Will the TU be addressing the horrible consistancy of grenades?

I really hope it does, the nades in Reach are completely OP, which wouldn’t be so bad if they weren’t completely inconsistant.

I have watched a enemy player walk right over my sticky nade and take no-minimual dmg, meanwhile a nade that goes off 15ft behind me kills me while I have full health and full sheild.

Nades need a major nerf and if not a nerf just a consistant dmg spread would be nice

You think the grenades in Reach are overpowered? Try the original beta. Those weren’t grenades, they were mini nukes. Reach’s final grenades feel on the same level as Halo’ 3’s, more or less. That level is a big hindrance that you can mostly avoid if you’re agile enough.

> The standard M9 fragmentation grenade is filled with approximately 190 grams (6.7 ounces) of ComL, a generally stable mixture which is extremely destructive when primed and detonated. When detonation does occur, the grenade’s steel casing, segmented into projectiles, is launched in predetermined directions and with expectedly efficient results. While the killing radius of the standard fragmentation grenade is roughly five meters (16 feet), anyone within 15 meters (49.2 feet) is susceptible to injury, or worse.

heh! Good timing (pun intended).

> > The standard M9 fragmentation grenade is filled with approximately 190 grams (6.7 ounces) of ComL, a generally stable mixture which is extremely destructive when primed and detonated. When detonation does occur, the grenade’s steel casing, segmented into projectiles, is launched in predetermined directions and with expectedly efficient results. While the killing radius of the standard fragmentation grenade is roughly five meters (16 feet), anyone within 15 meters (49.2 feet) is susceptible to injury, or worse.
>
> heh! Good timing (pun intended).

15 meters…holy -Yoink-.

You just made me realize how much bigger the blast radius of a Frag Grenade is compared to a Sticky’s blast radius. Frag’s in Reach need to be Pocket Bombs, not Pocket Nukes. Made more skillful for grenade tactics and precision aiming with them.

what they really need is to update the jump height. in previous halo games you could jump just as a grenade explodes and save yourself from most of the damage. at this point in Reach there is no escaping the bombs.

I expect Reach grenades to go unchanged. Though I have a hunch Halo 4 will be more like Halo 3 in regards to grenade power, radius, and fuse timer. Halo 3 did it correctly. Short fuse and a small blast radius. They took skill.

Grenades never seemed that OP to me. One is never enough to take me out, unless I’ve already taken damage (not sure how it factors in when I have full shields but low health). Throw in the fact that they are far, far more visible than they have been since Halo CE…and I only have a problem with them when they are spammed.

However, a slight decrease in damage wouldn’t hurt.

This is a pivotal gameplay balance issue. Grenades are preferred over shooting (besides power weapons) and melee because they are OP and there is little you can do to avoid them.

Obviously evade and AL (ahem) are good counters, but otherwise if you’re in a small room or hallway and the enemy lobs a grenade, death is almost certain.

Either 1.) decrease the radius of damage or just the damage done by grenades OR 2.) alter movement to allow for adequate dodging. I personally think the damage radius should be reduced, more akin to Halo 3.