Banshee "Evasive Maneuvers" Throw Off Rocket Lock

Rocket launchers cannot lock on to Banshees while they are repeatedly doing somersaults, which wouldn’t be a problem if they could only do them once every 15 or 20 seconds. However, since the back flip move can be done again as soon as the animation finishes, it makes it nearly impossible for the other team to do anything about it, even with kinetic bolt loadout weapons and power weapons.
Please at least allow rocket launchers and hydras to stay locked on to banshees that are doing back flips and side flips. Hopefully more can be done to balance them like doubling the time it takes to complete the back flip so that the opposing team has a chance to retaliate, but making rocket launchers effective against air vehicles even after they try to evade would make Warzone playable again. Unfortunately I don’t recall if Phaetons can stop rocket launcher tracking with their teleportation, but if that is the case please allow rockets to stay locked on to those too. It’s fine if 3 or 4 banshees are annihilating everyone and spawn camping the core but please allow the opposing team to fight back.

i think it depends on the rocket. Some of the spnkr’s or higher level launchers stay locked on.

Use a railgun? i heard whiplash is pretty good

> 2533274875982754;2:
> i think it depends on the rocket. Some of the spnkr’s or higher level launchers stay locked on.

Interesting, I tried the typhoon hydra and the 4 rocket spnkr em, which definitely didn’t stay locked on to the banshee ultra I was targeting. The rocket launcher that shoots 5 hydra rockets at once may have worked or the banshee pilots may have not been spamming the evade button. However, I think that all rockets should have this by default. Banshees are simply too powerful and don’t have any reliable counters at the moment.

> 2533274843293223;4:
> > 2533274875982754;2:
> > i think it depends on the rocket. Some of the spnkr’s or higher level launchers stay locked on.
>
>
> Interesting, I tried the typhoon hydra and the 4 rocket spnkr em, which definitely didn’t stay locked on to the banshee ultra I was targeting. The rocket launcher that shoots 5 hydra rockets at once may have worked or the banshee pilots may have not been spamming the evade button. However, I think that all rockets should have this by default. Banshees are simply too powerful and don’t have any reliable counters at the moment.

I agree all rockets should have this. The 4 rocket spnkr, is great for ghosts, and warts.

> 2533274843293223;1:
> Rocket launchers cannot lock on to Banshees while they are repeatedly doing somersaults, which wouldn’t be a problem if they could only do them once every 15 or 20 seconds. However, since the back flip move can be done again as soon as the animation finishes, it makes it nearly impossible for the other team to do anything about it, even with kinetic bolt loadout weapons and power weapons.
> Please at least allow rocket launchers and hydras to stay locked on to banshees that are doing back flips and side flips. Hopefully more can be done to balance them like doubling the time it takes to complete the back flip so that the opposing team has a chance to retaliate, but making rocket launchers effective against air vehicles even after they try to evade would make Warzone playable again. Unfortunately I don’t recall if Phaetons can stop rocket launcher tracking with their teleportation, but if that is the case please allow rockets to stay locked on to those too. It’s fine if 3 or 4 banshees are annihilating everyone and spawn camping the core but please allow the opposing team to fight back.

Splaser, Plasma Pistol, Railgun, DMR/BR fire, Scorpion, Another Banshee, are all pretty easy ways to bring a banshee to the ground. I’ve even managed it with a plasma caster. Rockets are nice, but if plan ‘A’ doesn’t work move on to plan ‘B’

> 2533274971565732;3:
> Use a railgun? i heard whiplash is pretty good

Once I discovered the railgun I have used up all of them. Excellent for vehicles, spartans, and bosses. They have been scarce in silver/gold packs. May try a couple of bronze packs.

> 2533274880633045;6:
> > 2533274843293223;1:
> > Rocket launchers cannot lock on to Banshees while they are repeatedly doing somersaults, which wouldn’t be a problem if they could only do them once every 15 or 20 seconds. However, since the back flip move can be done again as soon as the animation finishes, it makes it nearly impossible for the other team to do anything about it, even with kinetic bolt loadout weapons and power weapons.
> > Please at least allow rocket launchers and hydras to stay locked on to banshees that are doing back flips and side flips. Hopefully more can be done to balance them like doubling the time it takes to complete the back flip so that the opposing team has a chance to retaliate, but making rocket launchers effective against air vehicles even after they try to evade would make Warzone playable again. Unfortunately I don’t recall if Phaetons can stop rocket launcher tracking with their teleportation, but if that is the case please allow rockets to stay locked on to those too. It’s fine if 3 or 4 banshees are annihilating everyone and spawn camping the core but please allow the opposing team to fight back.
>
>
> Splaser, Plasma Pistol, Railgun, DMR/BR fire, Scorpion, Another Banshee, are all pretty easy ways to bring a banshee to the ground. I’ve even managed it with a plasma caster. Rockets are nice, but if plan ‘A’ doesn’t work move on to plan ‘B’

The problem is it is incredibly difficult to destroy a normal banshee with loadout weapons, even the kinetic bolt versions, even when they aren’t doing backflips permanently. If loadout weapons were more effective against normal banshees, this wouldn’t be a problem at all.

> 2533274843293223;8:
> > 2533274880633045;6:
> > > 2533274843293223;1:
> > > Rocket launchers cannot lock on to Banshees while they are repeatedly doing somersaults, which wouldn’t be a problem if they could only do them once every 15 or 20 seconds. However, since the back flip move can be done again as soon as the animation finishes, it makes it nearly impossible for the other team to do anything about it, even with kinetic bolt loadout weapons and power weapons.
> > > Please at least allow rocket launchers and hydras to stay locked on to banshees that are doing back flips and side flips. Hopefully more can be done to balance them like doubling the time it takes to complete the back flip so that the opposing team has a chance to retaliate, but making rocket launchers effective against air vehicles even after they try to evade would make Warzone playable again. Unfortunately I don’t recall if Phaetons can stop rocket launcher tracking with their teleportation, but if that is the case please allow rockets to stay locked on to those too. It’s fine if 3 or 4 banshees are annihilating everyone and spawn camping the core but please allow the opposing team to fight back.
> >
> >
> > Splaser, Plasma Pistol, Railgun, DMR/BR fire, Scorpion, Another Banshee, are all pretty easy ways to bring a banshee to the ground. I’ve even managed it with a plasma caster. Rockets are nice, but if plan ‘A’ doesn’t work move on to plan ‘B’
>
>
> The problem is it is incredibly difficult to destroy a normal banshee with loadout weapons, even the kinetic bolt versions, even when they aren’t doing backflips permanently. If loadout weapons were more effective against normal banshees, this wouldn’t be a problem at all.

Sustained DMR/BR fire will bring them down pretty quickly until you get to the banshee ultra. You just have to take the shields off and then fire. If you get two or three guys doing it, they go down almost instantaneously which is why some people whine about ‘paper’ vehicles. The banshee is powerful, but not overly difficult to take down. Even the ultra will go down reasonably quick if you can get people to shoot at the thing.

End game is good too

I don’t know about you, but I was almost annihilated by a SPNKr EX yesterday when I was in a Banshee Ultra. Had I not done some of the best maneuvering I’ve done in all my years in Halo, I would’ve been blown out of the sky.

Vehicles are weak and easy to take down as is no need to make it easier imo.

Plasma pistol also doesn’t stay locked on, but it doesn’t with spartans either if you thrust out of the way.

As said above, there are plenty of options to take down banshees. I’ve taken one down by myself with a plasma caster. Spartan lasers, rockets, hydras, rail guns, plasma pistols, turrets, scorpions, mantises, warthog variants (especially Gauss hogs), other banshees, phaetons and some of the sniper/beam/binary rifles are effective. Regular banshees go down quickly enough with Br’s and dmrs. If a pilot is that good at dodging your shots they kind of deserve to keep their banshee.

u know what, ive faced this problem so many times that i learnt to use railguns, lasers or tanks agaisnt banshees as rockets are useless…

Honestly, the system form halo 2, when we first had tracking rcokets sould have stayed on for aerial vehicles…hold trigger to lock on…

this way, rockets can actually do something and even with this, it also allows skilled pilots to evade the rockets with banshee moves like how it was in halo 2 (u see a rocket tracking you, barrel roll to throw it off, thus requiring you to be skillful and aware of your surroundings)

also, i don’t get why we need to be smart linked to even lock on

> 2533274875982754;7:
> > 2533274971565732;3:
> > Use a railgun? i heard whiplash is pretty good
>
>
> Once I discovered the railgun I have used up all of them. Excellent for vehicles, spartans, and bosses. They have been scarce in silver/gold packs. May try a couple of bronze packs.

You’ll find your regular Railguns in Bronze packs

Banshees shouldn’t be more powerful than a phaeton for their req level. Phaetons can translocate, which is essentially transferring wherr you are in time and space, yet it doesnt break a rocket lock. But a banshee doing flips endlessly not only breaks a rocket lock but prevents it entirely. Thats bs to me, even if there are alternatives. I think that the banshee evasive maneuvers should only be useable as frequently as the Phaetons are. My issue is that banshees are OP for what they cost, especially the ultra, that there isn’t a lot to do about it, that any rockets with air targeting abilities are rendered useless by shenanigans and that the phaeton has the opposite problem of the banshee, it’s too easy to take down for the cost. All i want is a balance between those things.

I think evasive maneuvers should take up your boost energy. That would make sense considering how fast you move when you flip around.

> 2533274903043020;17:
> Banshees shouldn’t be more powerful than a phaeton for their req level. Phaetons can translocate, which is essentially transferring wherr you are in time and space, yet it doesnt break a rocket lock. But a banshee doing flips endlessly not only breaks a rocket lock but prevents it entirely. Thats bs to me, even if there are alternatives. I think that the banshee evasive maneuvers should only be useable as frequently as the Phaetons are. My issue is that banshees are OP for what they cost, especially the ultra, that there isn’t a lot to do about it, that any rockets with air targeting abilities are rendered useless by shenanigans and that the phaeton has the opposite problem of the banshee, it’s too easy to take down for the cost. All i want is a balance between those things.

Agreed.

yea but if you actually get a damn rocket or hydra off? the things will almost never give up till they get you. it’s so stupid to dodge a missile an then have it pull a damn U-turn to try again… it’s really annoying to see your banshee die to a missile you dodged already because it’s got another 2 try’s at you