Would be good to see “grenadable” weapons and powerups return. In Halo CE, one of the most impressive things you could do was use grenades to launch power weapons across the map to yourself or a location where they would be easier to retrieve:
You could also move powerups, albeit a far less distance. Classic example of that is nading the active camo down to the rocket launcher on Damnation (Penance in Reach).
This adds a whole new layer of complexity to map control (depending on the map, obviously).
Not as far as they do in that video, but I do remember playing CE on xbox, and being able to for example nade camo down for your teammate. I think these kind of addittions would be very good, adding some skill. The only thing to watch out for is that you make sure that one side doesn’t get an advantage because they can nade the spot easier or something, but other then that im all for it.
On sandtrap if I spawned on the side with the big structure i’d toss a grenade in the hallway where the sniper rifle spawned and it would fly down into the valley for me to catch
Awesome thread. Nading weapons/power-ups added a level of complexity we haven’t had in Halo in years. I really hope they bring this skillful addition back to Halo 4.
As much as I loved learning all the awesome nade spots in CE, I would prefer the weapon nading to be toned down for H4. It should still be possible because it does add a great amount of skill to the game, but CE’s weapon nading made the weapons look like rubber
> It would be stupid to have them fly that far, they can already be moved a reasonable distance in current games.
>
> Which is enough
0_0 You can barely move weapons at all in reach, and they’re never located in viable nading spots in the first place. The only weapon nading spots I can recall is on MLG countdown where you can Nade the sniper down to the bottom (which isn’t very viable as bottom mid is a death trap) or on Beaver Creek where one side can nade the rockets down (which isn’t very balanced because red team will have the advantage.)
I think the new games have the physics of the weapon bounces down. Halo 4 should implement similar physics to the power-ups (if they return).
I think on asymmetrical maps they should definately add nade-spots for power weapons. Often asyms can be difficult to break set-ups, and knowing the nade-spots for weapons in past games added a lot of complexity and strategy to breaking set-ups. I can recall of hand the nade-spots on Damnation to knock camo off the top of the map. This was a necessary part of breaking map control on Damnation, and the inability to do so in Reach is shown. Green control is very easy compared to Halo 1. I also remember that in Halo 2, the best way to counter a Snipe-Tower set-up on Lockout was to wait for the sniper to respawn from BR tower and shoot the fusion coils next to it, sending the Sniper flying towards you and your team. Little changes/additions like this add a ton of complexity to the game and also makes designing a balanced map much easier.