This grenade in of itself is blatantly overpowered in comparison to the frag and plasma grenade. Although its main purpose is for area denial (modeled off the pulse nade from h4), splinters can capable of much more than that. Simply put, the splinter nade overlaps within the roles of a frag/plasma nade far too much (considering how effective it already is for denying movement), the frag being a grenade that reliably finishes/weakens them for an easy kill, and the plasma nade in weakening vehicles/killing enemies off at close range. The initial explosion and the trip mines following the explosion make it very forgiving and easy for killing targets in a last ditch attempt from close range, not to mention long range kills with the splinter nade. It’s simply frustrating for players to die from a one shot player to a grenade that doesn’t reward accuracy as much as plasma nades. The potential one hit kill area is also increased with how spread apart the mines are, making weak enemies much more prone to dying.
In an attempt to maintain its primary role as a grenade of denying map positions, I think we should try this; make the splinter grenade only spawn trip mines if the player does not damage anyone from its initial blast radius. If anyone is damaged from the grenade’s initial explosion, no mines should spawn. This way, players must follow through with more damage assuming that they get direct impact hits from close range. Maybe make it spawn more mines in return, like 2 more to increase its potency for a grenade that functions as an area of denial. Although the splinter nade will still overlap in the roles of the frag/plasma nade, it will be much less effective than those 2 while retaining its original function.
Optionally, 343 can make the splinter nade have a slower throwing animation to give players an opportunity to dodge it more easily than what currently takes place to counter how powerful it is. Then the user would be more exposed from using it, giving room for enemies to counter their move. This is what I think of how the splinter nades should be handled.
the nade is extremely easy to spot as it is, if you cant dodge it its your own fault. If your running into it after it has detonated then again its your own fault. If anything they should reduce the tracking that each particle has. Taking damage when outside of its range sucks.
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> the nade is extremely easy to spot as it is, if you cant dodge it its your own fault. If your running into it after it has detonated then again its your own fault. If anything they should reduce the tracking that each particle has. Taking damage when outside of its range sucks.
My complaints of splinter nades mainly revolve around close range where you can’t properly react to an opponent throwing them. Way too easy to kill enemies with them as is.
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> > the nade is extremely easy to spot as it is, if you cant dodge it its your own fault. If your running into it after it has detonated then again its your own fault. If anything they should reduce the tracking that each particle has. Taking damage when outside of its range sucks.
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> My complaints of splinter nades mainly revolve around close range where you can’t properly react to an opponent throwing them. Way too easy to kill enemies with them as is.
but you can do the same thing with a plasma nade or a shotgun. The inability to react at close range is a weakness of close quarter combat and the potential of insta-kills (depending on the weapons used of course) increases at close quarters.
The splinter nade has flaws but I dont think damage is the main one or if it is one at all. Just my two sence.
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> > > the nade is extremely easy to spot as it is, if you cant dodge it its your own fault. If your running into it after it has detonated then again its your own fault. If anything they should reduce the tracking that each particle has. Taking damage when outside of its range sucks.
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> > My complaints of splinter nades mainly revolve around close range where you can’t properly react to an opponent throwing them. Way too easy to kill enemies with them as is.
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> but you can do the same thing with a plasma nade or a shotgun. The inability to react at close range is a weakness of close quarter combat and the potential of insta-kills (depending on the weapons used of course) increases at close quarters.
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> The splinter nade has flaws but I dont think damage is the main one or if it is one at all. Just my two sence.
Plasma nades require more accuracy to kill players at close range, as you likely need to stick them in order to get the kill. The shotgun is a tier 2 weapon that players must fight over in most maps to attain, which justifies the advantage of players in CQC. Last I checked, splinter nades are in the same spawn cycle as frags which allow them to be readily available throughout the match, and their overall damage/instant explosion is harder to fight against. Even if you’re stuck with a plasma nade, you still have time to close the distance and kill your enemy with you in the process. This isn’t the case with a splinter nade.
Forcing players to choose whether to deny movement or quickly weaken enemies (and not both) is definitely a way to solve its issue in CQC and the overall interaction with other grenades, as it can’t be countered otherwise.
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> the nade is extremely easy to spot as it is, if you cant dodge it its your own fault. If your running into it after it has detonated then again its your own fault. If anything they should reduce the tracking that each particle has. Taking damage when outside of its range sucks.
Yeah it is his fault for the grenade doing a massive amount of damage instantly. The grenade should be doing at max 50% of what is it currently putting out.
Me and my friends call it the n00b grenade since its seriously so easy to get kills with the thing and requires zero skill.
Isnt that why the nades are pickups
I never have problems with it. Sure sometimes I get killed when someone hurles it last-second at me before I kill them but that’s happened to me with every other grenade type in every other Halo game (ah the suicide Spike in Halo 3…)
I think they’re fine as is.
I have probably been killed more by the plasma pistol than the splinter grenade. Atleast by players, AI however those guys are pros with the splinter made. But even tho it’s usually me foolishly walking into the grenade.
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> Isnt that why the nades are pickups
The only way you can balance weapons by pick ups is if they are emphasized in being controlled by both teams and are placed in longer spawn times, like the sniper and rocket launcher. As it is, splinter nades are located all around each map and are readily accessible throughout the match with their fast respawn, which doesn’t truly balance their power compared to the frag and plasma grenade.