.
Instant kill to players if stuck, 8 spikes to kill 7 with DOT. 2 to kill a warthog takes 30 spikes to destroy a warthog. Cook time is 10 seconds. The louder the cranking noise the sooner it is to explode.
! Firebomb-Does 20% of total health DOT if stuck 5% if on fire 10% if sitting in still flames for 20 seconds. Radius of 15 meters. If players sprint while in flames the dot lowers by 50% of the expected DOT.
1 to kill a player unless they outlast the flames. 10+ to kill a warthog but not the driver.
Those are the grenades now back to the Equipment. Known equipment and The Forgotten One will be listed here and my personnel option on how they should work.
Bubble Shield-After 2 seconds of being deployed it should turn into a hardened shell. IT can save players who are inside but those outside stay out side laong with the shield taking damage. Only burstable by heavy fire.
Power Drain
Gravity Lift
Trip Mine-Should get cloaked if it sits for 5 seconds and make no noise.
Regenerator
Active camouflage- AS in Campaign
Overshield-As in Campaign
Flare
Deployable Cover
Radar Jammer-Turns off motion tracker.
Thank you for your time.