We all know that the Banshee was a terrible vehicle in Reach - It could get wrecked by a spawn weapon, yet people could still go on spawnkilling the entire game with it, just flipping and flipping.
I’m happy that its spins and tricks are a bit slowed down, but I feel like it needs more balance - I never really understood why banshees could get wrecked by DMR’s in Reach - you’re shooting assault rifle bullets semi-automatically but in 60 shots it is destroyed.
Well, why not just change it?
How would you balance the banshee?
And also, the new banshee looks cool with green lights and stuff but the purple looks a bit bad - it looks as if its purple around everything on the banshee, unlike in Reach where it was slightly blue-green at places creating color contrast and 3/2 where there was white light reflecting off and black lines all around it.
And finally, it seems like return to battlefield is back - This really shouldn’t affect the Banshee as much - We should be able to fly up and be safe until we go too far - I hated how in maps like Graveyard, you couldn’t get go above the Frigate except for that little hole, and even then, you could touch the annoying back to battlefield spot.
Banshees could only be wrecked by opposing DMR when players team shot. A full team of randoms usually don’t have that coordination. Which is why it’s incredibly common for a skilled Banshee pilot (like Gamesager) to get a massive amount of kills per game.
In my opinion, the Banshee is fair so long as you’re not using the fuel rod on that thing. It’s nearly impossible to avoid the ensuing explosion and it quickly decimates everything, save for the tanks. I was actually a little disappointed that 343 left in the bombs, I was hoping they’d be taken out of Matchmaking. Oh well, it’s not a huge deal.
Yeah, the Banshee was fine in Reach. People were just too stupid to take the incentive of focus their DMR fire on it. I had to scream in my mic to convince two nearby players to put their DMRS out and join me in taking a harassing Banshee out - and it worked.
But in most cases, people just ignore team work and simply channel their rage and fume at the Banshee.
But if they’ve nerfed both the fuel rod, it’s speed and added more anti vehicle weapons and outfitted everyone with plasma guns and nades - hopefully they´ve removed the ‘‘permanent’’ damage stages. Both of it and Warthogs/any other vehicle.
Personally, I think that the banshee needs to not get blown up by DMR/BR shots. Maybe reduce the shields of the person inside, but it shouldnt take just 60 shots to kill a banshee. Maybe 30 shots to kill a guy, but 90 shots to kill a banshee.
Next, the Rockets need to actually curve towards the banshee. I mean, if the Banshee is flying forwards and full speed, it shouldn’t hit - Which is why BTB maps aren’t the size of the entire Forge World, and the Banshee would need to curve to stay in the battlefield. However, rockets should be able to be dodged with spins and tricks, and it should also take a balanced time to lock on.
Finally, the Spartan Laser needs to emit a VISIBLE red beam, even if its small. That, and there needs to be an audible sound - unless the Spartan Laser is not aiming close or at you - I hate it when I die simply because of a Spartan Laser which I could not hear or see because the game did not show both of those things.
Banshee’s need to be powerful in the hands of a good player, but generally useless in the hands of a bad one - The bad player shouldn’t be able to hold on to the banshee forever, to teamshooting should be able to kill him but not the vehicle. To INCREASE the Banshee skill gap, perhaps change the way the banshee flies after taking damage. Personally, I felt like the game devs was just lazy, since the Banshee wings could be destroyed, but it would fly exactly the same way. Maybe have the banshee body and banshee wings have different damage - destroying/damaging the wings takes away shields and health but doesn’t destroy the banshee, but makes it harder to fly. This way, players like Gamesager would still be able to dominate, but only if they practice, even with things like broken wings, while a random player who can spam the LB and move the banshee away from the enemy base should be able to be destroyed with a broken wing.
the banshee should not fall to dmr or sniper fire that easily. flipping and boosting the banshee also needs to have a longer cooldown, maybe similar to thruster pack’s timer. the banshee bomb should not be a one hit kill, and it should arc.
i believe however that the pilot should die easier (in all vehicles), ie. the vehicle offers less protection. its not very fair that you have to destroy the vehicle in order to kill the pilot.
The Halo Reach banshee is the fastest way to get kills. thrust back flip, kill, trust, back flip, kill, hide and spy, trust back flip, killtac. Also a little bit of a laggy connection for the pilot seams to be impossible to shoot at those speeds.
I’ve hated the Banshee since Halo 2 since it changed the way it strafed but I hate it even more in Reach because it breaks immersion.
You have to prioritize it with your teammates. That sounds more like a strategy suited against multiple tanks than against 1 continuously flying, practically invincible monstrosity.
Also, as a result of MP “balancing”, the enemy Banshee pilots in the campaign are severely nerfed and it’s extremely easy to hijack a Banshee compared to Halo 2 or Halo 3.
Hopefully 343 will make the campaign Banshee distinct from MP.
Put all boosts/flips on a guage( like other cove vehicles) fuel rod only 1 hit KO with direct hit, plasma cannons buffed and significantly more resistance to regular weapons, along with slower movement speed should be fine, maybe more delay on the cannon
It seems more balanced in Halo 4. Flips are slower, cannons are stronger, bomb doesn’t seem to lock on and it fires more slowly.
On the other side I hope DMR/Sniper and friends don’t demolish banshees or other vehicles which doesn’t seem to be the case.
My only issue at the moment is that the bomb still seems to have a ridiculous radius. Increased base speed and jump help but not to the degree I would like. I absolutely hate what Banshee piloting has become in Reach. Rather than using any finesse or requiring any actual strafing runs you just flip the banshee around like its in a tumble dryer and spam the bomb where you can rely on its crazy splash(to be fair I felt the tanks, rockets, fuel rods, wraiths, grenades all had too much splash in Reach) rather than actual aim.
I remember when you actually had to think about when to dodge, when to use cannons vs bomb, when to zoom in or out of a fight, had to actually think when dodging lock-ons.
Overall I am happy but I still feel there are unresolved issues.