Grenades are feeling more and more unrealistic (mostly frags). At first, I noticed they didn’t travel nearly as far as they used to and have a severe drop-off that means I can’t chuck them like, well, a Spartan that wrecks tanks with metal-hands… Now I do believe the radius of detonation effect of the EXPLOSIVE device and/or power have been dropped down as well. I hate to break it to people, but we’re not using TRAINING GRENADES. We’re using at least year 2552 Fragmentation Grenades. Also, there are a total of five ways to avoid them; 1. Walking away or more towards the thrower while shooting them for their mistake of incorrectly timing their grenade throw. 2. Running the hell away. 3. Bursting away. 4. Jumping AND/OR bursting away… and finally, the following which is said more similarly to what Sgt. Gunny or Sgt. Johnson would say; 5. STOP CAMPING BOOTLICKER!!! WHY DON’T YOU STOP TRYING TO HIDE IN THAT CORNER BY THE CRATES OF THE ARMORY, MAGGOT! Seriously hate the nerfing of this sort of thing when it isn’t the grenades themselves that is a problem but just how many there are on the field from dead bodies. One solution would be to make grenades variable; Req 2 for plasma’s, req 3 for frags, req 4 for splinter, etc… And “god” forbid people have to stop using grenades to fight the prometheans and covenant because they’re too lazy to pull out their pistols for headshots and such… It’s also interesting to note that by the time tanks and mantis’ start appearing everyone should have a grenade type available. Also, it would feel a tad bit more fair if we could have plasma nades for the untippable-by-frag-grenade-ghosts. This would also work well with the DMR re-req’ing (why aren’t these also req 3-4, they require actual aim rather than triple spray…), etc which shall surely occur.