- imnewtodis
- |
- Honorable Member
This thread is meant to delve into how grenades have changed from H2/H3 to Reach and whether or not this change promotes skill gap.
[{[{YES IT IS LONG!]}]}
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-Frag Grenades in Reach will only arm when it hits a surface that can be stood on by a player. (Slower arming time)
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Due to this simple fact, grenades went from quick-combat decisions (Like running a corner and throwing a grenade against the wall to take down the shield of your chaser) to simply throwing at the ground next to a doorway and [HOPING] an enemy player is walking by.
It is important to remember what takes SKILL and what takes LUCK; if a grenade takes to long to go off, then the factor of "quick thinking well placed" grenades no longer exists. What is put in its place is LUCK.
{IF YOU DON'T LOGICALLY UNDERSTAND, READ THE "[]" BELOW}
[Think about it like this:
Imagine a game where you have to shoot a bullet at a UNPREDICTABLE RANDOMLY MOVING target in the distance. A skilled shooter could hit that target 90%-100% of the time, right?
Now imagine that the bullet traveled at a really slow speed (5 MPH); the factor of SKILL no longer exists as you would have to shoot your (slow bullet) at the randomly moving target and HOPE that you will get lucky and the target will move into your bullets path to hit it.]
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Random Grenade Physics
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[Grenade physics cover the physical properties a frag grenade has when in contact with it's environment.]
What is Random About Reach Grenades?
Frag Grenade physics is near inconsistent/unpredictable.
(Grenades don't bounce at certain angles, while they do on others.)(Examples below)
This inconsistency leads to luck based game-play in place of Skilled grenade placements.
[[[LEARNING CERTAIN GRENADE PLACEMENT SPOTS IS NOT THE SAME AS THROWING A QUICK, UNPRACTICED ACCURATE GRENADE]]]
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-A Reach grenade will TEND to not bounce when thrown at mid range on a completely flat surface. (Even a metal surface)
-TEND to bounce when thrown near feet on a flat surface.
-TEND to NOT bounce when thrown near feet on a flat surface.
-will TEND to bounce when thrown at any surface with an incline at any range.
-CAN bounce back towards you when thrown at an inclined surface. (Rare)
-CAN get stuck on a player when thrown directly at that player. (Rare)
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Unpredictable Grenade Damage/Lag?
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In Halo Reach, the damage another player takes from a grenade is simply unpredictable. (Most likely due to lag issues where the host sees the player farther away from the thrown grenade than the grenade thrower sees.)
Without being able to predict grenade damage, a player must take a LUCK risk when attacking the player they HOPE to have low shields/health from the grenade explosion.
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Conclusion:
These changes in the physics along with the unpredictable damages are why grenades are no longer effective DURING battles.
The "Quick grenade to BR during a battle" tactic was useable in H2/H3 but if you get into a battle on Reach and decide to thrown a "quick" grenade before firing your DMR, you will simply loose...
Frags went from skillful quick-timed, well-placed, tools in H2/H3 to... throwing grenades at the ground near doorways in hopeful anticipation that another player will be running by.
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NOTES: (Footnotes)
Watching MLG games, grenades are only used when thrown in places where they hope someone could be. IE: Throw a grenade at a doorway instead of during battles.
I am referring to MLG Reach, not Vanilla Reach, as they are essentially like two different games now...