In previous Halo titles, grenades were used for tactically. The reason being is because their splash damage wasn't so ridiculous like it is in this game. You actually had to get your grenades in the right spot if you wanted it to do a lot of damage.
Shield Recharge Rate:
Does anyone have the problem of getting picked off right after getting a kill? I usually kill an enemy while my shields get dropped. In 4v4 Slayer, usually there will be multiple enemies at once. He will usually take 1-2 shots to finish me off. Sometimes, if I am lucky I can get away. The problem is, there might be another enemy just around the corner. Sometimes, my shield just won't go up fast enough, and then I get killed.
I think the shield recharge rate at the time is the same as it is in previous Halo games. This particular one though, has a much faster pace to it, thanks to sprinting and long range weapons. The shield recharge rate being the same however, makes you have to hide almost every time you get a kill.
Added in with sprint and flinch when getting shot, this game caters to chasers. If you're getting chased the only hope you have is a teamate.
I have explained my thoughts. Please tell me what you think.
There's no competition. In even a slightly skilled player's hands, the DMR is superior to the BR. The DMR has a farther aim assist reach as well as heaps of bullet magnetism. Having a faster kill time also helps it out.
I think that the maps should made asymmetrically on natural terrain. If they are only a little bit bigger than the others, it won't turn into a mess like Complex is. You would also have to make short sight lines.