In my opinion, both these grenades break the balancing of many maps in ranked. It’s not necessarily because they’re too strong, although there is a valid argument to be made that they are. The issue is that they’re too RANDOMLY strong.
Sometimes they just annihilate someone without even needing to think about it, and it’s almost impossible to get out of their damage range in most cases. Frag grenades are a little too strong in their own right, but at least everyone starts with them so that’s a 1:1 fairness value. But if someone happens to have a spike grenade and throws it in a room with someone, it’s free real estate without having to put any effort into it. The same is true for dynamos.
In general I think grenade damage should be turned down across the board, or make it so people start with just one and have to pick more up, and that timers for power grenade spawns should be increased.
Just SOMETHING to rebalance this situation, because it’s awful in the current iteration.
I think what really needs to be addressed is grenade magnetism. Far too many times I have been either chased by grenades or watched people get chased by grenades. If you are anywhere near the area they are thrown I have noticed that frag grenades will magically bouncing the right number of times to blow up exactly next to you. You run forward to run past it and it blows up early, you go back to get away from it and it bounces an extra 2-3 times before exploding. Shoot I’ve watched stickies just teleport onto peoples bodies if they are close enough.
Spike Grenades I find to be the worst of the four grenade types. But Grenade spam is pretty common in just about every Halo game to date. Don’t really think they need to be toned down or altered at all.
I forget, does ranked do friendly fire? I will admit that the absence of friendly fire, grenade spam is a lot safer now that you won’t accidentally kill teammates by lobbing grenades at them when the enemy is around.
Dynamo is honestly is one of the best, if not the best grenade type though I will admit. Easy to use since you just need to get it near the target to start dealing damage. You always get two as well, meaning you toss two in a group and you’re at least heavily weaking the majority of the players before you even directly engage them.
Like with most things in Halo Infinite, it’s a spawning issue. Dynamos in particular wouldn’t be much of an issue IMO if the pads only spawned 1 grenade or had longer timers.
Yeah it’s turned on, that’s part of the problem actually, because randoms will blow the crap out of teammates often
Spike grenades are insanely OP on several maps. It’s pretty much impossible to avoid being put one shot or finished off when they go off in a room or corridor. You literally have to drop what you’re doing and dive out of the room, and even then the spikes will track you around the corner
Spike grenades are very useful in corridors. If someone is chasinfg you, stick one on the wall, take distance and wait. Most of the time, the one who is chasing you gets hit and you can take him down.
I usually don’t agree with you about weapon balancing but this post is right on the money with how I feel. It would be nice if everyone didnt spawn with 2 miniature nukes and grenades took a little skill and finesse to blow off shields and clear rooms