In previous games, ghosts had many weaknesses : mobility, durability, firepower, etc. Ghosts were far from being great but under certain circumstances their use could be meaningful. Now? It has by the far the best mobility in game (can travel in any direction at any given time), it has great durability (can take several shots of hydra and gravity hammers while keeping its overall integrity), its new design protect the driver from frontal aggression and sniper shots at ground level, it has no weakspot whatsoever, it has great fire power (incredibly high projectile speed, firerate and accuracy) and can shred any opposition from infantry no matter the circumstances because of the damage and mobility of the vehicle. It can survive both plasma and fragmentation grenades that land on the vehicle and any team that take control of two ghosts can easily farm kills without any repercussion.
So far the only vehicle predators are: electric weapons (including dynamo grenades) that temporarly disable navigation, high damage explosives (scorpion and spnker), skewer shots and vertical sniper headshots (which can be hard to land considering the vehicle mobility). How is that a fair vehicle to play against?
Every vehicle can withstand several hydra-shots (no one is a one shot destroy). It would also be to weak if just 1 hydra shot would destroy it. I donât know how many hits it takes with a hydra and how many it takes for other vehicles, i would like to see some stats about that first to be able to conclude if its to much in comparison to other vehicles or not.
With the hammer i agree that i wouldnât mind it be able to destroy it with 1 full hit, but that should then also account for other vehicles (except tank and wraith, those should be able to take a couple of direct hammer hits)
No maps has large flat plains, so you can always stand a little higher and snipe the driver out. Also there is no cover on the sides, so you can just kill the driver from the sides. So it definetely has its weak spots. Very big weak spot is that it basicly can only fire horizontally, so get some height and the ghost has become useless. The ghost strengh is on the horizontal plane, but it is extremely weak on the vertical plane.
I agree that the strengh of the âgunsâ can be nerfed a little. It indeed can kill a bit to quick.
I think itâs fine that it can survive 1 nade, since the paths are pretty slim, wich makes it easy to nade vehicles. I think its good that it takes 2 nades to destroy a vehicle (also accounts for the warthog). Especially since you can EMP it with the shock nades and shock rifle and then easily can throw 2 nades towards it.
With 2 warthogs you could also easily farm kills if the enemy team doesnât have one. Vehicles are just strong compared to an infantry player.
I am missing the hydra (when used from a distance with the tracking on), Heatwave (in horizontal mode), Ravager and Cindershot. Also the Grapple is very strong against the ghost and the Repulsor can also be effective if you are close to a cliff.
The only vehicle thatâs OP is the Hornet, and maybe the Scorpion Tank/Wraith. Thereâs literally no weapon to combat those. You have a fighting chance against all other land vehicles, e.g.: Plasma, Spike and Dynamo grenades. It also seems to be very inconstant with sticking vehicles. Sometimes I can stick a fully loaded Warthog and get a triple kill, sometimes no kills.
They should bring back the rocket lock-on and make both the Hornet and Scorpion/Wraith a two rocket kill, but then again the Rockets are not always a spawn weapon. This game as a pretty good amount of balancing issues.
Have you tried using Dynamo Grenades?
Or the Disruptor?
âŚor the Shock Rifle?
âŚjust saying, Infinite has a LOT more anti-vehicle options than previous titles, so it would stand to reason that they would be strongerâŚwhich is why the game suffered so badly before they buffed the vehicles.
âŚI remember hearing someone ask âWhy do the vehicles feel like theyâre made of paper, and serve as nothing but free insta kills for the enemy teamâ?
I personally love where the vehicles sit currently in the meta.
I agree that the ghost didnât need the toughness boost it got in season 2, since it was already quite good. Iâd be happy for them to reverse it and make it a little easier to kill again.
The biggest problem is that because itâs so mobile, when your team is getting smashed the ghost can stay right on top of you and never let up. In a roughly even match the ghost gets taken out pretty quickly.
Itâs all theory, a good one Iâll give you that, but in practice you get NONE of those when you resoawn. Which also in practice means you either A) die instantly again and again because youâre spawn trapped and canât do absolutely anything about it, B) you die somewhere down the road when trying to get to a pod whete the mentioned weapons respawn (not to mention that maps have two different loadouts and they can not be available in your current match), or C) you do get to the pod somehow only to notice the enemy took them alreadyâŚ
Like I proposed in other thread - IMO vehicles should be some sort of a mobile power weapons, where tou get a bit of fun, get a couple of frags, but once you receive X anont of damage, from any source, even the base AR/Sidekick and frag nades, the vehicle blows up, no shield recharging, just straight fixed HP bar that permanently depletes with every taken shot.
No, it was really dumb. I used to hold off entire teams with the sniper rifle and rocket launcher on Coagulations single-handedly thanks to how dumb those choices were in that game.
Snipe rifle for spartans, spankr for any vehicles they attempted use against me.
Surprisingly enough, the spnkr and the skewer are terrible match against the vehicle, but the forerunner weapons did an exceptional job at melting the vehicle (at least for the sentinel beam and cynder). It is important to take note that sometimes, the ammount of ammo needed to take down the ghosts in multiplayer need to be increased despite landing your shots perfectly, this can be attributed to desynch / hit registration.
Nonetheless, i still firmly believe that the vehicle have a way too much low kill-time given its mobility and durability, a nerf to the vehicle damage, firerate or accuracy would be necessary in order to balance the vehicle effectivness.
Hornet/ wasp, whatever that flying thingy is is super op!
The banshe like many vehicles got tuned down in ttk. The ghost now however definitely got a boosted ttk in Infinite and that little bugger is annoying.
I donât think itâs that the vehicles are op we just dont have a lot of good vehicle killing and stopping weapons like the past Halo games like the Spartan lazer ore the plasma rifle charging attack that could stopped a vehicle with one hit.
Funny enough, the plasma rifle in Halo CE could slowdown vehicle rotation (scorpion, ghost and warthog turret). It would have been nice if a charged bolt of plasma pistole in Halo Infinite could temporarly disable the vehicle weapons.
All the plasma weapons in Halo 1 can slow down Human vehicles over time. But i donât think the Op would like that as it would buff the Ghost even more.