View Poll Results: how should the frag nades be

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  • H1 strength, so it DOESN'T take three to kill.

    76 80.00%
  • Keep them weaker, so players need to use their weapons more.

    19 20.00%
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Thread: Frag Nade strength

  1. #31
    GLORY TO ARSTOTZKA rossmum's Avatar
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    Re: Frag Nade strength

    I think 36-10 is an overwhelming enough majority to call this one settled...

  2. #32
    "Think Different" Masterz1337's Avatar
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    Re: Frag Nade strength

    Ya ya I get it. Incrase nade strength.

  3. #33
    GLORY TO ARSTOTZKA rossmum's Avatar
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    Re: Frag Nade strength

    Thanks Masters.

  4. #34
    Senior Member
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    Re: Frag Nade strength

    thank you Master Masterz

  5. #35
    "Think Different" Masterz1337's Avatar
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    Re: Frag Nade strength

    Well, it ended like this. 2 nades, 4 bullets to take someone down. Thats how I intend of keeping it.

    Complaints?

  6. #36
    InnerGoat killed my dakimakura waifu because I didn't post my desk :( jcap's Avatar
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    Re: Frag Nade strength

    They should be done like this:

    If you are standing within 2.5 world units of the grenade, your shields should be drained completely and you should be at 80%-85% health. With the bounce on the grenades and with the constant moving of the player it actually takes SKILL to land it within that radius. Once outside of that 2.5 world unit radius up to whatever Halo's default max is, your shields should be drained to roughly 15%-20%. That's more practical. In addition, you should start off with only one frag grenade, and one plasma grenade.

    Right now, there is ABSOLUTELY ZERO sense to using a grenade. You can kill someone with half a clip with the SMG from mid range, and yet you can't even bring down someone's health WHEN STANDING ON TOP OF A GRENADE? What is this, A JOKE? Whatever happened to balance? Whatever happened to the vote?

  7. #37
    GLORY TO ARSTOTZKA rossmum's Avatar
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    Re: Frag Nade strength

    :|

    The original Halo grenades made sense. One to drain shields, another to kill.

  8. #38
    lol modacity Timo's Avatar
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    Re: Frag Nade strength

    They should be kept as strong as the original grenades. I always liked shooting someone into a hiding spot and then tossing a frag in there to finish them off, or fragging a hiding spot to get the bastards out of there.

  9. #39
    $20 bill y'all Bodzilla's Avatar
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    Re: Frag Nade strenth

    Quote Originally Posted by rossmum View Post
    The AR is fine, it's mainly my shit-poor leading ability and high ping that make me miss so much... but the nades are pretty much worthless >_>
    ^indeed.

    the nades need to be able to take out all of the sheild and most of there health. at the moment there pretty terrible and it's a struggle to use them for a kill. for ppl like me and rossmum nades are a life saver because when we battle with the high 300 pings it makes it easier to hurt someone and makes it so the ping gap aint quiet as big as it used to be.
    we need more damage on them.

  10. #40
    $20 bill y'all Bodzilla's Avatar
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    Re: Frag Nade strength

    Quote Originally Posted by jcap View Post
    They should be done like this:

    If you are standing within 2.5 world units of the grenade, your shields should be drained completely and you should be at 80%-85% health. With the bounce on the grenades and with the constant moving of the player it actually takes SKILL to land it within that radius. Once outside of that 2.5 world unit radius up to whatever Halo's default max is, your shields should be drained to roughly 15%-20%. That's more practical. In addition, you should start off with only one frag grenade, and one plasma grenade.
    .....
    that makes it a hell of alot harder for high pingers to use them. if u do that u turn an explosion into a thing of accuracy, just have them the same strength and blast radius as they have allways been.

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