Banshee Flip Removes Lock-On

So, if you’ve been playing Multiplayer recently, especially Warzone, you may have noticed that whenever an enemy Banshee performs an aerial flip, any lock-on you were obtaining disappears. Additionally, if you already locked on and fired your projectiles, the flip temporarily disables the projectile’s lock-on, too, though it does come back once the flip completes. This may have been balanced if the Banshee had a cooldown on its flip, but since one can just flip and flip and flip all day, there’s nothing to keep users from flipping to their hearts content and rendering your Rockethog totally meaningless.

I don’t remember this happening at the launch of the game or several updates afterward, so I think it is a bug that was introduced rather recently, but I would greatly appreciate it if 343 could take a look at this since it didn’t happen in any game before H5. It makes Banshees far more powerful than both the Wasp (which is fine) and the Phaeton (which doesn’t remove lock-on with its evade ability, hence why I think the Banshee flip is broken). I have seen so many Warzone games where the enemy team spams Banshees and weapons and vehicles that normally have good Anti-Air defenses (like the Rockethog and, more importantly, the Anti-Air Wraith) simply don’t work if the enemy pilot knows how to push LB and the left thumbstick at the same time. It results in matches where one team is devastating the other, and the team being destroyed can only use Railguns and Spartan Lasers to take out the flying pests…both of which are hard to accurately aim at flipping Banshees…

I don’t know if this will ever be adjusted, but I hope it will be, maybe even as early as the upcoming 4K patch. Anyway, these are just my thoughts on the situation. What do you guys think?

EDIT: Okay, so I was wrong on a few things. One, this was actually part of the Banshees since Halo: Reach. Didn’t know that until tonight. Second, I was combing through video after video of Halo 5 gameplay to find out if this was something going on near launch, and I found a Forged Banshee dogfight custom showcase by Spiteful from Jan. 2016, three months after launch. It’s hard to tell, but I think this has been a feature of Banshees since launch. I have been seriously misleading myself for a while if this is the case. The real question now is why I would noticed it all of a sudden after Monitor’s Bounty. To that, I don’t know the answer, but maybe it’s because of that month-long Warzone Turbo playlist, wherein I always encountered teams with a bunch of Banshee Ultras constantly flip firing? Either way, I would still like either this “feature” of the Banshee to be removed, a cooldown to be put in place for the flip, or at least have this thing applied to the Phaeton as well.

I don’t know when it got started but yes it needs a patch, please.

Edit: Can anyone remember if the lock break happened before the AA Wraith?

> 2533274834066497;2:
> I don’t know when it got started but yes it needs a patch, please.

This has been a thing since Halo: Reach, and it kinda makes the Banshee too powerful. I doubt this is a bug.

While lock-on weapons can easily be avoided, evading still shouldn’t cancel it imo.

The same thing even happens on foot combat against A.I. enemies. :frowning:

> 2533274983431281;1:
> So, if you’ve been playing Multiplayer recently, especially Warzone, you may have noticed that whenever an enemy Banshee performs an aerial flip, any lock-on you were obtaining disappears. Additionally, if you already locked on and fired your projectiles, the flip temporarily disables the projectile’s lock-on, too, though it does come back once the flip completes. This may have been balanced if the Banshee had a cooldown on its flip, but since one can just flip and flip and flip all day, there’s nothing to keep users from flipping to their hearts content and rendering your Rockethog totally meaningless.
>
> I don’t remember this happening at the launch of the game or several updates afterward, so I think it is a bug that was introduced rather recently, but I would greatly appreciate it if 343 could take a look at this since it didn’t happen in any game before H5. It makes Banshees far more powerful than both the Wasp (which is fine) and the Phaeton (which doesn’t remove lock-on with its evade ability, hence why I think the Banshee flip is broken). I have seen so many Warzone games where the enemy team spams Banshees and weapons and vehicles that normally have good Anti-Air defenses (like the Rockethog and, more importantly, the Anti-Air Wraith) simply don’t work if the enemy pilot knows how to push LB and the left thumbstick at the same time. It results in matches where one team is devastating the other, and the team being destroyed can only use Railguns and Spartan Lasers to take out the flying pests…both of which are hard to accurately aim at flipping Banshees…
>
> I don’t know if this will ever be adjusted, but I hope it will be, maybe even as early as the upcoming 4K patch. Anyway, these are just my thoughts on the situation. What do you guys think?

Yes, it invalidates anti-air weapons like lock-on rockets, Rocket Hogs, Anti-Air Wraiths, etc. Limiting us in the way we can defend ourselves.

> 2535447568744254;3:
> > 2533274834066497;2:
> > I don’t know when it got started but yes it needs a patch, please.
>
> This has been a thing since Halo: Reach, and it kinda makes the Banshee too powerful. I doubt this is a bug.
>
> While lock-on weapons can easily be avoided, evading still shouldn’t cancel it imo.

I’ve played both Reach and 4 recently while at my neighbors, since they only have a 360. Can confirm that while evading was way too fast and powerful at avoiding hitscan weapons in Reach, lock-on still worked while the vehicle was flipping. It was just much weaker than in Halo 5, so the likelihood of a miss was much greater. Good Banshee pilots were almost impossible to kill in Reach. Halo 4’s Banshee was slower overall, but the lock-on was still weak. I swear that you used to be able to lock-on to Banshees that were flipping in Halo 5, but I’m fairly certain that it was bugged after Monitor’s Bounty. This affects all lock-on, visible or not, and that includes AA Wraith projectiles, all secondary fire on air vehicles, and pretty much every ground-based projectile weapon with lock-on of some sort (including Light of Urs). I think it’s better to let the skill of the pilot be the reason for a miss, rather than because lock-on was completely negated.

> 2535447568744254;3:
> > 2533274834066497;2:
> > I don’t know when it got started but yes it needs a patch, please.
>
> This has been a thing since Halo: Reach, and it kinda makes the Banshee too powerful. I doubt this is a bug.
>
> While lock-on weapons can easily be avoided, evading still shouldn’t cancel it imo.
>
> The same thing even happens on foot combat against A.I. enemies. :frowning:

Yes. I was thinking since the earlier Banshee’s had a cool down you could always lock on. H5 banshee doesn’t have a cool down.

> 2533274983431281;5:
> > 2535447568744254;3:
> > > 2533274834066497;2:
> > > I don’t know when it got started but yes it needs a patch, please.
> >
> > This has been a thing since Halo: Reach, and it kinda makes the Banshee too powerful. I doubt this is a bug.
> >
> > While lock-on weapons can easily be avoided, evading still shouldn’t cancel it imo.
>
> I’ve played both Reach and 4 recently while at my neighbors, since they only have a 360. Can confirm that while evading was way too fast and powerful at avoiding hitscan weapons in Reach, lock-on still worked while the vehicle was flipping. It was just much weaker than in Halo 5, so the likelihood of a miss was much greater. Good Banshee pilots were almost impossible to kill in Reach. Halo 4’s Banshee was slower overall, but the lock-on was still weak. I swear that you used to be able to lock-on to Banshees that were flipping in Halo 5, but I’m fairly certain that it was bugged after Monitor’s Bounty. This affects all lock-on, visible or not, and that includes AA Wraith projectiles, all secondary fire on air vehicles, and pretty much every ground-based projectile weapon with lock-on of some sort (including Light of Urs). I think it’s better to let the skill of the pilot be the reason for a miss, rather than because lock-on was completely negated.

I still doubt it’s a bug despite your claims, because it happens with anti-infantry lock on weapons on foot combat too against A.I. enemies (yes you could lock on, but the shot would often completely miss if the enemy evaded during the on-flight tracking period since the tracking was disabled for a very short time I believe), and even so back in Reach, but I agree that this shouldn’t be a thing concerning the Banshee’s evasive maneuvers.

I don’t remember if it was like that during H5’s launch, but it’s been like that for a very very long time so I doubt it’s a bug.

> 2535447568744254;7:
> > 2533274983431281;5:
> > > 2535447568744254;3:
> > > > 2533274834066497;2:
> > > > I don’t know when it got started but yes it needs a patch, please.
> > >
> > > This has been a thing since Halo: Reach, and it kinda makes the Banshee too powerful. I doubt this is a bug.
> > >
> > > While lock-on weapons can easily be avoided, evading still shouldn’t cancel it imo.
> >
> > I’ve played both Reach and 4 recently while at my neighbors, since they only have a 360. Can confirm that while evading was way too fast and powerful at avoiding hitscan weapons in Reach, lock-on still worked while the vehicle was flipping. It was just much weaker than in Halo 5, so the likelihood of a miss was much greater. Good Banshee pilots were almost impossible to kill in Reach. Halo 4’s Banshee was slower overall, but the lock-on was still weak. I swear that you used to be able to lock-on to Banshees that were flipping in Halo 5, but I’m fairly certain that it was bugged after Monitor’s Bounty. This affects all lock-on, visible or not, and that includes AA Wraith projectiles, all secondary fire on air vehicles, and pretty much every ground-based projectile weapon with lock-on of some sort (including Light of Urs). I think it’s better to let the skill of the pilot be the reason for a miss, rather than because lock-on was completely negated.
>
> I still doubt it’s a bug despite your claims, because it happens with anti-infantry lock on weapons on foot combat too against A.I. enemies (yes you could lock on, but the shot would often completely miss if the enemy evaded during the on-flight tracking period since the tracking was disabled for a very short time I believe), and even so back in Reach, but I agree that this shouldn’t be a thing concerning the Banshee’s evasive maneuvers.

Well, I owe you an apology. I just checked Halo: Reach, and it looks like evasion also cancelled lock on in those days, too. I guess this isn’t a bug, then, but it is incredibly frustrating for Halo 5 when most anti-air weapons and vehicles require some sort of lock-on to function well against aircraft. It just isn’t balanced anymore, especially with the Wasp and Phaeton not having this ability.

Anyway, just wanted to say sorry for contradicting you without checking first. I’m still surprised it was in those older games.

> 2533274834066497;6:
> > 2535447568744254;3:
> > > 2533274834066497;2:
> > > I don’t know when it got started but yes it needs a patch, please.
> >
> > This has been a thing since Halo: Reach, and it kinda makes the Banshee too powerful. I doubt this is a bug.
> >
> > While lock-on weapons can easily be avoided, evading still shouldn’t cancel it imo.
> >
> > The same thing even happens on foot combat against A.I. enemies. :frowning:
>
> Yes. I was thinking since the earlier Banshee’s had a cool down you could always lock on. H5 banshee doesn’t have a cool down.

Good. I don’t believe it needs one.

Yes I’m a bit biased because I’m the guy in BTB that racks up 40+ kills with the banshee in one match, but I only achieve this because the opposite team is too dumb to bother shooting me. One skilled person with a BR has the power to do half damage to me and chase me off. But they don’t.

However… if you play smart you can take it out. Few points to be made:

  • If a banshee constantly flips over and over it means they’re not actively focussing on killing anybody. Good thing for your team.
  • When I’m getting pumped full of BR from 3 enemies there is no evading that no matter how many times I flip. Lock weapons aren’t the best choice a lot of the time.
  • Most people just want to be able to fire a weapon at a banshee and get the kill. Reality is that you have to be smart when and where you fire at it. Try to lock onto the banshee as it’s away from the majority of your team and not in active combat. This way it’s not focussing on avoiding anybody and won’t see your rocket/ hydra rockets coming. Caught off guard.

I kill a lot with the banshee but I also kill a lot of banshees. People (especially in BTB) go for the easy kills and just try to avoid engaging the banshee which is the wrong move as it has the power to disperse your entire team.

Just play smarter. I kill personally 1 banshee per match (maps that have banshees).

My hats off to your skillfulness. A skilled banshee operator is a thing of beauty.

I agree people don’t always know how to handle a skilled operator, especially if they are not coordinated. The very reason you can get +40 kills a game proves that. Most banshee operators aren’t that skilled and can usually be taken out fairly early. I’d be happy with a spree.
I don’t have the numbers as far as how many banshee operators can pull off 30-40 kills a game, every game, but no other vehicle can really do that except a ghost which has a cool down.

The banshee flip has been able remove “lock on” ability weapons (which I know has already been established.) That being said the removal of lock on abilities (that can be spammed every few seconds) makes the AA ability of the rocket hogs to be mostly useless.

However; my friends and I have found an easy way around the banshee flips. A weapon designed for destroying vehicles and occasionally infantry in 1-3 seconds and most importantly this weapon doesn’t lock on. The end game.

> 2533274909139271;12:
> However; my friends and I have found an easy way around the banshee flips. A weapon designed for destroying vehicles and occasionally infantry in 1-3 seconds and most importantly this weapon doesn’t lock on. The end game.

You don’t even need an Endgame to destroy it (especially considering I don’t think a single BTB map has them both). Really, all you need is good positioning and good enough aim with a BR or something to continuously take pot-shots at it, the obvious draw here being that you’d need more than a couple BRs to actually do damage to the thing, but that stems from a completely different problem.

In my experience, you have to wait until the Banshee is occupied with something else, say another player or in WZ sake maybe a boss. When it isn’t looking, try and shoot it between the thrusters on the back or the area that connects the wing to the fuselage (there’s a small green circle on both the front and back that signifies the place where you should shoot). These are the Banshee’s weak points, which means shooting them will do much more damage to the craft than if you were to just shoot it normally. A lot of people don’t know that Vehicle Weakpoints exist, which was extremely apparent with the Wasp before it got moved up a level in WZ (its weakpoint is the rotors on the wings). It doesn’t matter what you shoot it with, but it does matter where you shoot it.

> 2533274975021613;10:
> > 2533274834066497;6:
> > > 2535447568744254;3:
> > > > 2533274834066497;2:
> > > > I don’t know when it got started but yes it needs a patch, please.
> > >
> > > Snip
> >
> > Snip
>
> -Snip-- If a banshee constantly flips over and over it means they’re not actively focussing on killing anybody. Good thing for your team.
> - When I’m getting pumped full of BR from 3 enemies there is no evading that no matter how many times I flip. Lock weapons aren’t the best choice a lot of the time.
> - Most people just want to be able to fire a weapon at a banshee and get the kill. Reality is that you have to be smart when and where you fire at it. Try to lock onto the banshee as it’s away from the majority of your team and not in active combat. This way it’s not focussing on avoiding anybody and won’t see your rocket/ hydra rockets coming. Caught off guard.
>
> I kill a lot with the banshee but I also kill a lot of banshees. People (especially in BTB) go for the easy kills and just try to avoid engaging the banshee which is the wrong move as it has the power to disperse your entire team.
>
> -Snip-

These points are good for BTB. I’ve never had a problem with the Banshee in that mode, since you never have to encounter more than 2, and anti-air weapons aren’t readily dispensed. I don’t think there are very many lock-on weapons in BTB, except for the Hydra. Haven’t played BTB much since the most recent refresh, so I wouldn’t know for sure. Another thing BTB has going for it is that the Banshees are the base, un-upgraded variants. Though they still have the lock-on removal function, it’s not too prevalent since, as you said, team-shooting with the BR works just fine. It’s easier to coordinate fire on one Banshee as well, and if the enemy managed to obtain two, then you were probably getting demolished already.

Not so in Warzone, though. In a game mode with so much potential for good plays and counterplays, it seems like the Banshee is far too powerful in numbers. It counters pretty much everything except the Hannibal Scorpion, which is incredibly rare and unlikely to be called in if a team is being stomped. All Banshees are good at destroying, but the Banshee Ultra, especially, is immensely infuriating.

  • The cooldown on the Fuel Rod Cannon is approximately the same as the time it takes to flip, so the Banshee pilot is definitely getting kills as he flies the Ultra like a maniac. This isn’t really a big deal for the base and Sword Banshees, but for the Temple and especially the Ultra Banshee (which also fires rounds that act like Pool of Radiance shots, but more deadly), the flip having no cooldown means they are able to flip, get kills, and avoid any sort of lock-on. - While 3 people coordinating fire on a Banshee in BTB is somewhat tough unless one is searching with friends, it is still possible that the randoms will try to take out the one, maybe two, Banshees in the sky with focused fire. Because the Banshees are all the base tier, they don’t have too much health and this is a viable way to eliminate the Banshee. Not so in Warzone. When you have 4-8 Banshees, usually at least 50% Ultra, swarming your spawn point, it becomes almost impossible to deal with them. You can only search in Warzone with a team of 6, too, so you have to hope that the other 6-11 randoms will also shoot at the Banshee you’re targeting. Why do you need 6? Because the maps are really big, the Banshee Ultra can flip and kill simultaneously, and it has more health than regular Banshees. I’ve seen people go 100+ kills with an Ultra Banshee they unlocked relatively early in the game. When we start teamshooting it, if we do, it typically just does hit-and-run, since there is usually enough cover from hitscan weapons. - I think that, if done correctly, a skilled Banshee pilot would still be able to avoid locked-on projectiles with properly-timed rolls. Now, it’s just “shoot, the enemy has a Rocket Launcher. Quick! Everyone flip a bunch! He can’t kill us then.” They can make it so that the Banshee is able to avoid locked-on projectiles without disabling both pre-existing lock-on from fired projectiles (I can live with this, though it honestly makes the Mantis and especially the Anti-Air Wraith useless due to the incredibly slow projectile speed) and completely removing and resetting the lock-on you were trying to achieve (rendering the Rockethog all but useless against the one thing it should be good at killing: air vehicles)All-in-all, because of the way that BTB maps have been built, and the weapons on the map laid out, I am totally okay with the way the Banshee plays. I don’t honestly think that the lock-on removal “feature” affects the Banshee too much in BTB (maybe the Hydra, but I think that a well time Banshee roll should still be able to avoid impact as the missiles are about to strike.) I haven’t played on the new maps too much, though, and I’m not sure if the Banshee appears on maps that also feature weapons like the Rocket Launcher.

In Warzone, though, it just makes too many REQs useless: All Mantises, except for the Hannibal and ONI Mantises, which can lock on to ground vehicles and, in the case of the ONI, infantry; the Anti-Air Wraith, which functions perfectly against Wasps and Phaetons (both can avoid the shots if they strafe and, for the Phaeton, properly time its evade, but neither completely removes lock-on like the Banshee, which almost always kills the AA Wraith); and the Rockethog, which has relatively low RRR, meaning you have to basically be in the Banshee’s grill to even start locking on, and it takes a long time, too. You only have to flip every other second, instead of constantly, to completely negate the Rockethog, so that’s even more underpowered. I don’t mind the lock-on removal for Banshee dogfights or even Phaeton v. Banshee fights (though the Banshee almost always wins, especially if it’s upgraded), but it is somewhat annoying in Wasp v. Banshee fights. For infantry weapons, it’s not too big of a deal., though it is a little annoying. The Rocket Launcher projectile speed is high, the lock-on is strong, and upgraded variants give you plenty of rounds. The Hydra fires tons of round and has strong lock-on, too, so that’s understandable as well. The Plasma Pistol is pretty powerful if the first EMP strikes, so that’s fine as it is. The Light of Urs barely has lock-on anyway and is more of an anti-infantry and anti-ground vehicle weapon. I could go on, but it’s not too imperative that infantry weapons be adjusted to always have lock-on.

So, really, what it boils down to is that I feel like the Banshee, especially the Banshee Ultra, eclipses other air-vehicles and pretty much all anti-air vehicles because of the way it treats their lock-on. The Mantis, AA Wraith, and Rockethog all excel against Wasps, and all can be used pretty effectively against Phaetons (though the Helios is usually better to snipe at with a Rocket Launcher or a Laser). But when it comes to Banshees, a series of flips and Banshee Bombs renders all of them more or less useless for their intended role.

This makes the Banshee the clear choice for Air vehicles once they are unlocked. I’m not saying you can’t be killed while in a Banshee, but that far fewer weapons and vehicles can effectively counter the Banshee, while they can easily demolish the Wasp and Phaeton. Maybe they could add the lock-on removal to the Phaeton to at least make the Phaeton a little more desirable than the Banshee? Or maybe they could make the general lock on for all infantry-based projectiles slightly weaker and remove the lock-on removal feature?

> 2535405116054664;13:
> > 2533274909139271;12:
> > However; my friends and I have found an easy way around the banshee flips. A weapon designed for destroying vehicles and occasionally infantry in 1-3 seconds and most importantly this weapon doesn’t lock on. The end game.
>
> You don’t even need an Endgame to destroy it (especially considering I don’t think a single BTB map has them both). Really, all you need is good positioning and good enough aim with a BR or something to continuously take pot-shots at it, the obvious draw here being that you’d need more than a couple BRs to actually do damage to the thing, but that stems from a completely different problem.
>
> In my experience, you have to wait until the Banshee is occupied with something else, say another player or in WZ sake maybe a boss. When it isn’t looking, try and shoot it between the thrusters on the back or the area that connects the wing to the fuselage (there’s a small green circle on both the front and back that signifies the place where you should shoot). These are the Banshee’s weak points, which means shooting them will do much more damage to the craft than if you were to just shoot it normally. A lot of people don’t know that Vehicle Weakpoints exist, which was extremely apparent with the Wasp before it got moved up a level in WZ (its weakpoint is the rotors on the wings). It doesn’t matter what you shoot it with, but it does matter where you shoot it.

2 ultra banshees can flip, tank, and hide enough to make loadout weapons useless for an entire team. Btb isn’t an issue since the maps are tiny and every map has multiple plasma pistols( and you only deal with the weakest banshee.)

> 2533274909139271;15:
> > 2535405116054664;13:
> > > 2533274909139271;12:
> > > .
>
> 2 ultra banshees can flip, tank, and hide enough to make loadout weapons useless for an entire team. Btb isn’t an issue since the maps are tiny and every map has multiple plasma pistols( and you only deal with the weakest banshee.)

Fair enough. With Ultra Banshees, though, you should be able to be at a good enough REQ level to call something in to combat it (Whiplash, Spitfire, etc.). Considering the REQ drip experiment goes live today, perhaps this’ll be easier than it was before, but that remains to be seen.

> 2535405116054664;16:
> > 2533274909139271;15:
> > > 2535405116054664;13:
> > > > 2533274909139271;12:
> > > > .
> >
> > 2 ultra banshees can flip, tank, and hide enough to make loadout weapons useless for an entire team. Btb isn’t an issue since the maps are tiny and every map has multiple plasma pistols( and you only deal with the weakest banshee.)
>
> Fair enough. With Ultra Banshees, though, you should be able to be at a good enough REQ level to call something in to combat it (Whiplash, Spitfire, etc.). Considering the REQ drip experiment goes live today, perhaps this’ll be easier than it was before, but that remains to be seen.

Hopefully.

I don’t know man… the vehicles need something to give them an edge. They are supposed to be Superior to foot solders requiring the team to take them down. Now there just bigger targets with infinite ammo.

If this is a bug, patch it. But if it’s a feature, then I say we need to tune it a little so it isn’t to OP. I wouldn’t change the banshee roll at all though, in Firefight you have no idea how frustrating that would get if there was a roll cool down.

> 2533274847563380;18:
> I don’t know man… the vehicles need something to give them an edge. They are supposed to be Superior to foot solders requiring the team to take them down. Now there just bigger targets with infinite ammo.
>
> If this is a bug, patch it. But if it’s a feature, then I say we need to tune it a little so it isn’t to OP. I wouldn’t change the banshee roll at all though, in Firefight you have no idea how frustrating that would get if there was a roll cool down.

I agree that they need a bit of an edge, but Phaetons don’t have this ability, so it makes the Banshee better than the Phaeton, which I disagree with. Plus, it ruins three other vehicles in the process: Mantis, Rockethog, and most importantly, AA Wraith. :confused:

I don’t really want a cooldown on the Banshee roll. I just want to be able to fire shots that can track the Banshee at least some of the time, which is impossible in the case of the Rockethog due to its super long lock-on time. :frowning:

A banshee shouldn’t be able to spam backflips, each with enough distance to travel across and entire Halo ring, over and over without cooldowns while at the same time spamming banshee bombs. This makes hitting them nearly impossible; it takes a Spartan Laser and perfect timing/luck to take them down. Even then, I’m pretty sure that higher-tier Banshees can endure a laser hit.