I am afraid of grenade spam in H2A

I have been playing Halo 4 slayer over the last couple of days and the most annoying thing is being spammed with grenades. It is never just one grenade, it is always multiplayer explosives just being thrown in my face and reducing my shields to nothing so someone can just one shot me.

Halo 2 and H2A gives you the ability to carry 4 of each grenade, unless I am mistaken. Is spamming going to be at an all time high?

Grenade spamming will probably be the same as it was back in the day, so yes, very spammy.

All time high? no.
Halo 2 was always a spam fest.
At least every player won’t spawn with a plasma pistol and plasma nades like in 4.

Grenades were nerfed in Halo 4, i don’t see them as a threat in most situations. It annoys me that a single grenade to a Spartan’s feet doesn’t kill him.

> Grenades were nerfed in Halo 4, i don’t see them as a threat in most situations. It annoys me that a single grenade to a Spartan’s feet doesn’t kill him.

That would be both sprint and the explosives support thing taking effect.

Avoid them.
Most of the time you spawn with 2 nades, so you cant really assume people will always have 8 nades to throw at you.
You can also throw yours to avoid enemies getting closer.

Wouldnt say much about a Spartan’s armor if one nade at their feet killed them right? This isnt CoD we work for our kills.

And ya Im not worried about grenades one bit. If anything I wish theyd be made more dangerous by pulling the indicators from the game. But no big deal.

‘Grenade spam’ is and has always been a joke. The only problems I have with H2A grenades are 1.)Screen shake because it is an annoying mechanic and 2.) grenade hitmarkers because it turns grenades into radar grenades. Issues 1 and 2 are a problem regardless of how many nades players have access to.

Grenade spamming in Halo has always been a problem.

In Halo 2, yes, you get a Yoink load of grenades, which increases grenade spamming even more, but due to reduced damage, reduced blast radius, and quick shield recharge wait, it makes the grenades not as bad as you would think.

That’s the funny thing. Halo 2 got grenades perfect. They’re not annoying/can instant kill/ect… that every other Halo games did (Reach and Halo 4 having the biggest problems with this). But then they give you a max of 8 of the suckers. So close, yet so far to the perfect grenade situation for Halo. But alas, I’d so rather deal the max of 8 nades if it means having Halo 2’s grenade settings than having to deal with 2 frags that can instant kill you.

Aren’t we all afraid?

> Grenade spamming in Halo has always been a problem.
>
> In Halo 2, yes, you get a Yoink load of grenades, which increases grenade spamming even more, but due to reduced damage, reduced blast radius, and quick shield recharge wait, it makes the grenades not as bad as you would think.
>
> That’s the funny thing. Halo 2 got grenades perfect. They’re not annoying/can instant kill/ect… that every other Halo games did (Reach and Halo 4 having the biggest problems with this). But then they give you a max of 8 of the suckers. So close, yet so far to the perfect grenade situation for Halo. But alas, I’d so rather deal the max of 8 nades if it means having Halo 2’s grenade settings than having to deal with 2 frags that can instant kill you.

I never played Halo 2 online so I hope it isn’t too bad. I am looking forward to this game a lot and I’m really interested to see how this will play out.

The amount of grenade spam will be limited by how many grenades are spawning on the map since everyone only starts with 2. For some there will be too much grenade spam, for some not. But who doesn’t love getting that sweet nade kill and watching the victim ragdolling across the map?

> we work for our kills.

Indeed, almost a grind. To the point of sometimes it takes so long to kill a spartan that someone else often just steals the kill in the last second and we just get an assist.

With that in mind im grateful for grenades.

I don’t know why people feel the need to bring up CoD though, since its not the only franchise with decent damage rates. Quake, Unreal Tournament, Battlefield all do a better job at giving the player a sense of feedback and reward for their skills.

Here’s the thing though, Halo 2 grenades are very very different from Halo 4 grenades.

Stickys from Halo 2 are large, and easier to avoid, despite the fact that they kill easier in proximity.

The degree of damage is also considerably different. In Halo 4 a grenade cannot kill a full shielded Spartan. I always thought that was stupid, because it’s a freaking futuristic grenade. If you sit on it, you should die.

The blast radius is entirely different in Halo 2 as well. The further you get from the grenade, the less damage it does (obviously), in comparison to Halo 4 though. You’re always going to face some sort of spam, but a well placed grenade is rewarded more in Halo 2, as it should be.

Of course, this again all depends how 343 decides to model their H2A nades. If they build on top of the Halo 2 model, then good. If it’s the Halo 4 one, well, have your throwing arm warmed up.

I think the biggest difference is the shield recharge rate. In Halo 4, it takes 6 seconds for your shield to begin recharging, and then 2 seconds to charge from depleted to full. So if your shields are depleted by a grenade, you are incapacitated and vulnerable for 8 seconds. You could die and sprint back to your original position before your shields would fully recharge. Halo 2 doesn’t have nearly that long of a charge time.

Whatever, I’m in the bullpen warming up :slight_smile:

I’m honestly surprised that out of all the “modern” traits of Halo, they went with hitmarkers instead of the total grenade cap of four.

How am I sposed to camp with teh shotty on warlock with so many grenades thrown at me?