Like ore-nerf when people were just spamming them onto objective points and were getting easy free kills without eben seeing the oponents on the screen? No thanks.
Once again new? You would do that in any game, there’s a reason there’s medals for it. Why not just make every weapon be a nerf weapon and everyone never get a kill?
Do you remember the BTB flight Tesla grenades? Because I 'member. Those things were exactly what @PL_Zywy just said, free kills on the objective. They would absolutely fry everyone inside. They were typically available and could keep them on you at most times. Just toss it in and watch the free kills roll in.
Frag Grenades have always been fairly weak. Usually just shield poppers. Halo 3 is always going to be my go-to example because it’s the one I spent the most time learning how they worked. H3 frags could kill if you tossed two and they both exploded directly under the enemy. The radius was large and the drop off steep beyond the center. They would do okay damage consistently once you learned how to bounce them correctly and that created a skill gap. This plus friendly fire made nade spamming rare/infrequent. Typically nade spam only happened at the start of a match on specific maps at specific spots. The Pit is the perfect example of this as everyone would just launch nades at the rocket hallway. This would be basically the only place that would happen and be effective.
The bounciness of Infinite frags and the lack of friendly fire creates this lack of thought being put into throwing the nades as they’re likely going to be in the general area of the target and do damage to the target without any real consequences. They are currently effective, but overly spammed making them feel even more effective than they really are.
If you’re not getting any kills with frags then I have to wonder about how you’re using them. Like what situation are you using them in? What are you trying to use them on?
Stickies are what I feel like need a buff. It does good damage yes, but it has to stick or blow up directly under someone to get the kill. Even if it’s right next to them then it barely does anything. The radius is so tiny and the drop off is extremely steep. They’re literally Stick or Suck.
Rather than nerfing grenades generally would it be worth reducing grenade spawns only in specific modes? I’m mainly thinking of KotH but probably Land Grab as well. Basically anything where you are required to stand in particular places that the enemy can just blindly throw grenades.
Grenades and melee play the best when they support gunplay, not when they are a playstyle all their own.
That’s why I feel Halo 3 hit the perfect sweet spot for grenades’ spot in the sandbox. They were generally always available, and very useful in a large amount of scenarios, but only the rarer plasma and spike grenades were effective kill options on their own. While the common frags best served to weaken for a weapon to clean up, or to force an already weak player out of cover.
This applied to vehicles too. Plasmas and Spikes could be stuck directly to a hog to take it out, while frags could only be used to flip it over and leave the occupants vulnerable to your weapons.
Infinite’s frags could pretty reliably score free kills by spamming angles and relying entirely on bounce AA and the massive blast radius. I’m totally cool with Spikes, Plasmas, and Dynamos having that kind of utility, but frags needed a nerf.
I’ve seen this recently too and wondered if something was wrong.
not saying you’re wrong- the grenade mechanics seem to be… how to phrase it…
Difficult to control.
Put yourself in a match against a bunch of bots in training mode, take their movement and attacks and stuff off, and watch. What’s more, it’s possible a recent-ish patch modified some grenade mechanics.
With the stark, stark exception of Halo CE, which can be noted as ‘darn near nuclear.’
I didn’t know this either. Something to test out next time I get on. What the!?!?
Yes you would be correct with that statement. But the CE grenade was always just meant to function as a general all purpose AOE grenade. Much like most of the sandbox and weaponry of CE they were never really meant to be anything other than exactly that. It was meant to fill a very specific role. Once Halo 2 rolled around they started working on proper weapon balancing and focused on making things function a specific way for a specific reason because Halo multiplayer had become so loved. They wanted to provide a fun, but balanced experience. That’s what the difference between Bungie and 343I is. Bungie was focused on a fun balanced experience that had the ability to be edited into a more competitive shooter as where 343I is focusing on a competitive shooter named Halo first and then allowing it to be edited into something fun… once they release the tools for it.
Most of my deaths are caused by grenades bouncing in an odd fashion and into my direction
Same here, it can be frustrating, I want good gun battles, not just grenade spamming. In my opinion, there are too many grenades in this game, and as people have stated, winning and losing the game can depend on grenade kills.
Adding to the mess, the fact grenades are very inconsistent, means the game is unbalanced, I watch apposing team players who are almost invulnerable to grenades, multiple hits, shields glowing, several players firing away at them, and still can’t take them down, balance has been thrown out the window, chaos is what matters now.
What I see here is not much different from a crappy movie with a terrible script, just add some car chases and enough explosions to distract people from the reality that what they are watching is crap.
And furthermore, when I play this game, it is clear to me the maps were designed for grenade spamming, not gun play. Grenades that track the player … case in point. That’s my opinion.
I think this has been a thing since Reach. I know for sure that you could do similar stuff with the Revenant and Wraith mortar shots. If you would boost then fire as soon as you could and then you’d launch it like a fastball. Or you could be backing up and the shot would drop short. I remember messing around with the evade ability and tossing plasmas as I hit a hill/bank to get some air and keep the momentum. They would go a decent amount further.
I remember just sitting and blasting wraith shots across maps on BtB that would hit bases and would destroy the other team while a team mate is flying a banshee dropping bombs on them.
sheeds tear
I miss those days.
Those were good ol’ days for sure fellow Spartan.
Couple of things:
1-Grenades don’t do enough damage. If I shoot the enemy and then throw a grenade at his feet, he does not die.
2 - Grenades disappear if I die, instead of exploding even if I die.
Adding to the mess, the fact grenades are very inconsistent, means the game is unbalanced, I watch apposing team players who are almost invulnerable to grenades, multiple hits, shields glowing, several players firing away at them, and still can’t take them down, balance has been thrown out the window, chaos is what matters now.
Splash Damage is to blame for this.
It is so inconsistent in Infinite.
Back when I was playing the Insider Beta, I thoguht that the devs had made it so that damage to yourself and teammates was reduced because I was consistently able to survive a rocket blast from myself, a rocket fired in my direction by a teammate, or my teammates accidentally getting in range of my target as the rocket hit.
I eventually started seeing the Rocket Launcher as a counter to the Energy Sword since someone would be lunging towards me and I would just blow up my feet, breaking my shields but killing the swordfighter.
What I initially thought was a anti-griefing countermeasure by reducing damage to oneself and teammates was actually a development oversight as it is now abundantly clear that splash damage is wildly inconsistent.
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Enemies and Friendlies randomly surviving explosions where they stood at ground zero.
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The Gravity Hammer either not killing someone in one go, sometimes requiring TWO HITS to break shields, all the while also somehow randomly giving the wilder insane range as someone who used the thruster pack to evade backwards and away is still one-shot from six meters away by a hammer that just took two hits to break a shield within hugging distance.
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Grenades allowing for players without shields to randomly survive or to completely eliminate a player who had 3/4 shields full; with both incidents happening while the grenade is at the feet of the affected players.
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Hydra Launcher for some reason requiring a full 6-shots to kill a player when typically it takes only 4-homing shots.
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Rocket Hog barely doing any damage to enemy vehicles or allowing players to survive a volley of rockets like how Gru dodged the missiles in Despicable Me 1.
The Scorpion Gun seems to have no issues with Splash Damage, but that might likely be due to the fact that it deals such heavy damage that when the fluctuation happens, the target player is killed or the target vehicle is still heavily damaged enough to be taken out of commission.