How the Rocket Launcher in Halo 4 should be. (IMO)

The Rocket Launcher, what has it become in the last two Halo Games?

The Rocket Launcher was supposed to be Anti-Vehicle, yet in the last two Halo games, its been only useful for killing infantry.

Let me explain.

The Blast Radius in Halo 3 was awful, no bigger than a grenade and the power of it was enough to kill infantry but takes 2 shots to kill a Warthog. That is if you were lucky enough to hit it twice.

My proposal is to take similar traits from the rocket launcher from Halo 2 and Halo 3 and combine them toghether.
-Halo 2 Vehicle Tracking.
-Halo 3 Blast Radius and strength.

I think by combining these the Rocket Launcher would be perfect.
-Light Vehicles would blow up in 1 rocket. (Ghost, Mongoose etc.)
-Medium Vehicles would blow up in 2 rockets. (Warthogs, Spectres etc.)
-Heavy Vehicles would blow up with 2 rockets. (Tanks, Wraiths etc.)

Like I said in the latest Halo games the Rocket Launcher hasn’t been Anti-Vehicle like it should be. I think this idea would bring back the Anti-Vehicle idea of the Rocket Launcher like it was originally meant to be, while at the same time being powerful on infantry like it also should be.

I know the laser is mostly Anti-Vehicle, but Heavy Weapons are supposed to mostly be Anti-Vehicle.

What do you guys think?

The problem with that system is your are proposing to make the rocket launcher weaker.

And the reason most people use it against infantry is because there aren’t alway vehicles to shot. I personally like the way the launcher was made in Reach, and that’s how I would like to see it stay.

so, you complained about the weakness in reach and blast radius in three, then wanted BOTH for 4?

> The problem with that system is your are proposing to make the rocket launcher weaker.
>
> And the reason most people use it against infantry is because there aren’t alway vehicles to shot. I personally like the way the launcher was made in Reach, and that’s how I would like to see it stay.

Hmm? How else could you balance the rocket launcher if it was to have Halo 2 tracking, actually…which Halo Rocket Launcher was stronger? The Halo 3 or Reach one? Not Blast Radius, strength.

Which ever was stronger should be how the the strength is in Halo 4 I think.

> so, you complained about the weakness in reach and blast radius in three, then wanted BOTH for 4?

When I say weakess, I mean on vehicles, both Halo 3 and Reaches Rocket lauchers are fine on infantry.

> > The problem with that system is your are proposing to make the rocket launcher weaker.
> >
> > And the reason most people use it against infantry is because there aren’t alway vehicles to shot. I personally like the way the launcher was made in Reach, and that’s how I would like to see it stay.
>
> Hmm? How else could you balance the rocket launcher if it was to have Halo 2 tracking, actually…which Halo Rocket Launcher was stronger? The Halo 3 or Reach one? Not Blast Radius, strength.

The major problem with making it weaker when taking out heavy vehicles like tanks is because the tank could target the RL use before the second shot was lined up, Halo 2 tracking or not.

The Halo Reach RL does more splash damage. I guess I wouldn’t mind a reduction in that regard (a return to Halo 3 strength), but I think the only thing the rockets should be able to lock on to are air vehicles.

> > so, you complained about the weakness in reach and blast radius in three, then wanted BOTH for 4?
>
> When I say weakess, I mean on vehicles, both Halo 3 and Reaches Rocket lauchers are fine on infantry.

Well it is a ROCKET LAUNCHER.

> > > The problem with that system is your are proposing to make the rocket launcher weaker.
> > >
> > > And the reason most people use it against infantry is because there aren’t alway vehicles to shot. I personally like the way the launcher was made in Reach, and that’s how I would like to see it stay.
> >
> > Hmm? How else could you balance the rocket launcher if it was to have Halo 2 tracking, actually…which Halo Rocket Launcher was stronger? The Halo 3 or Reach one? Not Blast Radius, strength.
>
> The major problem with making it weaker when taking out heavy vehicles like tanks is because the tank could target the RL use before the second shot was lined up, Halo 2 tracking or not.
>
> The Halo Reach RL does more splash damage. I guess I wouldn’t mind a reduction in that regard (a return to Halo 3 strength), but I think the only thing the rockets should be able to lock on to are air vehicles.

Yeah, I wasn’t exactly sure about how much it should take to kill Heavy Vehicles :confused:

The main reason for the redution is because, I just REALLY want Halo 2 vehicle tracking without it being too much of a monster.

The Halo 3 blast radius was fine but could be a little bit bigger, then the Reach power was a bit weak and should be a little bit stronger.

That could help with it, im just not sure about how much it should take to kill Heavy Vehicles…maybe…2 for the Scorpian Tank, and 3 for the Wraith?

I need to perfect this idea.

> > > so, you complained about the weakness in reach and blast radius in three, then wanted BOTH for 4?
> >
> > When I say weakess, I mean on vehicles, both Halo 3 and Reaches Rocket lauchers are fine on infantry.
>
> Well it is a ROCKET LAUNCHER.

Exactly, which is why it should be more useful on vehicles.

Nova I thought you said you were going to sleep XD

> > > > so, you complained about the weakness in reach and blast radius in three, then wanted BOTH for 4?
> > >
> > > When I say weakess, I mean on vehicles, both Halo 3 and Reaches Rocket lauchers are fine on infantry.
> >
> > Well it is a ROCKET LAUNCHER.
>
> Exactly, which is why it should be more useful on vehicles.

so you want to make it more useful against vehicles by making it weaker?

> Nova I thought you said you were going to sleep XD

I was. :stuck_out_tongue:

I just keep getting a reply before I get off…

Whatever I’ll just reply to any comments I have tommorow lol.

> > > > > so, you complained about the weakness in reach and blast radius in three, then wanted BOTH for 4?
> > > >
> > > > When I say weakess, I mean on vehicles, both Halo 3 and Reaches Rocket lauchers are fine on infantry.
> > >
> > > Well it is a ROCKET LAUNCHER.
> >
> > Exactly, which is why it should be more useful on vehicles.
>
> so you want to make it more useful against vehicles by making it weaker?

By finding a way to balance it so its not too much of a monster with Halo 2 tracking. Or maybe just similar to the Halo 3 Rocket Launcher’s traits but with Halo 2 tracking.

Those are two possibilities.

I also, updated the OP.

In H3 the RL has its lock-on removed because it was too cheap a kill in H2. Lock-on was fire and forget (that it took any skill). A rocket could easily track a target from one end of Coag to another and then wipe out an entire Hog for a utterly cheap triple kill. In H3 Bungie attempted to remedy this by removing lock-on and introducing the Spartan Laser which at least required line of sight and exposure to take the shot, but of course this was quickly mastered and adapted.

Personally I think a Rocket Launcher with lock-on would work but that the user would have to keep the target painted for the rocket to home in, if you ducked out then the rocket would lose its guidance. As for power I’ve always thought its been fine as a pair of rockets can easily give a triple kill or killtac.

Have the rockets less accurate and do lots of damage to what it hits and make the larger portion of the blast radius much weaker. This means that the vehicles will be locked on to and destroyed, but it’s hard to hit let alone kill infantry.

> In H3 the RL has its lock-on removed because it was too cheap a kill in H2. Lock-on was fire and forget (that it took any skill). A rocket could easily track a target from one end of Coag to another and then wipe out an entire Hog for a utterly cheap triple kill. In H3 Bungie attempted to remedy this by removing lock-on and introducing the Spartan Laser which at least required line of sight and exposure to take the shot, but of course this was quickly mastered and adapted.
>
> Personally I think a Rocket Launcher with lock-on would work but that the user would have to keep the target painted for the rocket to home in, if you ducked out then the rocket would lose its guidance. As for power I’ve always thought its been fine as a pair of rockets can easily give a triple kill or killtac.

Yes, it was cheap in Halo 2, but if you were to mess with the traits to compensate for it, it could end up balanced.

The Halo 3 rocket laucnher didn’t have a very good blast radius and the strength seems to be perfect.

But now that I think of it…like with your idea of keeping the rocket laucnher on the vehicle…what if there was a Rocket Launcher that could be like a TOW Missle?

You shoot the rocket while holding the trigger and it goes where you aim.

Could that work?

I don’t know. I just REALLY want vehicle tracking in Halo 4…

Adding tracking to Rocket Launchers isn’t a good idea when you also got Splazers in the game…Sure, Splazers take some “skill” to shoot, but they’re basically
“unavoidable” in the same was as a guided missile is.

Besides: using Rockets as anti-infantry has been going on since day 1 (back in CE). You’re not going to change that.

Yes. It is a Rocket Launcher. It is supposed to be powerful. But there is a difference between powerful and overpowered.

Rockets locking on to all vehicles, I can live with that. The only other thing I would change (from the reach version), is rate of fire. Drop it. Maybe 75-80% of what it is now. Just a bit of extra balancing.

Oh, an I’d like my lazor back at 5 shots! Reach splaser is boring. It was fun in Halo 3.

> Yes. It is a Rocket Launcher. It is supposed to be powerful. But there is a difference between powerful and overpowered.
>
> Rockets locking on to all vehicles, I can live with that. The only other thing I would change (from the reach version), is rate of fire. Drop it. Maybe 75-80% of what it is now. Just a bit of extra balancing.

Thats also a good idea, however a slower rate of fire can would bullcrap people againts infantry.

Also, I know there is a difference between powerful and overpowered, Im trying to think of a way for it to work.

> Adding tracking to Rocket Launchers isn’t a good idea when you also got Splazers in the game…Sure, Splazers take some “skill” to shoot, but they’re basically
> “unavoidable” in the same was as a guided missile is.
>
> Besides: using Rockets as anti-infantry has been going on since day 1 (back in CE). You’re not going to change that.

It could work if the Splazer remains 4 shots.

But anyway, I never said it shouldn’t be useful on infantry, im saying it needs to be MORE Anti-Vehicle like Halo 2 but not much.

Lock-on rockets for land based vehicles is just overkill. If you can’t take out a ghost or a warthog without the aid of a tracking system, then perhaps that is your fault and not the game’s mechanics. The plasma launcher fills that gap anyway.

I have never once had a problem destroying a vehicle with rockets. (with the exception of banshees and their infinite flips) If a vehicle I was aiming at wasn’t destroyed, it was because it was a bad shot, not because the rockets are not powerful enough. The last thing we need is more anti-vehicle weapons, or ones that already exist with a power boost. Bungie already nerfed vehicle combat in to oblivion with Reach. They had it right with Halo 3. The change was unnecessary. If 343 makes it any worse, there will be absolutely no point in using them in Halo 4.

> Lock-on rockets for land based vehicles is just overkill. If you can’t take out a ghost or a warthog without the aid of a tracking system, then perhaps that is your fault and not the game’s mechanics.

My fault? No, I have had flawless aiming.

But screw it. I didn’t think this idea through enough.

Two Words:

<em><strong>Rocket Launcher</strong></em>

Let’s stray away from nerfing and just BUFF BUFF BUFFFFFFFFFFF