Grenades feel overpowered in this game. I thought at first that this was a consequence of the removal of team-killing, but other Halo games have done that as well, and grenades didn’t feel this overpowered. If they are going to remain this powerful we should only spawn with 1. That or significantly reduce the throw delay between throws. Getting double ‘naded with very little warning feels bad.
This isn’t anything new to the Halo franchise. You get used to it after a while.
I say we go back to CE grenades and start with three frags.
It’s been 20 years and now it’s getting out of hand?
This guy.
The trick is to throw your nades before you die so the guy that kills you with their 2 nades doesn’t pick yours up and do it again.
Grenades are pretty intense in Reach and CE, and the rest of the games as well. It can definitely suck, but it is kind of the nature of the beast. I wouldn’t be opposed to testing out a little less impact radius. Halo 3 felt good in this way…
H3 was usually way worse cuz you could hold like 2 billion grenades
Buddy, I’ve been playing Halo for literally most of my life. It has never been this bad. Reach was the only game that comes close to this and comparatively it’s a dream.
You must have been playing a different Halo from me then because I got used to this since Halo CE back when we connected with XBox Connect.
The grenades are fine
I mean at most it was usually 6 in total with the plasma, frag, and spike. I don’t really count incindeary grenades as their inclusion is rare in games. Halo 3’s explosion radiuses seemed less intense, and in the case of the spike grenade, it only really exploded in one direction in a limited cone. I’m convinced Infinite are stronger overall, but it is something to get used to and account for.
I don’t feel like the spam is any worse than previous games, but there seems to be a lot of inconsistencies. Sometimes I’m able to survive two frags and other times a single frag will insta-nuke me. I realize proximity has something to do with it, but frags have never been insta-kill have they?
I noticed one thing with nades, especially Frag nades in Infinite:
The Blast radius detection is wack.
If it explodes next to you, you take heavy damage, if it explodes 2 arms length from you, you are basically unscathed. I want to see desync fixed first before I judge if Infinite nades are too strong, but for now, we have what we have.
Why round down?
…before the dark times.
Nades are fine. Nade spamming has always been a key strategy to break set-ups since CE. One of the best ways to break a shotty room set-up on Chill Out against a team that’s about to grab OS is to go to the nade spawn in the dark hall, throw your 4 frags off spawn, throw the 4 frags at the spawn point, and then grab the 4 more that respawn when the OS comes back, for a total of 12 frags thrown by one player in a matter of seconds lol.
Grenade spamming has always been a Halo staple.
Cardinal rule of combat; never die with a grenade in your pocket.
Infinite’s grenades are fine.
Yeah but it really isn’t about getting used to it.
The game is just too frag grenade dependent. It forces a really horrible gameplay style that I can’t ignore.
Every time I play I say the same thing to myself.
There are simply too many grenades.
I get they are used to break the shields but combine the excess frags and lack of movement and we are back to being tanks moving in a zone.
Fleeing for our lives from a grenade every couple seconds.
I completely understand why the series has a hard time attracting new fans.
No other game plays like that…I get that it is unique and Halo but does that make it good?
just a question I always ask myself. Is the series just keeping gameplay just because that is how it has always been?
Not bashing just showcasing…
At some point are we accepting something inferior just because it has been that way?
Nobody really mentioned that it made for great gameplay or anything…just that it is Halo.
Please don’t get upset lol
Good point and fair question. All I can say is that I enjoy the combat experience more when I’ve got a pineapple in my pocket. More options often means more opportunities for outplay.
I thin the names are weaker than they could be. You gotta be damn near on top of it to lose most your shields.