This is Halo, it is grenade, shoot, melee don’t make this into something different. Big boom equals big fun. I always loved in Halo CE when one grenade would set off a chain of grenades lying on the ground which gave these huge explosions. People that want to nerf grenades are just trying to make Halo into a different shooter that they are good at. Bigger radius’s and bigger booms in explosives make for more fun. It makes the game way more dynamic. Heavy precision weapons and low yield grenades make the game slower. That can be fun game but that game already exists. I play Halo for Halo play style. If I want something different I play a different game. Everything doesn’t have to be perfectly balanced, just make it fun.
I’d day increase the splash radius but not the damage. Pre-nerf nades were killing all the fun, they’re way too OP while being spammed 24/7. Their effective range is where I’d search more balancing, especially with the ongoing desync where sometimes you have to put a nade into someone’s pocket to do any damage at all… So basically sort out the nades the same way Gravity Hammer has been patched recently where it’s finally a reliable weapon.
IDK how to tell you this OP but the grenades are one of the most complained about things balance wise. Besides, a smaller damage radius DOES mean they’ll be more consistent.
EDIT: It’s not less damage. It’s a smaller radius.
I’m guessing the recent nade nerf isn’t cutting it?
Nah, not quite. The radius is so big that the damage is also really inconsistent. It’s just plain hard to measure.
A lower radius means placement needs to be more skillful. Honestly, I’d restrict it to just one grenade on spawn. Having 16 grenades able to be fielded on spawn really sucks.
Honestly I’m a bit torn. I feel like I do better with grenades than most people I play against, so this change might hurt my game but there is too much grenade spam in this game.
The inconsistency of all explosive/AoE weapons is annoying but changing the radius won’t fix it. I’ve had less problems recently so maybe it’s getting better.
Longer respawn timers on grenades or maybe not having the ability to carry two types seems like a more effective solution. Edit: Maybe best tried first as a Ranked only change.
It looks like they’re trying to buff the spike grenade, which I am happy about.
Grenades are definitely a core part of Halo. However I don’t remember being hit by grenades so much as I did in previous Halo games.
Some reason, Infinite has inconsistency when throwing grenades sometimes as well.
They throw slower than in other games and have a different, almost ODST-like trajectory. Honestly I hate this game’s grenades.
I’ve found myself getting killed around corners from grenades and dying to ones far away from me. Definitely needs an adjusted blast radius.
Longer spawners would absolutely help. That, or only placing 1 grenade on the pad. IDK why we always need to grab 2 nades.
Grenades are a tricky thing to balance.
I remember the nerf to Halo 5’s grenades about a year into the game which made it so grenades would always damage at elast 50% of the shields, which really annoyed me at the time as I had mastered taking minimal damage from grenades, whilst leading my opponents to believe they’d done massive damage and push in to a fight I was more than ready for.
The grenades in Infinite seem pretty decent in my opinion. They’re a bit inconsistent (as is most of Infinite), but increasing the damage… it just isn’t as simple as that. From what you’ve said, you want larger explosions.
Maybe grenades should have more of a bang to them like in CE? I’m not on about increasing damage, I’m on about making them sound more impactful and look like they could deal some damage. Maybe that would solve the issue?
There’s a few balancing issues with this honestly. Grenades are pretty important in combat, I’d argue that they’re probably the best weapon you can have in the game since they can do so much.
I believe a large reason as to why we spawn with two grenades (rather than the 16 you mentioned) is because grenades are a core part of the Halo golden triangle (melee, grenades, guns)
Your solution would almost halve the grenades used in a match, making the game less about that golden triangle and more about guns and melee, ultimately making the game feel less like Halo.
Plus, it would be pretty unfair to only let someone spawn with a single grenade. It would put them at a disadvantage off spawn since the enemy could find grenades on the ground and have a advantage over them. Granted, that could happen with power weapons also. However with the grenades ontop of that, it would only lead to a greater snowball effect and make games more difficult to comeback from.
One on the pad would be okay except once you’re trying to take on vehicles with plasma/dynamo.
It’s really only a problem on Behemoth though so maybe the could rework the vehicles on that map. It probably needs it anyway.
Bud, grenades practically follow you in this game and UNLIKE halo’s previous titles, Infinite’s grenades are incredibly fast moving and bouncy.
You don’t know what you’re talking about.
The grenades act find they don’t follow you but if you aren’t sticking someone then it’s practically useless. I’ve been playing since CE, go back to fortnight if you don’t like grenades that kill in your game. They don’t track, you’re just playing against ppl that know how to stick and ricochet grenades which many ppl don’t know how to do well anymore.
I’m kind of mixed on the feels about frags personally. They are probably the second easiest grenades to use after Shock, and to be honest I’d say they’re on par with usefulness as Sticky Grenades. I never really payed too much attention to them specifically, and they never felt like they were too powerful off hand.
I guess I’ll play a bunch of matches and try to pay more attention to how effective frag grenades can be.
I kind of hope that it’s not a big nerf though, maybe do it in small increments instead of large ones to, as they say, find the “sweet spot”.
I like this idea of making everything bigger yet not effecting the Spartan that much. This would go along way to making a Spartan feel more like a Spartan. Keeping damage but increasing the show damage would go a long way in creating a more invincible Soldier, and dynamic game.
I never liked ODST’s grenade throws. It felt so awkward I felt like I had to look more down in order to have a sharper velocity. I’m not sure if Halo 3 did the same thing.
The thing is that Halo Infinite has "grenade throwing combos’. Walking backwards while throwing will lead with a shorter, higher throw. And walking forward while throwing makes a faster, sharper throw.
I used my experience to show consistency of play not peak performance. My argument is that grenades are a critical part of Halo versus other games. “Fast frags” are only fast compared to games like COD because their is no pull pin, but that’s Halo, that’s it’s play style. It doesn’t matter how good you are regarding the play style but the longevity of the play style matters.
People always want to shape FPS games into one giant mush with different stories, but it’s important to differentiate why FPS games are different and lean into those differences. Fast, abundant, and powerful, grenades are Halo play style along with coop campaign. These are critical things that make Halo Halo, not Rocket Launchers or Pistols.