Feedback: Frag Grenades Need Tuning

------------Short Description------------

The blast radius, damage drop-off from center, or overall damage reduces viability of frag grenades.

------------Detailed Feedback------------

Over the years, frag grenades have gone through significant changes when it comes to damage output and radius. In Infinite, however, the starting grenade type feels woefully underpowered.

It’s clear this is a byproduct of balancing with base movement being reduced and a desire to combat 'nade spam. But grenades no longer lend themselves nicely to satisfying follow up shots to the head (e.g. 'Nade Shots). Numerous times I’ve had stellar placement of a grenade only to require 3-5 additional shots from my pistol or 1.5 bursts from my BR to put down the target. It’s almost as if the person must have their foot on the grenade itself to do ~100% of it’s potential damage.

The blast radius from two grenades also frequently do not put down targets reliably either. As we all now know, the start of the map sees bots rush one area of the map as a pack. Two well-placed grenades into said pack has yet to yield more than one kill.

I understand that it’s a new game and I’ve been used to other Halo titles, but the grenade radius and damage doesn’t ‘feel right.’ Due to the limited scope of the Technical Preview, I haven’t been able to reliably test that feeling against actual data using tests of my own. But I think increasing the damage radius and damage, while slightly decreasing the damage drop-off slightly might lend itself to a more satisfying experience. It doesn’t need to be all that drastic of a value change.

I’m curious to hear from other people – What are peoples thoughts?

------------Background------------

20-year veteran of Halo, achievement hunter, competitive multiplayer and OG LAN enthusiast. It’s not my intent to represent all long-term fans of the series with my feedback. That being said, I do have a lot of time spent experiencing the formula that makes Halo so special. Overall, my impression of Infinite is extremely positive so far, despite it’s rough state.

I was going to jump on and agree, however thre is a MAJOR caveat we aren’t considering.

In this flight: Team damage is turned OFF.