GRENADES : Physics & Damage

I played Halo 2 and 3 so much, I practically memorized the damage patters for every gun, depending on my current shielding. If I had ANY SHIELD at all (roughly 1/3 or more), a grenade would Only take out the shield.

In reach, If I have probably more than 4/5th a shield… a Nade kills me anyway. Seriously?! Are gamers really catering towards making things that much easier?

Now PHYSICS. One thing I noticed while playing 2 and 3 was that you could bounce the HELL out of grenades, like bouncy balls. You see an enemy, bounce a nade, headshot. It’s not cheap… it’s a legit tactic that made the game a whole lot of fun.

I remember putting in REACH for the first time (beta actually), and throwing a grenade, only to watch it stick to the ground like a 10ton weight. Im like… wtf? So all we have now are DMR battles, where you 5 shot someone and you have 2 shots of health/shield left. So the next DMR battle you get into, youre gonna LOSE because the Sheild REcharge is back to SLOW HALO CE Style!
Where as in Halo 2/3 you could take out 4 guys if you were good enough with the help of your nades!

Id love to see physics go back to the old SKILLful ways.

I agree with everything actually. I hated the grenades in reach, they were so much worse than the grenades in Halo 3. And I also hated the emphasis team fights rather than individual fights. In Halo 3 superior skill won the majority of the fights, in reach superior numbers won the majority of the fights. It was especially annoying for multikills. If I got a triple kill in Halo 3 it was usually because I fought 3 guys and won. If I got a triple kill in reach it was usually just a grenade thrown into a group of bad guys.

I couldnt agree more.

A well placed nade in Halo 2 and 3 would drop shields. If you were Host it would take a perfectly placed nade to completely kill the player…

In Reach a well placed nade will drop your shields and health making even a body shot lethal…

I think The grenades should act like a mix between H2 and H3… I love nade bouncing.

And Sticky Launching from H2… I hope that “feature” returns!! :slight_smile:

> A well placed nade in Halo 2 and 3 would drop shields. If you were Host it would take a perfectly placed nade to completely kill the player…
>
> In Reach a well placed nade will drop your shields and health making even a body shot lethal…
>
> I think The grenades should act like a mix between H2 and H3… I love nade bouncing.
>
> And Sticky Launching from H2… I hope that “feature” returns!! :slight_smile:

sticky launching was in reach as well. The game is just too terrible for anyone to care tho lol (my opinion.)

> > A well placed nade in Halo 2 and 3 would drop shields. If you were Host it would take a perfectly placed nade to completely kill the player…
> >
> > In Reach a well placed nade will drop your shields and health making even a body shot lethal…
> >
> > I think The grenades should act like a mix between H2 and H3… I love nade bouncing.
> >
> > And Sticky Launching from H2… I hope that “feature” returns!! :slight_smile:
>
> sticky launching was in reach as well. The game is just too terrible for anyone to care tho lol (my opinion.)

Not nearly the same tho… It would detonate the “launched” nade if not timed right… Maybe I’ll give it a try again and see how far I can launch one on Reach

Nothing is wrong with the damage of the Reach grenades. The problems lays with the movement speed and jump height.

In the MLG playlist, the movement speed is 120% and jump height is increased also. This for the most part balanced the two almost perfectly.

IMO Halo 3 grenades had the best physics of all the Halo games but the damage was to low. If 343i is able to make grenades powerful like Reach, have the physics like Halo 3, and increase the movement speed and jump height to Halo 2, I will be one happy camper.

CE grenades were the best. They had the largest blast radius, but were balanced by the longest fuse time.

> Nothing is wrong with the damage of the Reach grenades. The problems lays with the movement speed and jump height.
>
> In the MLG playlist, the movement speed is 120% and jump height is increased also. This for the most part balanced the two almost perfectly.
>
> IMO Halo 3 grenades had the best physics of all the Halo games but the damage was to low. If 343i is able to make grenades powerful like Reach, have the physics like Halo 3, and increase the movement speed and jump height to Halo 2, I will be one happy camper.

You make a very good point!! Default Reach Physics are way to slow… Thats what AA’s are intended to make up for

Yea I can only hope that the H4 nades will act like H2&3’s nades!!

> <mark>I will be one happy camper.</mark>

But seriously, Camping is Bad!! Take yer marshmallows elsewhere lol JK I couldnt help myself

> CE grenades were the best. They had the largest blast radius, but were balanced by the longest fuse time.

Agreed. They were far more tactical in terms of pinning down an area and had to be planned further ahead of time because of the long fuse. Plus you could throw them the furthest and the throwing angle wasn’t all wacky like in later games where you had to look up into the sky just to throw a medium distance.

I’d like Halo 3’s grenades. You had to be accurate and the short fuse time worked well with Halo 3’s physics.

I remember getting so used to Halo 1’s grenade physics. When I tried Halo 2 for the first time, I absolutely hated the grenade physics then. Was used to huge blast radius and non bouncy physics.

Ended up adapting to H2/H3, but I could never get used to Reachs nades. Just sucked balls.

Maybe the non-bouny/large blast radius grenades from H1 can make a comeback in Halo 4 as a completely new type of nade that you pick up on the map?

> I played Halo 2 and 3 so much, I practically memorized the damage patters for every gun, depending on my current shielding. If I had ANY SHIELD at all (roughly 1/3 or more), a grenade would Only take out the shield.

Apparently you didn’t play that much. In Halo 3 a frag could kill you with full shields if you were directly on top of it.

Now the damage radius of the grenades were much smaller, combined with the faster movement speed, and you have grenades that only seem weaker than those of Reach.

The grenades in reach are awesome. The real issue is the movement speed. You’re too slow to get away.

clearly YOU didnt play that much…or played some weird, obscure playlist, cuz in halo 3 a frag grenade would NOT kill you.

I have no issues with grenades in either game. It’s not supposed to be the same game. There are a number of variations within the Spartan classes and grenade models in each game. I’m pretty sure that the grenades in Reach aren’t even half as bad as you make it sound. I get that Halo 3 was a great game, but to me Reach polished it up and added slight realism to gameplay (which does take a turn for the worst in some cases, but for the most part I’m happy)