This was my idea on how to balance out plasma grenades and frag grenades if both will be available in loadouts:
Frags are kept basically the same as the always are.
Plasma grenades can only kill if stuck to a person. If the enemy is not stuck and the grenade goes off next to them, they will take damage, but not be killed.
I think this, couple with the frags’ bouncing abilities and longer throw distance, will keep them pretty even and people could choose one or the other.
So closer to the Spike Grenades of H3, where hit or miss was a very fine line (unless you had a good time with the spikes coming out, which was rare)? I could live with that. Although I would prefer a fuse length increase than a radius decrease. I’d like grenades more if I once again had a chance to avoid them when they were thrown.
Better yet, add a “casting time” for grenades, like in H3, where it took a second to take out and throw a grenade. Forces better nade placement, and combined with a radius/fuse nerf (but not damage nerf), I could see nades becoming a much better and more balanced element of the sandbox.
So sure. I guess I’d like that, but also a bit more done to nades as a whole to put them back in line. Things got out of hand for both frags and stickys in Reach.
I rather we just keep things the way they were in Halo 3 the grenades weren’t as much as a tool used to kill but more of injure or throw a vehicle off balance, unlike the ones we saw in Halo reach.
so more akin to the CE sticky grenades?
“I rather we <mark>just keep things the way they were in Halo 3 the grenades were as much as a tool used to kill but more of injure or throw a vehicle off balance</mark>, unlike the ones we saw in Halo reach.”
Please no granukes, make them like in Halo 3 not Hand MOABs in Reach
> So closer to the Spike Grenades of H3, where hit or miss was a very fine line (unless you had a good time with the spikes coming out, which was rare)? I could live with that. Although I would prefer a fuse length increase than a radius decrease. I’d like grenades more if I once again had a chance to avoid them when they were thrown.
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> Better yet, add a “casting time” for grenades, like in H3, where it took a second to take out and throw a grenade. Forces better nade placement, and combined with a radius/fuse nerf (but not damage nerf), I could see nades becoming a much better and more balanced element of the sandbox.
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> So sure. I guess I’d like that, but also a bit more done to nades as a whole to put them back in line. Things got out of hand for both frags and stickys in Reach.
Ya, I don’t want another place like that area above the green elevator in Sword Base in Reach… I can never see through the smoke of so many explosions.
IMO, Plasma and Frag grenades are already balanced enough. Nerfing the Plasma Grenades would make it more unbalanced.