Yep, it is one of those things at the surface level seems like it would just be a simple item that doesn’t do much, then you realize what it does to players mentally when it is on the map.
Edited title to remove CoD from it.
The Repulsor and Drop-Wall can already be used to this effect.
Repulsor: Deflects/returns projectiles
Drop-Wall: Simply blocks them
both can block one grenade, not the spam.
the drop wall might get more then one, but the repulsor can only block one.
Would it disable only enemy grenades, or would it be neutral?
Neutral like all deploys, so smart use of it would be important.
Repulsor can send em back
I’d drop it to 3-5 but make it like the personal turret from halo 4 put it in a timer and it follows you. Makes it less about holding a position and more offensive.
Drop wall for me is the weakest part of infinite it just slows things with no interesting outcome unlike the deploy that stopped you from firing and forced a peak dance or the map element direction of the bubble/dome
I feel like this is exactly opposite, personally. Bubble shield stopped combat (slowed things down). Drop wall doesn’t stop combat.
Imo drop wall is a pretty valuable, although admittedly not quite “fun” (like grapple and repulsor), piece of equipment. It can tank power weapon shots and has enough panels to let you win in a 2v1.
I think having a grenade destroyer attached to you is way too powerful for the user. It requires no skill and is light invincibility in some cases. If it’s stored on the map then that’s different because it at least give opponents room to play around it (e.g. they could skilfully throw a grenade is a way that it might bounce behind a drop wall) and it also doesn’t really take away their autonomy like a grenade delete equipment would (no matter how good I am, I can’t work around that with grenades as an option against them).
As an aside I really don’t find grenade “spam” to be an issue at all. If you look at the stats on halo tracker, grenades typically account for 3-10% of total kills depending on the player - pretty low.
Drop wall, repulser both push away grenades, you an even get a medal if such pushed object with teh repulsor ends up killing the person who used it called “return to sender.”
On a side note I think drop wall need a little more health it falls way to quickly to AR fire…
This would be absolutely broken in Oddball. I can’t get behind this
Your looking for a complicated solution to a difficult problem.
They need to just lower the amount of grenades you spawn with to 1.
You know the solution for that is to use other weapons.
I mean ravager and the forruner launcher are good at wiping the hiders.
right so your solution is pray to god that you get a map with the ravager and cinder shot?
The ravager is almost always on the map. And it wouldn’t stop the oddball, one would slow down the spam but not prevent it.
And your argument requires there to be the grenade destroyer on the map, which it might not be.
Actually, the Repulsor can yeet all grenades thrown at you back in a 200 degree cone infront of you.
It’s not that grenades are spammed in BTB, you’re playing against 12 dudes and if even half of them are playing the objective…
Yes but it has a cool down, meaning all a group has to do is stagger their grenades. Granted out side of a 4 stack no one is smart enough to do that, so in most matches you are right.
Eh for now the repulsor has been working fine for me.
I can understand that point of view.
For me though the bubble created new engagements. And only slowed play at the lowest levels of play, by no means suggesting you are a lower level player, that’s just my anecdotal experience.
It has uses as a bait and switch to sword/shotty
It creates to chicken dance scenario.
It has hyjack trap potential.
If the teams are coordinated it didn’t end engagements so much as it turned long to short.
It also had huge reversal and 1v2 ability.
The drop wall How’s less reactionary and is about hankering down in a static location with a one sided engagement that ends with an escape or an easy kill.
I see how a mobile trophy system might feel op.
But I feel it works more in keeping with the personal empowerment logic of the infinites equipment.
and it keeps the game mobile.
A static trophy system is harder to balance imo.
Who far can you be, 6-12 can last a while.
Can they use a repulsor and that and Make a whole element of gameplay ineffectual for one team for an extended period in a power position.
How big an srea does it cover? How many can benefit at a given time?
I think a personal defence on a timers thats mobile is more interesting especially in btb where you could use it and then get in a vehicle.
Just feels like it suits halos more mobile gameplay.
I think there’s more interesting ways to do area denial.
The core concept of a grenade protection is good. Relulsor is more active in the role and I’m not convinced a passive one is better but certainly worth exploring