Nade count

Curious, Would you like the Grenade count to be raised in Halo 5? Maybe just for the Campaign?

Nope. 2 of each grenade on you is fine (6, maybe 8 total if we see fire nades return).

I see no reason to raise it, not even in campaign. You normally begin with two frags in a campaign mission. You can wing them at a cluster of Grunts or Jackals to get rid of them. Good luck trying to use one on an Elite without having him dodge it completely.

But in a campaign mission, you will undoubtedly get plasma nades from all the Covies you encounter. They are very useful little devices, and a limit on the carrying capacity of them is good, or else those things would be all you needed. We still want the campaign to be a challenge.

Definitely not multiplayer. A spawning capacity of two (without an ability to resupply) is fine, encourages players to use their grenades sparingly and effectively. Even if custom loadouts do return, two plasma grenades per person is quite enough.

> I see no reason to raise it, not even in campaign.

It’d be a hell of a lot of help on legendary wouldn’t ya’ think?

My personal preference is 2 grenade slots with a max count of 4 in each. (8 total)

I would actually be pro there being 6-8 different grenade types in Halo. I think Halo is missing an opportunity not adding in some new sci-fi grenade types. But 6-8 grenade slots would be weird. So I think it would need a system where you swap out grenades.

Default resupply should defiantly be brought back as well.

> > I see no reason to raise it, not even in campaign.
>
> It’d be a hell of a lot of help on legendary wouldn’t ya’ think?

Yes.

And that’s exactly why it shouldn’t be raised. Legendary is supposed to be a good challenge. The only help you can try and get is doing it co-op.

Nope, two max grenades is good. It has been the standard for most titles for a while now and works pretty well.

You give people too many grenades and it just becomes a spam fest in both Campaign and Multiplayer.

Im fine with campaign having 2 grenades max, but i think in Multiplayer you should only be allowed to have 1 grenade at a time.

Because, you know, grenade spamming and stuff…

I think they’ll stick with 2 of each. Real question is what types they’ll have, frag and plasma are obvious. I hope the Pulse grenade is re-done or scraped because it was such a waste of space. I’d rather have the spike or fire nades back.

I would be a fan of bumping up the nade count to 4 a piece. 4 frags and 4 stickies. But the counter to that would be a smaller grenade radius so you had to be more precise with your throws.

Also on the topic of nades, one thing I hate is when people just run headlong into you with only the intention of sticking you. To combat this, I would put a .25 - .5 second timer on a sticky so it would have to travel more than 5 feet stick someone.

> I would be a fan of bumping up the nade count to 4 a piece. 4 frags and 4 stickies. But the counter to that would be a smaller grenade radius so you had to be more precise with your throws.
>
> Also on the topic of nades, one thing I hate is when people just run headlong into you with only the intention of sticking you. <mark>To combat this, I would put a .25 - .5 second timer on a sticky so it would have to travel more than 5 feet stick someone.</mark>

CE handled that quite nicely IMO. The only issue was that the grenade’s explosive radius encompassed half of the map.

> Im fine with campaign having 2 grenades max, but i think in Multiplayer you should only be allowed to have 1 grenade at a time.
>
> Because, you know, grenade spamming and stuff…

To be quite honest I can jump behind this idea.

start with 2, max 4

> > > I see no reason to raise it, not even in campaign.
> >
> > It’d be a hell of a lot of help on legendary wouldn’t ya’ think?
>
> Yes.
>
> And that’s exactly why it shouldn’t be raised. Legendary is supposed to be a good challenge. The only help you can try and get is doing it co-op.

By Co-Op you mean letting your partner go AFK while you kill all the enemies and respawn next to them?

I’d rather have the extra grenade(s) of legendary solo, because you can’t say the Prometheans were easy on Legendary.

I’m not sure grenade spam is as big an issue as many people make out. Spamming nades at someone doesn’t seem any more effective a strategy than ‘spamming’ bullets at people most of the time. And at the moment grenades probably take more skill to use than the guns. I’m not sure what the problem is. If you have 8 nades you have likely gone out of your way to get them in the same way you go out of your way for power weapons.

I have never in my time playing Halo seen anyone spam all 8 nades at one person, the most you ever see is about 3. The larger nade count typically just means you can use nades moving from each encounter to the next. You don’t as often see an unbalanced encounter where one player has nades and the other doesn’t.

Frag grenades have all sorts of utilitarian game functions. They are an anti camper tool, they can flip vehicles, they can be used for nade jumps, they can be used nade down weapons, they can be used to control map movement. A deeper Halo I thinks incorporates grenades quite a bit.

Frag grenades arguably detonate a bit quick making them very difficult to avoid. Maybe they should add 0.1-0.2 sec to the det time.

I think that first of all, since the nature of grenades is directly tied to grenade count, for balance’s sake grenades should be reverted to how they worked in Halo 3 and Halo 3: ODST. They were the best in those game, I’d think. I also propose raising the max to 3 grenades of each type, just like in ODST; Frag, Plasma, and possibly, but not necessarily, one other. You’d start most gametypes with 2 frags and 0 plasmas, but they’d be scattered around the map and you’d be able to pick them off dead enemies by default. :stuck_out_tongue:

> > > > I see no reason to raise it, not even in campaign.
> > >
> > > It’d be a hell of a lot of help on legendary wouldn’t ya’ think?
> >
> > Yes.
> >
> > And that’s exactly why it shouldn’t be raised. Legendary is supposed to be a good challenge. The only help you can try and get is doing it co-op.
>
> By Co-Op you mean letting your partner go AFK while you kill all the enemies and respawn next to them?
>
> I’d rather have the extra grenade(s) of legendary solo, because you can’t say the Prometheans were easy on Legendary.

They were not hard… Sure they were challenging but they were beatable, and Legendary is supposed to be hard and challenging anyway. Adding more grenades would hurt more than it helps.

> > > > > I see no reason to raise it, not even in campaign.
> > > >
> > > > It’d be a hell of a lot of help on legendary wouldn’t ya’ think?
> > >
> > > Yes.
> > >
> > > And that’s exactly why it shouldn’t be raised. Legendary is supposed to be a good challenge. The only help you can try and get is doing it co-op.
> >
> > By Co-Op you mean letting your partner go AFK while you kill all the enemies and respawn next to them?
> >
> > I’d rather have the extra grenade(s) of legendary solo, because you can’t say the Prometheans were easy on Legendary.
>
> They were not hard… Sure they were challenging but they were beatable, and Legendary is supposed to be hard and challenging anyway. Adding more grenades would hurt more than it helps.

Well, People have different skill, your entitled to an opinion though.

> > > > > > I see no reason to raise it, not even in campaign.
> > > > >
> > > > > It’d be a hell of a lot of help on legendary wouldn’t ya’ think?
> > > >
> > > > Yes.
> > > >
> > > > And that’s exactly why it shouldn’t be raised. Legendary is supposed to be a good challenge. The only help you can try and get is doing it co-op.
> > >
> > > By Co-Op you mean letting your partner go AFK while you kill all the enemies and respawn next to them?
> > >
> > > I’d rather have the extra grenade(s) of legendary solo, because you can’t say the Prometheans were easy on Legendary.
> >
> > They were not hard… Sure they were challenging but they were beatable, and Legendary is supposed to be hard and challenging anyway. Adding more grenades would hurt more than it helps.
>
> Well, People have different skill, your entitled to an opinion though.

I realize that people have different skill levels. I think that solo Legendary should be something that takes skill, not something that everyone should be able to do from the get go. Adding more grenades would make it easier, and if anything I would say that Legendary should get harder.

> > > > > > > I see no reason to raise it, not even in campaign.
> > > > > >
> > > > > > It’d be a hell of a lot of help on legendary wouldn’t ya’ think?
> > > > >
> > > > > Yes.
> > > > >
> > > > > And that’s exactly why it shouldn’t be raised. Legendary is supposed to be a good challenge. The only help you can try and get is doing it co-op.
> > > >
> > > > By Co-Op you mean letting your partner go AFK while you kill all the enemies and respawn next to them?
> > > >
> > > > I’d rather have the extra grenade(s) of legendary solo, because you can’t say the Prometheans were easy on Legendary.
> > >
> > > They were not hard… Sure they were challenging but they were beatable, and Legendary is supposed to be hard and challenging anyway. Adding more grenades would hurt more than it helps.
> >
> > Well, People have different skill, your entitled to an opinion though.
>
> I realize that people have different skill levels. I think that solo Legendary should be something that takes skill, not something that everyone should be able to do from the get go. Adding more grenades would make it easier, and if anything I would say that Legendary should get harder.

You didn’t feel that Halo 4 added an incredible level of difficulty on Legendary than Halo 3 did? I think for now Halo 4 is one of the hardest campaigns solo and they should follow that formula, not the same landscapes, not the same enemies, but Halo 4 challenged you more than the other instalments in the franchise.

I still think they are doing difficulty modifiers wrong. All that really seems to change is damage. And you can pretty much bypass damage difficulty modifiers simply by using noob combo.

The silly thing is Promethean shields are not visible, I remember by first play through, I thought they were tanks. But once you figure out you can just hit them with a plasma pistol or nade and follow up with a few head shots they don’t seem that formidable any more.

OT: you can adjust difficulty with the nade count in mind. It’s not a strong argument saying it will make the campaign easier.