This is designed to \u201cmake the decision to hop in and out of a Hill more impactful\u201d, as now if a player leaves the site to avoid a grenade, for example, they\u2019ll lose the Hill, stop capturing points, and their opponents will be able to see they\u2019ve left the site.<\/p>
The Disruptor pistol has been altered to \u201creduce its complexity\u201d. It will have its rate of fire increased from 4.285 to five rounds per second and damage increased from 60 to 70. In exchange, it will no longer do any damage over time, and the range of its chain damage has been halved. This makes it a much more conventional weapon.<\/p>
Spike Grenades are being adjusted to be closer to that of Halo 3<\/em>\u2019s equivalent, as they \u201cwere dealing high damage but not requiring much precision\u201d. When the grenades explode, the number of spikes ejected off the grenade to deal damage has been halved, will travel less distance, and deal half the damage over a smaller range.<\/p>
A similar slate of changes has come to Dynamo Grenades to also decrease their range to force more \u201cthoughtful placement\u201d. The Shock damage, area of effect, and chain distance have been decreased while the movement stun while shocked has been removed. In exchange, they now take less time to arm and will have more damage pulses more often.<\/p>