I’ve been playing quite a lot of Halo 5 recently, specifically WWFF to get to 152. A problem I’ve noticed that seems to be pretty consistent across all halo games is how low the vertical ceiling for flying vehicles is. You can only fly directly upwards for a short time until you hit an invisible wall, which really subtracts from the fun of using flying vehicles. Think battlefield, with the huge maps and large variety of planes. In those games, not only can you basically fly as high as you want, the playable space for planes actually extends past the normal playable area, which makes dogfights and maneuverability easier given the speed of aircraft. Same idea applies to battlefront too. Another thing I’ve noticed is that Halo’s aerial vehicles feel very slow. This might just be because of gameplay balance reasons, but still - even boosting in the banshee feels like a crawl. Opening the maps up could fix this too, as there’s now more space for vehicles to fly, therefore allowing them to travel faster. The fact that most air vehicles in halo seem to VTOL for some reason also doesn’t really help. the wasp, hornet, falcon, and phaeton are all slow, hovering vehicles. There needs to be more variety.
Trying to find an ingame explanation for the invisible ceiling: I don’t know how the atmosphere works in a Halo ring, but I suspect that it doesn’t extend much beyond the ring’s surface. Therefore, by flying upwards you will quickly get to an altitude where the air is too thin to provide sustentation to aerial vehicles, which is why they can’t get too high.
I suppose that in Halo Infinite we will not be allowed to get into a Banshee at the beginning of the game and fly around wherever we want. I wonder if those cannons that they mentioned in the last trailer will be everywhere to control how much we can explore at a given time.
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> Trying to find an ingame explanation for the invisible ceiling: I don’t know how the atmosphere works in a Halo ring, but I suspect that it doesn’t extend much beyond the ring’s surface. Therefore, by flying upwards you will quickly get to an altitude where the air is too thin to provide sustentation to aerial vehicles, which is why they can’t get too high.
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> I suppose that in Halo Infinite we will not be allowed to get into a Banshee at the beginning of the game and fly around wherever we want. I wonder if those cannons that they mentioned in the last trailer will be everywhere to control how much we can explore at a given time.
That could work as an explanation for the campaign, but most multiplayer maps don’t take place on halo rings. Besides, I think the gameplay should always come first. The lore can always be written to explain a gameplay mechanic.
Drivable Phantoms and Pelicans would be a dream come true.
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> Drivable Phantoms and Pelicans would be a dream come true.
That would also allow for more team work in multiplayer, as they could be used like troop transports. Would be really cool in a mode like the BTB 2.0 rumor that’s been circulating.
Very true, but also kinda scares me haha… Magine a noob being in charge of driving a phantom/pelican… (kat pt 2)
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> Very true, but also kinda scares me haha… Magine a noob being in charge of driving a phantom/pelican… (kat pt 2)
Hoh boy it’s bad enough when someone doesn’t know how to drive a warthog let alone a pelican lol
As long as the person can crash the Pelican as Carter did I will be content.
I’d love to see some aerial focused maps but that also makes ground combat hard to accomplish. Getting spawn camped by flyboys isn’t fun.
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> I’d love to see some aerial focused maps but that also makes ground combat hard to accomplish. Getting spawn camped by flyboys isn’t fun.
*flashbacks to BTB on Boneyard…
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> > 2533274873409464;9:
> > I’d love to see some aerial focused maps but that also makes ground combat hard to accomplish. Getting spawn camped by flyboys isn’t fun.
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> *flashbacks to BTB on Boneyard…
And spire, and breakneck, and tempest, that one snowy map that’s also an invasion map and just about every BTB map with a banshee on it. That thing seriously needs a nerf.