Why does the bomb in grifball not explode?

Why does the round not reset when the point is made? Why does the bomb carrier not have a overshield like old griffball? Because the carrier being killed with a hammer with full shields. That’s not how griffball played. It’s awesome that it’s brought back… But please play it before you guys finalize the settings (go look at halo 3 settings)

It doesn’t even explode in assault, and they still call it a “ball”.

> 2728966917079826;2:
> It doesn’t even explode in assault, and they still call it a “ball”.

Has 343 even played halo 3? Do they know how assault is supposed to play like? i played one game of grifball and was just pissed of the entire time… I had hope that 343 would FAITHFULLY re produce griffball

I enjoy the new version of Grifball. The grif in my opinion is more fun to attack and play as, the shield nerf is a major contributor to that. The infinite round makes the game more intense and different and the explosion is full of pretty stars and sparkles.

> 2533274882881665;4:
> I enjoy the new version of Grifball. The grif in my opinion is more fun to attack and play as, the shield nerf is a major contributor to that. The infinite round makes the game more intense and different and the explosion is full of pretty stars and sparkles.

I was afraid and skeptical that they would ruin griffball. Not surprised in the slightest. I would be ok with the infinite round IF the carrier had a overshield and the bomb exploded and killed anyone near it.

My criticisms so far:

  1. Hammer should be primary.

  2. Should be round-based like it has always been.

  3. Wayyyyy too much trading. Many engagements seem pointless because both players kill each other. Annoying.

  4. Make betrayal booting less strict for Grifball. There are often many accidental betrayals, it’s normal.

> 2533274795515722;5:
> > 2533274882881665;4:
> > I enjoy the new version of Grifball. The grif in my opinion is more fun to attack and play as, the shield nerf is a major contributor to that. The infinite round makes the game more intense and different and the explosion is full of pretty stars and sparkles.
>
>
> I was afraid and skeptical that they would ruin griffball. Not surprised in the slightest. I would be ok with the infinite round IF the carrier had a overshield and the bomb exploded and killed anyone near it.

Overshield was taken out because of mobility. So they give the ball carrier double thrust instead. That’s how balance works.

> 2533274874722389;7:
> > 2533274795515722;5:
> > > 2533274882881665;4:
> > > I enjoy the new version of Grifball. The grif in my opinion is more fun to attack and play as, the shield nerf is a major contributor to that. The infinite round makes the game more intense and different and the explosion is full of pretty stars and sparkles.
> >
> >
> > I was afraid and skeptical that they would ruin griffball. Not surprised in the slightest. I would be ok with the infinite round IF the carrier had a overshield and the bomb exploded and killed anyone near it.
>
>
> Overshield was taken out because of mobility. So they give the ball carrier double thrust instead. That’s how balance works.

The carrier did not need more mobility. And a hammer never took out the carrier in one shot. The sword did

> 2533274795515722;8:
> > 2533274874722389;7:
> > > 2533274795515722;5:
> > > > 2533274882881665;4:
> > > > I enjoy the new version of Grifball. The grif in my opinion is more fun to attack and play as, the shield nerf is a major contributor to that. The infinite round makes the game more intense and different and the explosion is full of pretty stars and sparkles.
> > >
> > >
> > > I was afraid and skeptical that they would ruin griffball. Not surprised in the slightest. I would be ok with the infinite round IF the carrier had a overshield and the bomb exploded and killed anyone near it.
> >
> >
> > Overshield was taken out because of mobility. So they give the ball carrier double thrust instead. That’s how balance works.
>
>
> The carrier did not need more mobility. And a hammer never took out the carrier in one shot. The sword did

Yes the carrier needs mobility, his only defense is a one shot melee which has the range of a default melee. Clearly you don’t understand how game development works.

> 2533274874722389;9:
> > 2533274795515722;8:
> > > 2533274874722389;7:
> > > > 2533274795515722;5:
> > > > > 2533274882881665;4:
> > > > > I enjoy the new version of Grifball. The grif in my opinion is more fun to attack and play as, the shield nerf is a major contributor to that. The infinite round makes the game more intense and different and the explosion is full of pretty stars and sparkles.
> > > >
> > > >
> > > > I was afraid and skeptical that they would ruin griffball. Not surprised in the slightest. I would be ok with the infinite round IF the carrier had a overshield and the bomb exploded and killed anyone near it.
> > >
> > >
> > > Overshield was taken out because of mobility. So they give the ball carrier double thrust instead. That’s how balance works.
> >
> >
> > The carrier did not need more mobility. And a hammer never took out the carrier in one shot. The sword did
>
>
> Yes the carrier needs mobility, his only defense is a one shot melee which has the range of a default melee. Clearly you don’t understand how game development works.

So just give him a larger melee range than. Why alter a perfect gamemode like griffball that has everything perfect in h3 and is balanced

It’s probably lag related guys - the bomb hardly ever exploded back in Reach, my custom Invasion map has assault as the second objective, with doors that are set to explode after the bomb goes off, but this only ever happened if everyone had a near perfect connection.

> 2533274844048576;11:
> It’s probably lag related guys - the bomb hardly ever exploded back in Reach, my custom Invasion map has assault as the second objective, with doors that are set to explode after the bomb goes off, but this only ever happened if everyone had a near perfect connection.

No it’s not. I stood near the carrier when he capped it and there was no explosion no multi kills after capping. So a point happens and that’s it

> 2533274795515722;10:
> > 2533274874722389;9:
> > > 2533274795515722;8:
> > > > 2533274874722389;7:
> > > > > 2533274795515722;5:
> > > > > > 2533274882881665;4:
> > > > > > I enjoy the new version of Grifball. The grif in my opinion is more fun to attack and play as, the shield nerf is a major contributor to that. The infinite round makes the game more intense and different and the explosion is full of pretty stars and sparkles.
> > > > >
> > > > >
> > > > > I was afraid and skeptical that they would ruin griffball. Not surprised in the slightest. I would be ok with the infinite round IF the carrier had a overshield and the bomb exploded and killed anyone near it.
> > > >
> > > >
> > > > Overshield was taken out because of mobility. So they give the ball carrier double thrust instead. That’s how balance works.
> > >
> > >
> > > The carrier did not need more mobility. And a hammer never took out the carrier in one shot. The sword did
> >
> >
> > Yes the carrier needs mobility, his only defense is a one shot melee which has the range of a default melee. Clearly you don’t understand how game development works.
>
>
> So just give him a larger melee range than. Why alter a perfect gamemode like griffball that has everything perfect in h3 and is balanced

-Yoink- you’re clueless. Halo 5 is not Halo 3. It has different movement mechanics. Once you increase the melee range of the ball holder you then need to make it do less damage. Halo 5 IS perfectly balanced. It’s one of the things people brag about it when they refer to halo 5’s multiplayer. NOTHING needs to be changed.

All these kids complaining about grifball already… This is exactly how Halo 4 was just with spartan abilities. It works amazingly well right now, stop complaining.

> 2533274794648158;6:
> My criticisms so far:
>
> 1) Hammer should be primary.
>
> 2) Should be round-based like it has always been.
>
> 3) Wayyyyy too much trading. Many engagements seem pointless because both players kill each other. Annoying.
>
> 4) Make betrayal booting less strict for Grifball. There are often many accidental betrayals, it’s normal.

← this is accurate, couldn’t agree more

> 2533274795515722;1:
> Why does the round not reset when the point is made? Why does the bomb carrier not have a overshield like old griffball? Because the carrier being killed with a hammer with full shields. That’s not how griffball played. It’s awesome that it’s brought back… But please play it before you guys finalize the settings (go look at halo 3 settings)

Because Grifball is no longer round based. It would be unfair and very unbalanced if the bomb still exploded as the team that just got scored against would die from the explosion as they respawned in, allowing the team that just scored to easly get the ball and score again.

> 2533274794648158;6:
> My criticisms so far:
>
> 1) Hammer should be primary.
>
> 2) Should be round-based like it has always been.
>
> 3) Wayyyyy too much trading. Many engagements seem pointless because both players kill each other. Annoying.
>
> 4) Make betrayal booting less strict for Grifball. There are often many accidental betrayals, it’s normal.

I’ve noticed this happens more if you decide to go right in their face like a loon.

If you keep your distance (like every other version of grifball since its invention) then you’d probably trade less, that doesn’t help if the other player smart scopes for the Lunge, though.

> 2533274808793619;16:
> > 2533274795515722;1:
> > Why does the round not reset when the point is made? Why does the bomb carrier not have a overshield like old griffball? Because the carrier being killed with a hammer with full shields. That’s not how griffball played. It’s awesome that it’s brought back… But please play it before you guys finalize the settings (go look at halo 3 settings)
>
>
> Because Grifball is no longer round based. It would be unfair and very unbalanced if the bomb still exploded as the team that just got scored against would die from the explosion as they respawned in, allowing the team that just scored to easly get the ball and score again.

I could see this being a reason.

That, and doesn’t that mean more kills for the team that got detonated on in their fit of rage? Spawn Trapping is a lot easier to combat now as well unless the whole team does it.

I honestly prefer the way Grifball was handled in Reach and 3. I’m not a big fan of the lack of round based gameplay nor the lack of bomb explosion (which is part of the point of Grifball in that Grif is killed even if he wins). I wasn’t a fan of this in Halo 4 and I’m not a fan of this now. You can add all the new abilities you like as long as they add depth to the gameplay, but stop trying to change the core fundamentals.

> 2533274912467533;19:
> I honestly prefer the way Grifball was handled in Reach and 3. I’m not a big fan of the lack of round based gameplay nor the lack of bomb explosion (which is part of the point of Grifball in that Grif is killed even if he wins). I wasn’t a fan of this in Halo 4 and I’m not a fan of this now. You can add all the new abilities you like as long as they add depth to the gameplay, but stop trying to change the core fundamentals.

343 does not know where to stop cha of stuff. If it Ain’t broke don’t fix it.