Nerf frag granades.

Halo 5 Guardians have a balance problem. The frag grenades are way to overpowered. Today i have played a round of Multi-Flag on both Halo 3 and the Halo 3 Classic Throwback in Halo 5. Both were same mode and map.
In Halo 3, the grenades were used on few occations, and they didn’t change the gameplay that much. It was a nice tool to have.
In Halo 5, the grenades were used all the time, they were spammed everywhere. The grenades changed the round completely. It were nerly unplayeble and far from enjoyeble. Everything became a matter of not getting hit by the grenades.
This is a problem in the normal matchmaking playlists in Arena also. They are too OP and too many of them.

Potential solvers:

  1. Spawn with one grenade.

  2. Nerf the acceleration and blast radius of the grenades.

  3. Change how the grenades splash on the ground/wall.

Might wanna head over to the Weapon Tuning thread instead.

While I believe you are rightfully entitled to your own opinions, the grenades do no need to be nerfed. One round of Multi-Flag on both Halo 3 and Halo 5: Throwback is insufficient data because these could both be exceptions to what you’re trying to prove. This lack of evidence makes your claim sound very weak and unsupported. While we are on the topic of weakened arguments, let’s point out the fact that have several grammar mistakes. The wrong ‘There’ is used, and some words are not spelt correctly, furthering the view that your argument is irrelevant. So we have lack of data and improper grammar, however, you bring up Arena Playlists as well. This also lacks sufficient data to prove this secondary claim. Considering that before I had to take a break from Xbox all together, I would only play Arena and never had a problem with this so called “…too OP…” of a grenades. Furthermore, you’re comparing games that have a solid seven or eight years between them, by two different developers. I think your one round experiment came to a fast and false conclusion, and that you met the exception, not the rule. One round of anything does not dictate the rest of the games, like one game does not dictate a designer’s future products. Either drop this claim, or come back with sufficient data.

The grenades need to be buffed if anything. Dodging grenades is incredibly easy with thrusters. In addition to that, the grenades are incredibly weak compared to other games. Also, there’s no reason to change them for the H3 playlist. Go play H3 if it’s that much of a problem.

Maybe bring back chain reactions to eliminate the large amount of grenade pickups. Man, how hilarious would that be in Warzone, you could get a killionaire with one toss.

I understand what you mean by the grenade spam, I get annoyed at it aswell, but I don’t think that they are too overpowered, if we had just one grenade like your suggestion that would be a great idea but I haven’t seen 1 grenade kill someone at max health and shield so I do not see the overpowered nature of the grenade other than the spam.

> 2535426054311081;1:
> Halo 5 Guardians has a balance problem. The frag grenades are way to underpowered.
> In Halo 3, the grenades were used all the bloody time, and they didn’t change the gameplay that much. It was a nice tool to have.
> In Halo 5, the grenades were used about the same as previous games, they were used as needed.
> This is a problem in the normal matchmaking playlists in Arena also. They are too weak and too few in number.
>
> Potential solvers:
>
> 1) Spawn with three grenades of each time.
>
> 2) Buff the blast radius of the grenades back to the pre-nerf numbers if not a bit higher.
>
> 3) Add in spike and incendiary grenades.

Fixed that for you. I take it you don’t remember CE grenades?

> 2535416784130131;3:
> While I believe you are rightfully entitled to your own opinions, the grenades do no need to be nerfed. One round of Multi-Flag on both Halo 3 and Halo 5: Throwback is insufficient data because these could both be exceptions to what you’re trying to prove. This lack of evidence makes your claim sound very weak and unsupported. While we are on the topic of weakened arguments, let’s point out the fact that have several grammar mistakes. The wrong ‘There’ is used, and some words are not spelt correctly, furthering the view that your argument is irrelevant. So we have lack of data and improper grammar, however, you bring up Arena Playlists as well. This also lacks sufficient data to prove this secondary claim. Considering that before I had to take a break from Xbox all together, I would only play Arena and never had a problem with this so called “…too OP…” of a grenades. Furthermore, you’re comparing games that have a solid seven or eight years between them, by two different developers. I think your one round experiment came to a fast and false conclusion, and that you met the exception, not the rule. One round of anything does not dictate the rest of the games, like one game does not dictate a designer’s future products. Either drop this claim, or come back with sufficient data.

First wanna say bravo with this post since it seemed you work very hard. Second, OP the grenades already been nerfed last year with their radius and damage of effect. It might be partially due to SA abilities playing a role in the balancing but I don’t think it’s enough even on the Halo 3 playlist to be OP. I barely get killed by grenades in the Halo 3 Playlist, when I do it’s only because of other factors like gunfire or a location where grenades can just bounce right next to me. At least it’s not like Halo 2 or Halo CE when holding 8 grenades at once.

Gotta say, while I hate what they did to the BR in the weapon tuning updates, they nailed the frag grenades. If you want to experience insane grenade spam, head over to Warzone Assault. Grenades are pretty much the soundtrack in that. Point is, before the updates, frags were pretty frustrating to deal with and regularly made you feel like your opponent got a cheap kill. Now though, while the spam remains and is inherent to the type of game WZA is, grenade kills don’t feel cheap or undeserved. Lucky, sure, but again that’s simply because of the type of game WZA is.

Now if that’s the case in a mode that has people hurling frags as soon as they spawn, I think it’s fair to say the other gametypes are fine. There’s plenty of opportunity to avoid frag damage now unlike before.

> 2535416784130131;3:
> While I believe you are rightfully entitled to your own opinions, the grenades do no need to be nerfed. One round of Multi-Flag on both Halo 3 and Halo 5: Throwback is insufficient data because these could both be exceptions to what you’re trying to prove. This lack of evidence makes your claim sound very weak and unsupported. While we are on the topic of weakened arguments, let’s point out the fact that have several grammar mistakes. The wrong ‘There’ is used, and some words are not spelt correctly, furthering the view that your argument is irrelevant. So we have lack of data and improper grammar, however, you bring up Arena Playlists as well. This also lacks sufficient data to prove this secondary claim. Considering that before I had to take a break from Xbox all together, I would only play Arena and never had a problem with this so called “…too OP…” of a grenades. Furthermore, you’re comparing games that have a solid seven or eight years between them, by two different developers. I think your one round experiment came to a fast and false conclusion, and that you met the exception, not the rule. One round of anything does not dictate the rest of the games, like one game does not dictate a designer’s future products. Either drop this claim, or come back with sufficient data.

Well I agree that there is lack on evidence supporting this claim even though I personally think the halo 5 gernade are extra.
The improper grammar though? Come on now. Just stop lol.
and also with his one round difference I don’t think think that’s the only time him or anyone else experienced that. He just didn’t state it which was in his wrong.

> 2533274824050480;8:
> Gotta say, while I hate what they did to the BR in the weapon tuning updates, they nailed the frag grenades. If you want to experience insane grenade spam, head over to Warzone Assault. Grenades are pretty much the soundtrack in that. Point is, before the updates, frags were pretty frustrating to deal with and regularly made you feel like your opponent got a cheap kill. Now though, while the spam remains and is inherent to the type of game WZA is, grenade kills don’t feel cheap or undeserved. Lucky, sure, but again that’s simply because of the type of game WZA is.
>
> Now if that’s the case in a mode that has people hurling frags as soon as they spawn, I think it’s fair to say the other gametypes are fine. There’s plenty of opportunity to avoid frag damage now unlike before.

They did a great job but it’s still frustrating. Not to the extent of before where I’ll die from gernade but I don’t know how many times (I’m an arena player) where a gernade will have some sort of reasoning to my death.
examples could be im around a corner they see me I’m backing up and 2 nades come around the corner I just left then 2 more nades hit me from an open window. Another nade somewhere in the mix now I’m super weak and I’m finished. (Overgrowth)
don’t get me wrong those were some ace placements it was just insane. But that’s fine I could shrug it off but it happens at least 3 times for me a match and then other times I’ll just become weak from a gernade.
Maybe I just have an absurd hatred for the nades

I think they should be buffed a GRENADE only popping your shields makes no sense. If you’re a couple steps away (we are still super soldiers) or on top of it it should insta kill.

Remember the CE grenades?Pocket-sized Nukes.
Im fine with the way the grenades are.

In my humble experience, the problem isn’t the power of grenades- they can be strong, but not overly game altering- but the frequency at which they are used. Speaking from my own personal time in game, there are simply too many instances of grenade spam, not due to their power, but the simple number and availability of them around. The other two types of grenades, while used frequently, do not seem to have this issue due to a higher number of available frags (due to spawning with them), their tendency to bounce around more thus allowing for greater throw distances, and the smaller, less apparent size of them, making it at times a bit more difficult to see them. Nerfing them would be a moot point as their use seems to come less from power, but more ease of use and availability. My suggestion would be to decrease starting number to one, and/or have fewer of them on the map.

And I’m not looking to get started on what previous Halos did in the grenade department. It had its issues, yes, but the mistakes of games past is no excuse to simply accept a potentially flawed system in place.

You can’t really use the H3 throwback playlist as an example considering the grenades were made for default H5 gameplay so of course they’re gonna feel way too OP. You can make the argument for normal H5, but I don’t agree with you. You think we have too many grenades, but in H3 we also had 3 types of grenades that could be spammed.

Dude, if anything the frag grenades need a slight range buff. They already got changed up in that godawful weapons update that ruined the BR. Git gud, m8.

> 2727626560040591;14:
> You can’t really use the H3 throwback playlist as an example considering the grenades were made for default H5 gameplay so of course they’re gonna feel way too OP. You can make the argument for normal H5, but I don’t agree with you. You think we have too many grenades, but in H3 we also had 3 types of grenades that could be spammed.

Wasn’t it actually four? Frags, Plasmas, Brute Spikes, and Incendiaries? Or was that only ODST?

They need a lower blast radius in my opinion

> 2535461041207054;16:
> > 2727626560040591;14:
> > You can’t really use the H3 throwback playlist as an example considering the grenades were made for default H5 gameplay so of course they’re gonna feel way too OP. You can make the argument for normal H5, but I don’t agree with you. You think we have too many grenades, but in H3 we also had 3 types of grenades that could be spammed.
>
> Wasn’t it actually four? Frags, Plasmas, Brute Spikes, and Incendiaries? Or was that only ODST?

It was 4 but incendiaries were rare in MP and had the same effect as a splinter nade does except it was trash from memory


I don't think grenades need to be nerfed. The radius was nerfed already and the damage was buffed relative, all be it minimally. You have to remember that the grenades are denied around Halo 5's movement system where you can zip across maps in seconds. It being an issue in H3 Throwback is no reason to nerf as it uses slightly increased movement speed and no thruster or anything that the game is designed around. If it's happening in normal playlists, you've either been called out or put yourself in a situation that you can easily be naded out.

> 2535445954495626;17:
> They need a lower blast radius in my opinion

They already have half the blast radius the game launched with. What more do you want?

> 2535461041207054;19:
> > 2535445954495626;17:
> > They need a lower blast radius in my opinion
>
> They already have half the blast radius the game launched with. What more do you want?

It’s my opinion, and I think it should be lowered a bit, not another half.