- last post: 01.01.0001 12:00 AM PDT
The whole idea of a flashbang is to provide an entry team with a non-lethal grenade. Why would you want to carry a non-lethal item in Halo 2? Especially one that doesn't completely incapacitate an enemy (like a taser would). Entry teams use them when they're not sure who's inside the room. You can't just frag a room full of terrorists that might be holding a hostage; that would defeat the entry team's entire purpose.
The Chief, on the other hand, is a combat soldier in Halo. Army regulars (and other dismounted combat troops) don't carry flashbangs; it would be like bringing a knife to a gunfight. Combat troops have the luxury of a primary objective of defeating the enemy; rarely do they have to worry about hostage rescue. When situations like that come up, they call the HRT to handle it. The Chief is no RAINBOW operative; he's a killing machine.
Also, to whoever said flashbangs have a range of 100 yards has no idea what he is talking about. They're really only effective in a 15 yard radius. Remember, its the flash and the concussion that disorients the enemy. An arc welder creates a bright flash (an arc) that can cause blindness from close up. But stand back about 25 feet or so, and you're fine. A frag isn't very effective over and beyond 20 yards. Sure, it throws quite a bit of shrapnel, but to be effective(to kill or incapacitate), it would take a lot of shrapnel.
In addition, a frag grenade creates a concussion and bright flash (also known as an EXPLOSION) that can serve to disorient and confuse those not directly affected (killed or wounded) by it.