The Return Of Skillful Grenades

Halo used to be about skillfull grenade placement. Reach sort of took the fun out of getting that perfect grenade because they were basically little nukes due to their huge kill radius. Remember in Halo 3 where nade placement was sort of an art, and there were players who excelled at nade placement? I would love to see that return to Halo for Halo 4. So basically, nerf the power of the nades, but allow them to be thrown farther, like in Halo 3, because in Reach you couldn’t throw them as far.

Yeah, the Reach grenades do have too much of a power buff, especially in conjunction with the slower movement speeds. I hope the grenades in Halo 4 are just the slightest bit more powerful then the Halo 3 grenades. With similar movement speeds to Halo 3 (I hope) and sprint this would make them an effective tool, but not a mini nuke.

Hmm, I sorta agree, but in a different way. In Halo Reach, the Elites dodge the plasma grenades so easily. When I played Halo CE+2, I had perfected the art of sticking enemies.
Reach made me stop using them and kinda made me forget that they even existed.

The grenades need a longer fuse time and a bigger radius so people will use them more wisley, but at the same time they are worth using.

I agree. Reach was kinda a huuuuge step towards “fun” instead of competitive. Don’t get me wrong, I love just having fun, but there’s a lot less competitive play in reach.

The only thing I hate about Halo 3 grenades is that people spam the grenades WAY too much. Got any idea on how to fix this? I’d rather it be placing the grenade in the right spot skillfully rather than spam. I’m definitely not saying that spamming in Halo 3 totally took away the skill from it, I’m just saying it was annoying. Maybe a Halo 2 base speed could take it away? Maybe increasing the amount of time it takes to throw another grenade?

I don’t know.

Dude… the maps in reach were too big to throw them accurately. H3 maps were smaller, so the grenades could be utilized properly. They nerfed the power to compensate for the larger maps. they need smaller maps not weaker grenades.

> Yeah, the Reach grenades do have too much of a power buff, especially in conjunction with the slower movement speeds. I hope the grenades in Halo 4 are just the slightest bit more powerful then the Halo 3 grenades. With similar movement speeds to Halo 3 (I hope) and sprint this would make them an effective tool, but not a mini nuke.

The speed is not slower, the maps are much bigger.

> Dude… the maps in reach were too big to throw them accurately. H3 maps were smaller, so the grenades could be utilized properly. They nerfed the power to compensate for the larger maps. they need smaller maps not weaker grenades.

What they needed was longer fuse time so people would not spam.

> Dude… the maps in reach were too big to throw them accurately. H3 maps were smaller, so the grenades could be utilized properly. They nerfed the power to compensate for the larger maps. they need smaller maps not weaker grenades.

If you think nades were nerfed between H3 and Reach im sorry but you’re delusional. Reach maps were not bigger than H3 maps and i fail to see how thats remotely relevant. By your logic you want smaller maps with more powerful grenades, which makes 0 sense.

> > Dude… the maps in reach were too big to throw them accurately. H3 maps were smaller, so the grenades could be utilized properly. They nerfed the power to compensate for the larger maps. they need smaller maps not weaker grenades.
>
> If you think nades were nerfed between H3 and Reach im sorry but you’re delusional. Reach maps were not bigger than H3 maps and i fail to see how thats remotely relevant. By your logic you want smaller maps with more powerful grenades, which makes 0 sense.

in h3 a grenade at your feet was a death, in halo reach a grenade at your feet is a death. difference is mapsize and the dominance of the dmr. death by grenade was always rare on valhalla, but common on guardian, black out. Go into customs on reach, look at the common routes of movement. The distances are prohibitive for grenade accuracy. The maps are larger in general, the spaces are wider. The dmr forces engagement at further distances then the Br did in H3.

Don’t forget the bounce factor. I don’t know whether it was the grenades themselves or the ground textures, but seeing your grenade sink into the ground (Reflection) is no fun.

Oi do also. I hope that there are tactical grenades. Ex EMP, flash etc. but you have a point and I agree on it

> > > Dude… the maps in reach were too big to throw them accurately. H3 maps were smaller, so the grenades could be utilized properly. They nerfed the power to compensate for the larger maps. they need smaller maps not weaker grenades.
> >
> > If you think nades were nerfed between H3 and Reach im sorry but you’re delusional. Reach maps were not bigger than H3 maps and i fail to see how thats remotely relevant. By your logic you want smaller maps with more powerful grenades, which makes 0 sense.
>
> in h3 a grenade at your feet was a death, in halo reach a grenade at your feet is a death. difference is mapsize and the dominance of the dmr. death by grenade was always rare on valhalla, but common on guardian, black out. Go into customs on reach, look at the common routes of movement. The distances are prohibitive for grenade accuracy. The maps are larger in general, the spaces are wider. The dmr forces engagement at further distances then the Br did in H3.

The grenade arc and bounce in Reach are much more predictable than in past games. This coupled with the slow movement speed and increased damage radius makes grenades infinitely easier despite the larger maps.

> I agree. Reach was kinda a huuuuge step towards “fun” instead of competitive. Don’t get me wrong, I love just having fun, but there’s a lot less competitive play in reach.

Wrong. Halo 1 was the MOST COMPETITIVE HALO BY FAR and the nades/Rockets were so INCREDIBLY HUGE…

Halo 3’s nades were worthless and the blast radius was TINY! Every single weapon and vehicle need to feel overpowered, never underpowered. That’s how this game will be amazing and everything useful.

> > > > Dude… the maps in reach were too big to throw them accurately. H3 maps were smaller, so the grenades could be utilized properly. They nerfed the power to compensate for the larger maps. they need smaller maps not weaker grenades.
> > >
> > > If you think nades were nerfed between H3 and Reach im sorry but you’re delusional. Reach maps were not bigger than H3 maps and i fail to see how thats remotely relevant. By your logic you want smaller maps with more powerful grenades, which makes 0 sense.
> >
> > in h3 a grenade at your feet was a death, in halo reach a grenade at your feet is a death. difference is mapsize and the dominance of the dmr. death by grenade was always rare on valhalla, but common on guardian, black out. Go into customs on reach, look at the common routes of movement. The distances are prohibitive for grenade accuracy. The maps are larger in general, the spaces are wider. The dmr forces engagement at further distances then the Br did in H3.
>
> The grenade arc and bounce in Reach are much more predictable than in past games. This coupled with the slow movement speed and increased damage radius makes grenades infinitely easier despite the larger maps.

Which explains why nobody uses the grenade and headshot combo anymore huh. and the speed is the same as H3 or faster not slower. the larger maps just require more time to cross them.

Agreed. In fact, the reason I couldn’t careless about all the people saying AL was sooo broken was because i was like, "whatever, i’m tired of killing someone only to have their desperation grenade kill me. You couldn’t fire two shots without hearing the sound of grenades bouncing around. I probably have at least 5,000 rejection badges.

The maps are not smaller or bigger. They are irrelevant to the power of grenades.

In halo 2/3 you jump higher and move faster.

Therefore it was easier to avoid the grenade.

In reach and h3, a grenade with take your shields down and that’s it. But in reach your shields are down for two seconds longer.

It also only takes ONE dmr shot and the a grenade to kill you.

Tell me this. Why if the grenades are not over powered, do I die by them TWICE as much in reach then I did in h3? Because I did the math and I do have died prepositionaly twice as much.

> The maps are not smaller or bigger. They are irrelevant to the power of grenades.
>
> In halo 2/3 you jump higher and move faster.
>
> Therefore it was easier to avoid the grenade.
>
> In reach and h3, a grenade with take your shields down and that’s it. But in reach your shields are down for two seconds longer.
>
> It also only takes ONE dmr shot and the a grenade to kill you.
>
> Tell me this. Why if the grenades are not over powered, do I die by them TWICE as much in reach then I did in h3? Because I did the math and I do have died prepositionaly twice as much.

It only takes one grenade and one br shot to kill you in H3. In fact since the shields went up so quickly in H3. the grenade and headshot combo was the standard kill. I rarely ever get killed by that combo anymore. (Your shields do take much longer to recharge), so i recommend you learn to use sprint, The maps are significantly larger in reach and engagement is normally further apart than in traditional halo games. Keep in mind the normal map for H3 was guardian, blackout, and snowbound. Reach was uncaged, asylum, and sword base. Of those three asylum is the smallest and about double the size of guardian and lockout, about the same as snowbound or the pit. but the pit was divided into two sections, so engagement there was about the same as guardian, or black out. uncaged is a great map, but again the long open views lead to early engagements, and the cross map shot is always an option.

Agreed. H3 grenades were perfect.