> > > > I have come to realize while playing Reach the thing Bungie should have done and 343 should do with frag nades is increase the range not the damage.
> > > > The Halo 3 frags were good but they never really help when they are like 5 feet away.
> > > > I came to this conclusion when I was playing Reach.
> > > > I dropped a guy’s shields and then threw a last second grenade before dying. The grenande landed about 6-7 feet away from him but he didnt die and i dont think he took damage because no blood fell from him which is the usual indicator of damage.
> > > >
> > > > I think the damage is too high but the range is too low. example:
> > > > One DMR shot and then a frag will kill you.
> > > > That is complete Yoink!!
> > > >
> > > > So 343 I say you should decrease the damage and increase the range in Halo 4,CE remake, whatever you are doing.
> > > >
> > > > If you support this, please use this as some sort of petition and agree in the comments.
> > >
> > >
> > >
> > > To be honest I thought Halo 3 grenades were the best out of the series. When you threw a sticky on them it stuck, Frags were not nukes and the bounce was perfect. Reach frags stick in the ground at times and are covered in glue. And to top it off they are way to strong. I also disagree about the radius I feel that reach grenades have a huge range but just my opinion.
> > >
> > > I totally agree that 1 DMR shot and a nade should not kill you.
> >
> > i agree with pharm. the area of effect of grenades in reach is HUGE. its essentially impossible to miss if you practice using them even a little bit.
> >
> > this, paired with slow player speed across almost every playlist makes the game turn into a first person grenadier very fast.
> >
> > grenades shouldnt be able to straight up kill you from full shields, if you have more than half health as well. in reach they can, which is frustrating to say the very least.
> >
> > i like the halo 3 grenades the best.
> >
> > things we need for grenades in my opinion are as follows
> > -a balanced range, shorter than the range in reach by a little bit
> > -less extreme damage, 1 grenade shouldnt kill you from 80% shields and full health, and it shouldnt kill you from 100% shields and more than 50% health.
> > -grenades that dont stick to the floor. pharm is right, they basically have glue on them in reach. lol
> > -grenades that bounce super well, this is one of the things that makes halo grenades unique, the ability to use them in a variety of different ways, like bouncing them around corners, and off of the floor, etc.
> > -the ability to dodge them, or dodge some of the damage at least. this can be done by making the damage on them a bit less if you jump before they explode, or simply make the damage in the center of the blast more than on the sides (but still not extreme, see point 2 of this list).
>
> I don’t have a problem with them. I do think it’s hilarious though, that everyone complains about them and then they come out with a classic playlist where the grenades are 100x worse and everyone is like “this is how Reach was meant to be!” lol
i dont think that way. halo has never been a throw a grenade then shoot them once before it explodes game. maybe the other way around, but this way is entirely too easy. you dont even have to get a headshot this way lol.
the real problem is they cant turn off the horrible game mechanics in the classic playlist. no bleed melees will stay, and will feel horrible regardless of settings. now, instead of the intuitive 2 melee kills WITH BLEED melees, you get the 3 melee kill, which just feels horrible. its like a derp fest.
i derp him, he derps me, i derp him, he derps me, i derp him, he dies.
sure this never really happens, but i strongly feel that game mechanics should work by themselves before being integrated with the other mechanics.
good examples of this epic failing are the DMR and grenades.
grenades used to be a tool to AID in players getting kills. now they are better than any primary weapon spawn. if you dont have a power weapon, they are the first thing you use damn near every time. why? because not only will they STRAIGHT UP KILL PEOPLE, they are damn near impossible to miss with (they stick to the ground for gods sake lol). grenades are a good example of game mechanics NOT working with other things removed.
the best example of this is the DMR, however. where at any range up until mid range spamming is optimal, effectively making the vast majority of 1v1 DMR encounters A COIN FLIP.
halo reach is just terrible across the board. the classic playlist is a nice refresher, but the bad game mechanics are still present.