Hi folks,
I wrote this post originally for the Bungie.net forums, but as you’ll find, Bungie did not take a second look at the flawed Halo Reach vehicle system. Now that 343 Industries will be taking over and perhaps making adjustments to the gameplay mechanics to facilitate more classic-style play in certain playlists, I wanted to post this here for their consideration (hopefully they will be making adjustments to vehicles in classic playlists). Please read it all and I welcome your feedback! Without further delay:
The state of vehicles in Reach is very disappointing. Bungie’s previous games all had the best implementation of of vehicles in an FPS for their time. And yet, Reach’s vehicles are annoying, unbalanced, and downright frustrating to use and have used against you.
The sad part is that I know Bungie likes to hone their product to a fine tip then ship it, and they rarely look back to make changes to balance things, and only patch if there are game breaking bugs. That said, I would still like to voice my opinion on the state of vehicles in Halo Reach.
Before I start… why should you listen to me? A few credentials:
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Played every Halo game made by Bungie
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Halo 2:
– 7,447 games played
– 63,822 kills
– level 21 in Rumble Pit before rank reset -
Halo 3:
– level 50 in Lone Wolves
– General, Grade 3
– 6,585 games played
– 86,464 total kills
– 10,978 Wheelman medals
– My primary gunner has 2.2+ social K/D on 4 maps
I’m not the best player in the world, but I’ve invested a lot of time in the Halo series, and plenty of time in vehicles.
Let’s look at the issues with vehicles in Halo Reach:
Damage System
The first thing I’d like to talk about is the way that vehicles take damage in Halo Reach. Halo Reach’s vehicle damage system is different than any prior Halo game. In Halo CE, vehicles couldn’t even blow up. In Halo 2 and Halo 3, vehicle health was tied to player health. Vehicles would not blow up unless the occupant’s health was depleted.
In Halo Reach, vehicle damage is independent of player health. Vehicles sustain their own damage and their health does not regenerate. You might be inside a vehicle and your shields and health are at full, but the vehicle itself may only be able to sustain one more point of damage. If it does take one more point of damage, it will explode and kill you and everyone inside of it.
I believe this system was designed to prevent skilled players from being able to run around in the same vehicle for the entire game with little opposition. The linear vehicle health model means that each vehicle can only sustain a specific amount of damage before exploding, so even a single enemy on foot could blow it up and kill the occupant(s) as long as they could eventually do enough damage to it. For the most part, this problem was indeed alleviated with Halo Reach’s vehicle damage model, unfortunately I believe that it introduced more issues than it solved:
1. Abandoned Vehicles and Blowing Up Your Own Vehicles
In Halo Reach, it’s very common to find flaming abandoned vehicles. Why? Because no one wants to drive around in a vehicle that’s going to explode from a single DMR shot. People much more commonly abandon flaming vehicles than using them through their full lifespan.
Overall, this reduces vehicle usage. Instead of players using vehicles until they explode, then getting new ones once they spawn, most players abandon their vehicles which means that the vehicles have to sit around and despawn before they will respawn for other players to use.
Or…
This system actually gives players an incentive to destroy their own vehicle once it has sustained a certain amount of damage (usually once it starts flaming). Blowing up your own damaged vehicle means that you’ll get a brand spanking new one spawned for you. Players should not be encourage to blow up their own vehicles simply to get a new one spawned, otherwise you have players waiting around for new vehicles rather than being out in the field contributing to gameplay.
2. Boarding
I can’t say how annoying this scenario is: you’ve been firing on a Warthog for what seems like days with your DMR. It starts flaming, but the driver comes in for a splatter. You seize the opportunity to board the driver and kick him out as you hop in (this is how Halo Reach Warthog boarding works), as you drive the Warthog away, the guy you just boarded turns around and shoots your Warthog a few times and it explodes. The same thing happens frequently with every vehicle except for the Wraith and Scorpion (because their boarding system works differently). This devalues the boarding system greatly for all of the affected vehicles and is extremely annoying and frustrating.
3. Vehicle-Vehicle Battles
In Reach, most vehicle against vehicle battles are lose-lose situations. Consider the Warthog. If two Warthogs start shooting at each other at a similar time, the result is almost always that one Warthog blows up completely, while the other has all occupants killed except for the gunner, and the Warthog is on fire. Even if you were in the victorious Warthog, you’re left with a flaming vehicle (that will explode with little more agitation) and a dead driver. You’re almost better off not attacking an enemy Warthog, and instead focusing on infantry.
When two Spartans attack each other and one dies, the winner doesn’t limp away. His/her shields come back to full, and in most of the games, health either regenerates fully, or regenerates to a certain extent. They don’t walk away with one point of health leaving the slightest breeze of wind to be the cause of their death, and no one likes a double-melee which results in both players dead; that outcome is boring and not rewarding to either player.
Vehicles in Halo have always worked similarly, that is, up until Halo Reach. Any why has it always previously worked this way? Because it makes for good gameplay. The more skilled player gets to continue onward.
I do agree that a player (or vehicle) who was barely able to escape death should be at a disadvantage over a player (or vehicle) at full health. I think Halo Reach’s player health/shield system encompasses this very well by only letting health recharge to a certain extent, but allow shields to always recharge to full. Unfortunately, Reach’s vehicles don’t share this system, but I feel they should adopt something similar.
Please continue reading on the second post (7,500 character limit).