I’m finding the new grenade menu to be a downgrade to the previous cycling experience. While I respect the attempt to enabling users to choose “the grenade they want”, the fact that it opens a submenu that requires the understanding of 4 more buttons, is inherently poor experience design. Players are already expected to memorize several new functions introduced with Infinite, which now has the most keybindings of any game in the franchise, and now they are being required to memorize an additional set of 4 more “secondary” functions, none of which intuitively map i.e expecting a player to remember that (on a controller) right on the D-pad equates to spike grenades is an unrealistic expectation.
Additionally, not being able to see your grenade inventory at all times in comparison to every other game in the franchise is a jarring experience.
I recommend adding a bindable option in the controller/keyboard mappings to “cycle grenades”, which immediately switches to the “next” grenade type. Implicitly this means that grenades have a hidden linear order to them (since you cannot unfortunately see your complete grenade inventory in a linear order like in other installments).
I strongly encourage 343 to survey the players or observe statistics on just how often players actually actively navigate the new grenade menu, versus simply dump all the grenades they have. In actual play testing, I’ve only ever seen the latter.
I use keyboard so idk if its on controller but I assume it would be.