So, it is pretty common knowledge that the presence of the Plasma Pistol, and to a lesser extent, the Plasma Grenades, in loadouts have a negative impact on Halo’s vehicular gameplay, with the PP freezing the vehicle in place allowing for easy planting of the PGs and resulting in an easy kill on a vehicle.
However, I believe that the current vehicle health system also has a hand in ruining vehicle viability.
When I first played Halo Reach, and subsequently played Halo 4, there has always been something off about the implementation of these games’ vehicle health. So, I went back to where vehicle health felt perfect(to me) in Halo 2, and then looked at the vehicle health in the Halo games that followed.
How I tested it: I grabbed PGs and proceeded to stick a Warthog in each of these games: Halo 2, Halo 3, Halo Reach, and Halo 4. I counted the number of sticks required to destroy an unoperated and then operated Warthog, and then paused in between sticks to see if the Warthogs health would regenerate both operated and unoperated, and then tested how the drivers health affected the warthogs durability by testing shieldless drivers and drivers with the classic 3x Overshields. I also tested the effectiveness of small arms on vehicles.
What I found:
Halo 2: It requires 2 sticks to a Warthog both operated and unoperated to destroy it. If operated and stuck once, but the driver reshields before the second stick, it will once again take 2 sticks to destroy the Warthog. No matter how many times you stick an operated Warthog, as long as the driver reshields before the next stick, the Warthog will continue to require that 100% damage be dealt to it, despite visible damage that it is sustaining. However, if stuck once, the driver reshields and then EXITs the Warthog, the visible damage it sustained converts to physical damage and the Warthog will only require 1 more stick to kill it, but if the driver re-enters the Warthog, the Warthog will once again take 2 sticks to kill it. If a driver with below 100% health/shields or is shieldless enters a Warthog with 100% health and the Warthog gets stuck once, the driver will die before the Warthog is destroyed, and it will only require 1 more stick to destroy it. If a driver with above 100% health/shields or Overshields enters the Warthog, the Warthogs durability amplifies and it will then require 3-4 successive sticks to destroy the Warthog. Also, small arms fire does minimal damage to unoperated vehicles and causes no physical damage to operated vehicles. If shot directly the driver is simply removed from the vehicle if killed.
Halo 3: Has the exact same traits as Halo 2(although now it only takes 1 stick to destroy an unoperated Warthog), except that no matter how long the driver is given to reshield, the visible damage on the vehicle is permanent physical damage and the vehicle’s health will not reset to 100% when the driver reshields.
Halo Reach: Unlike Halo 2 and 3, vehicle health is fully separate from the driver’s health and the damage resistance of the player no longer affects the durability of vehicle, although a single sticky will blow a shieldless driver from a Warthog. It once again takes 2 sticks to kill a Warthog wether operated or not. Small arms fire now causes significant permanent damage to vehicles allowing a group of enemies with small arms to absolutely shred light armored vehicles.
Halo 4: Exact same traits as Halo Reach, although now a single sticky will not always blow a shieldless driver from a Warthog. PP and PG are now spawnable loadout weapons
My conclusion: As I researched this, it became clear to me that both the short-term and long-term durability of vehicles has slowly been reduced over the course of the franchise. With the invisible health-regeneration-when-driver-reshields mechanic from Halo 2 being dropped in Halo 3 causing permanent limited health for vehicles, the high amount of damage small arms do to vehicles since Reach, and the presence of BOTH PP AND PG in loadouts in Halo 4, vehicles have reached their climax of being ruined. Nowadays when I hop into a vehicle, despite being an excellent vehicle operator, I feel like a vehicle is nothing but a powerup that kills me when its time runs out. There is something wrong here.
My answer to fix this problem: Bring back that invisible vehicle health-regeneration-when-driver-reshields mechanic from Halo 2, and make vehicles almost immune to small arms fire again. This will improve vehicle combat significantly.
As a skilled vehicle operator I know that it is not the getting stuck twice in a row(wether PGs are spawned with or not), that ruins vehicle fun for me, but getting stuck once and being doomed to have only 1 more stick kill me later, or having my light vehicle, especially Ghosts and Banshees, being shredded by several enemies with precision rifles and automatics.
A skilled driver should not be punished for winning a battle by being forever doomed with low vehicle health and should not have to worry about being team shot to shreds by small arms weapons. This is why I call for vehicle health to be regenerative again and for vehicles to have very high resistance to small arms fire again.
I believe that this is the key to improving vehicle gameplay along with removing the Plasma Pistol from loadouts. The Plasma grenades can stay because successively sticking a moving vehicle that can react to you instead of being defenselessly frozen in place still takes plenty of skill and coordination with teammates.
This is my opinion and feel free to politely express your own. Thanks for reading!
-SMARTAN 427
instead of
when they saw Banshee or other light vehicles. It should be the opposite IMO.