Picking up Nades off defeated players in H5

Ok I honesty think this is one of the dumbest things in Halo 4. I have to have "perk’ or an “ability” to pick up grenades? I think it should go back to how it was in all the other Halos. what do others think?

ps sorry about the type-o in the poll should say “defeated” not defended,lol

I may partially support Personal Loadouts, but ‘Armor Mods’, in every way shape and form, are extremely broken.

Why should I have to have a ‘perk’ to use features that have always existed?

While it is true that the whole ‘Resupply’ Armor Mod does help lessen the sheer amount of grenade spamming that previous games (cough Reach) had, there are far better ways to do it than removing a base-ability for the player and turning it into a property that must be equipped.

I’d like to be able to pick them up without having a loadout able to do it.
If the player can pick up ammo but no grenades? Sounds funny to me.

Being able to pick up grenades worked fine in all previous games and not being able to without a perk in Halo 4 isn’t exactly a popular feature.

I’d imagine it was to cut down on grenade spam, but yeah it seems more like they were just looking for perks.

This should be a no-brainer. HOWEVER I also feel players should only spawn with 1 nade.

This will help keep the game from being a Nade Spamfest like Halo 3 and Reach were at times.

This was the first thing I raged at in H4 I think.

Go back to the old way, needing an armour ability to pick up grenades from the dead??? … I mean come on.

~ Duck.

Make it classic where you just needed to walk over and it picked up automatically

It’s a useful ability, but I see no problem with being able to swap it out for something that might fit your needs better via the tactical package system we have now.

Would be nice if grenade pick ups and weapons on map would return, seemed silly to change. But if the goal is to reduce grenade spam, I could see it being made that the player only gets one grenade off spawn and has to collect more from the map.

I don’t get this hysteria about grenade spamming. If grenades are being thrown at you, move away from them.

> I don’t get this hysteria about grenade spamming. If grenades are being thrown at you, move away from them.

well sometimes simply “moving away from them” is not something you can do.

Grenades are not rocks, the have splash damage, and sometimes you don’t have the map advantage to be able to move away from it freely, or you may be preoccupied with another enemy, and can’t see the grenade coming. Etc.

and when everyone around you is tossing frags like crazy, it can really limit your movement, and thus, your survivablility.

> > I don’t get this hysteria about grenade spamming. If grenades are being thrown at you, move away from them.
>
> well sometimes simply “moving away from them” is not something you can do.
>
> Grenades are not rocks, the have splash damage, and sometimes you don’t have the map advantage to be able to move away from it freely, or you may be preoccupied with another enemy, and can’t see the grenade coming. Etc.
>
> and when everyone around you is tossing frags like crazy, it can really limit your movement, and thus, your survivablility.

The thing is that there is no appreciable difference in grenade throwing behaviors from what I have seen.

The real issue is with survivability. It can feel like grenades are being ‘spammed’ when players are dying with most of their shields intact and the reason they are dying from one grenade with 70% shielding is because player health is so pitiful.

Fixing the health system would help to alleviate the feeling of ‘grenade spam’ as well make melee/weapon balancing much easier.

As for the topic at hand it is just silly we need a ‘perk’ to pick up grenades. Its a clumsy solution to a non-existent problem. Removing a base trait and selling it back as an “upgrade” bothers me to no end.

> > I don’t get this hysteria about grenade spamming. If grenades are being thrown at you, move away from them.
>
> well sometimes simply “moving away from them” is not something you can do.
>
> Grenades are not rocks, the have splash damage, and sometimes you don’t have the map advantage to be able to move away from it freely, or you may be preoccupied with another enemy, and can’t see the grenade coming. Etc.
>
> and when everyone around you is tossing frags like crazy, <mark>it can really limit your movement, and thus, your survivablility.</mark>

I think 2 grenades is definitely a tolerable amount to have. When adjusting the amount of grenades a player spawns with the mechanic of the grenades has to be taken into account, but from what we have already, 2 grenades is absolutely fine and absolutely avoidable.

Halo 4 went in the wrong direction with the perks. It was a noble experiment, but after a year+ of Halo 4, i’m confident in saying perks are the single most troublesome addition to Halo 4.

Leave it as-was. Nades were an integral part of halo combat, and they didn’t need tweaking. I’m not saying go back to 3’s version where you could carry 6 grenades, but auto-pickup should be a given.

> I don’t get this hysteria about grenade spamming. If grenades are being thrown at you, <mark>move away from them.</mark>

As others have said, that’s not always an option… Especially when grenades have a blast radius that makes the Rocket Launcher look weak, which was the case in Reach and CE. Not to mention the fact that grenades will trigger other grenades in the vicinity.

> > I don’t get this hysteria about grenade spamming. If grenades are being thrown at you, <mark>move away from them.</mark>
>
> As others have said, that’s not always an option… Especially when grenades have a blast radius that makes the Rocket Launcher look weak, which was the case in Reach and CE. Not to mention the fact that grenades will trigger other grenades in the vicinity.

Reach is the only exception with it’s nukes and it’s slow walking speed. I don’t know what role Bungie wanted those grenades to have, but they act more “balanced” in the other games, and even in Halo 4.

Complaining about grenade spam in Halo 4 seems like self righteous crying because one fails to avoid them. Avoiding them though is sometimes not an option because you chose wrong!

Walking half through green on the map the Pit and complaining about not being able to avoid grenades is just a self-explanatory answer to the problem. You have to wait and watch the grenades blow up before you can continue …

> This should be a no-brainer. HOWEVER I also feel players should only spawn with 1 nade.
>
> This will help keep the game from being a Nade Spamfest like Halo 3 and Reach were at times.

The first two were bad with nade spamming as well. It’s one problem that has consistently been in in ever main slayer playlist to date. It was the worst in reach because of the distance and damage they had.

I don’t understand why someone would say “nay” to gaining back a necessary default trait. Of course I vote yes we should pick 'nades from the dead!

> > This should be a no-brainer. HOWEVER I also feel players should only spawn with 1 nade.
> >
> > This will help keep the game from being a Nade Spamfest like Halo 3 and Reach were at times.
>
> The first two were bad with nade spamming as well. It’s one problem that has consistently been in in ever main slayer playlist to date. It was the worst in reach because of the distance and damage they had.

In my opinion Reach had the best balanced grenades. What Reach was lacking however that all other installments had was a faster default movement speed. Remember Reach’s base speed was slowed to accommodate sprint, which in turn heavily crippled strafing and, of course, grenade dodging.