Even IF someone sees this from 343, there’s no way they would be able to add these ideas into Infinite in time. Maybe a DLC? So whatever.
A grenade that basically does what the nade hitmarkers do, but better and would be more limited. Would probably have the same physics as a frag grenade. Upon “detonation” it would not deal any damage, but would instead highlight an enemy for 3-5 seconds that is within the radius. You would be able to see the enemy through walls, similar to Promethean Vision. It would only highlight one enemy if there are more than one enemy within the “detonation” radius, but the grenade would still tell you if there are more than one enemies within the detonation. (maybe it would flash a number in the center of the detonation site that corresponded to how many enemies were in the “detonation” radius). If you are highlight by this, there would be something on the HUD that would tell you. This is a lot better than nade hit markers for two reasons: The first being that if this is too powerful, simply go into forge and delete it. Or increase the spawn timer. I would imagine that this would be treated like a power weapon and would only spawn every two minutes or so, and would need to be kept track of. It would probably have to have a carrying capacity of one. Second, it doesn’t cause damage. Whenever someone gets nade hit markers, they now know they can push into that location because an enemy is weak.
A grenade that is basically Void’s Tear without the damage/very little damage (and maybe a little bigger black hole radius). It will serve the same function as the splinter nade (which is underrated imo, but could use some more limit) in that it will block players from moving through a location for a certain amount of time, but it can also be used to pull players out from cover. If someone is behind cover, throw that grenade right next to them but out of cover and they’ll be pulled to the middle of the detonation site. Now they can be easily shot, but be careful cause they can still shoot back. Again, this should probably be put on a two minute timer and a carrying capacity of one.
Help me by thinking of names for these grenades. Or maybe what their models would look like.
First: Recon Grenade (UNSC), Vision Grenade (Promethean)
Second: Void Grenade (Covenant/Banished)
Honestly I like your ideas. But have you ever noticed that the Plasma Grenades if they dont hit you they sometimes flash you like a flashbang. That would be kinda cool if they had that. Dont you think?
> 2535425414012969;1:
> Even IF someone sees this from 343, there’s no way they would be able to add these ideas into Infinite in time. Maybe a DLC? So whatever.
>
> A grenade that basically does what the nade hitmarkers do, but better and would be more limited. Would probably have the same physics as a frag grenade. Upon “detonation” it would not deal any damage, but would instead highlight an enemy for 3-5 seconds that is within the radius. You would be able to see the enemy through walls, similar to Promethean Vision. It would only highlight one enemy if there are more than one enemy within the “detonation” radius, but the grenade would still tell you if there are more than one enemies within the detonation. (maybe it would flash a number in the center of the detonation site that corresponded to how many enemies were in the “detonation” radius). If you are highlight by this, there would be something on the HUD that would tell you. This is a lot better than nade hit markers for two reasons: The first being that if this is too powerful, simply go into forge and delete it. Or increase the spawn timer. I would imagine that this would be treated like a power weapon and would only spawn every two minutes or so, and would need to be kept track of. It would probably have to have a carrying capacity of one. Second, it doesn’t cause damage. Whenever someone gets nade hit markers, they now know they can push into that location because an enemy is weak.
>
> A grenade that is basically Void’s Tear without the damage/very little damage (and maybe a little bigger black hole radius). It will serve the same function as the splinter nade (which is underrated imo, but could use some more limit) in that it will block players from moving through a location for a certain amount of time, but it can also be used to pull players out from cover. If someone is behind cover, throw that grenade right next to them but out of cover and they’ll be pulled to the middle of the detonation site. Now they can be easily shot, but be careful cause they can still shoot back. Again, this should probably be put on a two minute timer and a carrying capacity of one.
>
> Help me by thinking of names for these grenades. Or maybe what their models would look like.
> First: Recon Grenade (UNSC), Vision Grenade (Promethean)
> Second: Void Grenade (Covenant/Banished)
Not sure how I feel about seeing people through walls to be honest. Feel like it’s a lot of hassle to make something like that be balanced.
I like the idea of a smoke grenade or something of the sort. It’s not too intrusive to gameplay
Traditionally, we’re use to regular and plasma grenades and sometimes a little something unique on the side added depending on the Halo title. I liked how in Halo 3, and ODST, there were 4 different types of grenades. I was thinking about your void nade thing earlier too actually, maybe that can be an option. Guess great minds do think alike.
I want the flame and sticky brute nade back
> 2533274861263132;5:
> I want the flame and sticky brute nade back
Heck yeah I miss the brute nades and they should make flood nades just for fun to where if your close enough when it goes off the virus attacks you and you turn into the flood then your dead.
Recently I thought of Halo 3’s equipment, and how it essentially could’ve been a fifth special grenade slot
Impractical with five slots to cycle through though.
Though I wouldn’t mind it now with the decreased types of grenades.
Then I’ve also thought of a “Grav Grenade”, it’d either push like the grav hammer, or pull, for a brief period of time.
Perhaps some setting the player can set.
That in itself would be a neat thing.
Frags could be set to explode on impact, or as is now, prime when they hit a solid.
Plasmas would have the sticky setting, and one where they land, prime and then heat up an area for AoE damage for a specific time
Pulse grenade could have… that one did have AoE damage over time… forget that grenade
Grav Disc, it repell or attract objects based on setting for a period of time, sticks to any surface.
As a bonus, equipment in the form of a fourth grenade slot.
Radar Jammer, Flare, Regen, Bubble shield where each hexagon and pentagon are their own shields and can be destroyed individually after a certain amount of damage, the Drain, protable shield, grav lift, perhaps a Camo area, vehicles, items and players all become camoed in its area of influence.
> 2535425414012969;1:
> Even IF someone sees this from 343, there’s no way they would be able to add these ideas into Infinite in time. Maybe a DLC? So whatever.
>
> A grenade that basically does what the nade hitmarkers do, but better and would be more limited. Would probably have the same physics as a frag grenade. Upon “detonation” it would not deal any damage, but would instead highlight an enemy for 3-5 seconds that is within the radius. You would be able to see the enemy through walls, similar to Promethean Vision. It would only highlight one enemy if there are more than one enemy within the “detonation” radius, but the grenade would still tell you if there are more than one enemies within the detonation. (maybe it would flash a number in the center of the detonation site that corresponded to how many enemies were in the “detonation” radius). If you are highlight by this, there would be something on the HUD that would tell you. This is a lot better than nade hit markers for two reasons: The first being that if this is too powerful, simply go into forge and delete it. Or increase the spawn timer. I would imagine that this would be treated like a power weapon and would only spawn every two minutes or so, and would need to be kept track of. It would probably have to have a carrying capacity of one. Second, it doesn’t cause damage. Whenever someone gets nade hit markers, they now know they can push into that location because an enemy is weak.
>
> A grenade that is basically Void’s Tear without the damage/very little damage (and maybe a little bigger black hole radius). It will serve the same function as the splinter nade (which is underrated imo, but could use some more limit) in that it will block players from moving through a location for a certain amount of time, but it can also be used to pull players out from cover. If someone is behind cover, throw that grenade right next to them but out of cover and they’ll be pulled to the middle of the detonation site. Now they can be easily shot, but be careful cause they can still shoot back. Again, this should probably be put on a two minute timer and a carrying capacity of one.
>
> Help me by thinking of names for these grenades. Or maybe what their models would look like.
> First: Recon Grenade (UNSC), Vision Grenade (Promethean)
> Second: Void Grenade (Covenant/Banished)
The MP version of Halo 5 is incredible with a lot type of games hope to see your idea to Infinite and beyond
The only nade I would ad would be one like the grenade launcher. Hold the throw button down and when you release it it will detonate
Some of these may be repeats from other posters
Of course:
Fragmentation
Plasma
Keep:
Splinter
Bring Back:
Incendiary
Spike
Pulse
Equipment
New* Ideas:
Needle - Throw a cluster of needle crystal (that magnetizes to players?) and supercombines on impact.
Bolt - Throw a fast bolt of forerunner-type energy that ricochets off walls and splinters into more bolts each bounce.
Scout - On impact, scan in all directions for 1 second and highlight enemy players for 1 second.
Gravity - Low damage, high radius, high push force (depending on distance from explosion).
Void - Lasts 2 seconds or so, pulls in players, pull force dependent on distance to void center, low damage over time, can damage shields but not health.
Arc - Begins charging on first bounce, after half-second takes down shields of players within certain radius, arcs to nearby players’ and takes down their shields too.
Impact - Small frag that flies faster through the air and explodes on impact.
Rock - Only does damage if you hit a player directly, insta-kill on headshot (with shields down).
Charge - Hold down grenade button, explodes when grenade button is released, does more damage the longer the button was held (up to a point).
Shield - Recharges players’ shields (or overshield?) on explosion.
Sentinel - Shoots a sentinal beam to all players within a large-ish radius (and line-of-sight) for a half-second, more damage for fewer players.
Anti-vehicle - magnetize (lock-on?) to vehicles and disables them for as long as a plasma grenade.
Screen - Puts up a vision barrier, like a smokescreen.
- Ideas have not existed in any Halo FPS multiplayer games, but may not be wholly original.
Some of these ideas feel more like destiny than Halo, but they could fit okay in certain (non-standard) gamemodes. Additionally, some of them could easily fall into the equipment category, if such a thing exists in Halo 6.
> 2533274917301945;10:
> Some of these ideas feel more like destiny than Halo, but they could fit okay in certain (non-standard) gamemodes. Additionally, some of them could easily fall into the equipment category, if such a thing exists in Halo 6.
Even then, if something is unbalanced, just simply increase the respawn timer or delete it in forge. Done.