Return to DISABLING Vehicles, Not Destroying.

Anyone remember when we don’t absolutely need a plasma grenade to stop a warthog back in Halo 2 or 3? If we were good at tossing a frag, we could send them flipping, and and make the enemy fall out of their hog to make them fight on foot.

Remember how satisfying it was to take out two guys by shooting them out, and taking that hog to get one of your friends on it, and using the enemy’s hog against them? Even when damaged, having two warthogs on your team was a big deal as it meant that kills are going to be much more easier, and that the enemy would have a bit of a problem until they can turn it around.

Today, we don’t even do bother doing them with anything outside of Ghosts when they try to ram you. Halo 4 has made it so that it is HARDER to flip almost every vehicle. Even the ghosts don’t flip when a well placed frag has exploded under them. It is much more simpler and safer to just toss plasma grenades and OC’d plasma pistol shots and watch the fireworks explode. Even with the buff the Chain hogs have gotten, they are still mostly left ignored, and most BTB maps just left the heavier vehicles in just because they can kill in 1-2 shots.

To me, it is much more satisfying to not have to rely soley on heavy weaponry to take down a vehicle. In Halo 2 and 3, it felt much more better that the game didn’t need to rely on heavy vehicles for any decent vehicle combat. It also felt better that from a player’s POV, that we were not entirely screwed, and that frags were useful against them. To me, this would be a big improvement over Halo 4, where the only option to stop a vehicle is to just destroy it altogether.

Thoughts?

Remember hog flipping in Reach? Dat DMR…

> Remember hog flipping in Reach? Dat DMR…

To me, that is flipping done wrong, and a major screw up on Bungie’s physics. Still, I’d rather take that, over having my controller be shut off for 5 seconds while a couple of guys -Yoink!- my hog out with 4-6 exploding LED lights in such a crude way.

…I mean seriously. One time, they threw one on my face! What kind of service is that!? Then they want to get all mad that I didn’t want to pay the $800 for the 5 seconds of labor alone. -_-

> > Remember hog flipping in Reach? Dat DMR…
>
> To me, that is flipping done wrong, and a major screw up on Bungie’s physics. Still, I’d rather take that, over having my controller be shut off for 5 seconds while a couple of guys -Yoink!- my hog out with 4-6 exploding LED lights in such a crude way.
>
>
> …I mean seriously. One time, they threw one on my face! <mark>What kind of service is that!? Then they want to get all mad that I didn’t want to pay the $800 for the 5 seconds of labor alone. -_-</mark>

WHAT THE -Yoink- ARE YOU TALKING ABOUT! That was random as hell, but i get what you mean with the Hogs but alot more people might be more satisfied with an explosion than fumes and a truck. I say the issue isn’t that the light vehicles have low health its that everybody has plasma grenades on demand. Tanks should shrug off grenades but warthogs need to take some damage if they are tagged right and if they aren’t then cause them to lose a bit of control throw the guys around a bit.

The main difference now is that in Halo CE, Halo 2 and Halo 3. shooting the vehicle anywhere did damage to the driver. And because of this, vehicles seem to last a lot longer.

In Halo REACH and Halo 4, Damage is done mostly to the Vehicle and not the driver. Because of this, Vehicles feel like Cardboard and die much much sooner than they would have in Halo CE, Halo 2 and Halo 3.

Well it was a bit hard to destroy vehicles in Halo CE as it was not possible.

343 need to get this mix right, so Vehicles are not too weak, but also not too strong.

I don’t think a DMR should be able to destroy a Banshee, Wraith or Scorpion like it does in Halo REACH/ Halo 4.

Ironically, on the other hand I think that the Hog flips way to often when you hit a little bump.

However, it is true that in Halo 4 and in Reach in most cases you simply destroy the vehicle instead of taking it from the enemy.
But that is because it is just so easy to destroy them by yourself, especially in Halo 4.
You can spawn with anti-vehicle weaponry (Plasma Pistol and up to 3 Stickies), you get heavy anti-vehicle weaponry delivered to your feet via POD and the vehicles are very prone to your loadout weapons as well.

Actually I think that the Hog in Halo 4 is quite good desgined, with the exception that it is too prone to regular arms fire and its physics are a little strange.
But things like anti-vehicle weapons in loadouts and POD made the Warthog, let’s say, very challenging to use.

Funny. Halo 3 introduced various vehicle destroying weapons of mass destruction, which have been utterly nerfed with each new Halo game, with absolute disregard for their Campaign iterations.

The Gauss Hog is near useless, for the sake of Multiplayer balancing.
The Spartan Laser is near useless, for the sake of Multiplayer balancing.
ETC.

And now we need a Survivor perk because we take too long to get out a -Yoinking!- vehicle.

The cold hard truth: Halo’s vehicle system is doomed, because the Multiplayer is beyond the point of return.

343i needs to completely isolate the two experiences, not merge them.

> Remember hog flipping in Reach? Dat DMR…

That was the beginning of the end for vehicle combat.

The title and subject don’t match. You want to be able to destroy and flip 'Hogs with frags and not have to rely on PP’s to stop them… Or have to use 3 stickies to kill a 'Hog.

Compared to Halo3 were we had the Missile Pod, 5-shot Splaser, Gauss 'Hog, Stickies and a stunning-PP or 2 spawning inside every BTB base, or in H2 we had the lock-onto-anything Rocket Launcher that destroyed anyone.
What disabling are we returning to?

With these words:

> Anyone remember when we don’t absolutely need a plasma grenade to stop a warthog back in Halo 2 or 3? If we were good at tossing a frag, we could send them flipping, and and make the enemy fall out of their hog to make them fight on foot.

> Remember how satisfying it was to take out two guys by shooting them out, and taking that hog to get one of your friends on it, and using the enemy’s hog against them? Even when damaged, having two warthogs on your team was a big deal as it meant that kills are going to be much more easier, and that the enemy would have a bit of a problem until they can turn it around.

What are you trying to compare? What are you trying to say other than you enjoyed a challenge against uneven odds?
You certainly allude to needing heavy or specific weaponry to take down the H3 'Hogs that you feel were easier to disable… But you love how hard they were to disable making it sound like you should be using a destroying tool like a Sticky, Splaser, Missile Pod, Rocket, etc because those methods are much easier in H3 than fraging a distant or fast moving H3 'Hog.

Honestly, what is being said here? Very contradicting statements.

> The title and subject don’t match. You want to be able to destroy and flip 'Hogs with frags and not have to rely on PP’s to stop them… Or have to use 3 stickies to kill a 'Hog.
>
> Compared to Halo3 were we had the Missile Pod, 5-shot Splaser, Gauss 'Hog, Stickies and a stunning-PP or 2 spawning inside every BTB base, or in H2 we had the lock-onto-anything Rocket Launcher that destroyed anyone.
> What disabling are we returning to?
>
> With these words:
>
>
> > Anyone remember when we don’t absolutely need a plasma grenade to stop a warthog back in Halo 2 or 3? If we were good at tossing a frag, we could send them flipping, and and make the enemy fall out of their hog to make them fight on foot.
>
>
>
> > Remember how satisfying it was to take out two guys by shooting them out, and taking that hog to get one of your friends on it, and using the enemy’s hog against them? Even when damaged, having two warthogs on your team was a big deal as it meant that kills are going to be much more easier, and that the enemy would have a bit of a problem until they can turn it around.
>
> What are you trying to compare? What are you trying to say other than you enjoyed a challenge against uneven odds?
> You certainly allude to needing heavy or specific weaponry to take down the H3 'Hogs that you feel were easier to disable… But you love how hard they were to disable making it sound like you should be using a destroying tool like a Sticky, Splaser, Missile Pod, Rocket, etc because those methods are much easier in H3 than fraging a distant or fast moving H3 'Hog.
>
> Honestly, what is being said here? Very contradicting statements.

I think what he means is, that in Halo CE, Halo 2 and Halo 3. If your shot at vehicles using non Power Weapons, the occupants would be killed, and the vehicle still operating with minor damage.

Where in Halo REACH/ Halo 4, shooting at vehicles with non power weapons still destroys the vehicle.

I think this is what he means, and I agree.

Non Power Weapons, should not be able to destroy vehicles, except maybe the Mongoose and Ghost, but still requires a lot of shots to do so.

It’s simple. Vehicles in Halo 4 are tissue paper death traps (I’d use stronger verbiage were it not for forum fascism).

Loadout weapons, meaning the balanced ones (lookin’ at you PP and PG), should NEVER have done anything more than negligible damage to vehicles. I’m not sure how the opposite came to be implemented into Halo, but it’s one of the many tragic mistakes of Reach carried into Halo 4. That’s part of the reason I actively avoid BTB now.

> The title and subject don’t match. You want to be able to destroy and flip 'Hogs with frags and not have to rely on PP’s to stop them… Or have to use 3 stickies to kill a 'Hog.
>
> Compared to Halo3 were we had the Missile Pod, 5-shot Splaser, Gauss 'Hog, Stickies and a stunning-PP or 2 spawning inside every BTB base, or in H2 we had the lock-onto-anything Rocket Launcher that destroyed anyone.
> What disabling are we returning to?
>
> With these words:
>
>
> > Anyone remember when we don’t absolutely need a plasma grenade to stop a warthog back in Halo 2 or 3? If we were good at tossing a frag, we could send them flipping, and and make the enemy fall out of their hog to make them fight on foot.
>
>
>
> > Remember how satisfying it was to take out two guys by shooting them out, and taking that hog to get one of your friends on it, and using the enemy’s hog against them? Even when damaged, having two warthogs on your team was a big deal as it meant that kills are going to be much more easier, and that the enemy would have a bit of a problem until they can turn it around.
>
> What are you trying to compare? What are you trying to say other than you enjoyed a challenge against uneven odds?
> You certainly allude to needing heavy or specific weaponry to take down the H3 'Hogs that you feel were easier to disable… But you love how hard they were to disable making it sound like you should be using a destroying tool like a Sticky, Splaser, Missile Pod, Rocket, etc because those methods are much easier in H3 than fraging a distant or fast moving H3 'Hog.
>
>
>
>
> Honestly, what is being said here? Very contradicting statements.

Sorry for taking a while. Kinda got sick. :frowning:

I’m not necessarily saying I want to destroy a vehicle by myself. What I’m saying is that I am noticing, from my experiences, that with each game since Halo 3, we became more and more prone to destroying the vehicle because it was much more easier with the tools being more available. Plus, the vehicles have gotten alot more weaker in terms of armor. At the same time, they have gotten heavier, making the frag’s not a good choice to stopping them.

I don’t mean to “EMP” disable. We got that down. In fact, it’s overkill in Halo 4 as that is the only option to disable them outside of hoping the pilot really wants to go nuts and splat people on the hog. But with the Frags not being able to flip a hog, I am naturally using the Plasma Pistol/Plasma Grenade combo to destroy the hog because the option has simply become unavailable anymore. EMPs and Explosions is simply the only real choice. Unless you can camp the enemy base and stay out of their sight long enough for their vehicles to spawn, the opportunity is not going to happen as often as it was previously.

I want them strong. I want players to actually be able to do something about the vehicles as well. However, Halo 4 shown to me that we have gotten to one end of the spectrum where the options the player has against a vehicle is just destroying it. What I want is to move it back to where taking a vehicle is just as important as taking an enemy team’s power weapon. It wouldn’t be absolutely necessary, but the extra firepower would definetly help keep the team ahead in the scoreboard.

First let’s understand that I support Frags’ having even more impulse physics against objects and vehicles than Stickies or Pulse ‘nades.
Being able to flip a vehicle more easily in exchange for the lack of damage it inflicts relative to the other explosives isn’t a bad trade-off and makes the Frag’s more attractive in comparison to the insta-kill Stickies or the melee/headshot assisting Pulse.

But let me also say I love how we damage vehicles in Reach and H4 and support a shorter spawn time to vehicles so that tactical use, not exploitative use of vehicles is promoted.

In any Halo BTB, first I spawn, then I hunt for Stickies and/or a PP, then I go hunting for the enemy. There’s little reason for me to change this strategy as vehicles and teammates are very chaotic in Halo. It only changes in H4 when I choose the loadout with a sticky or PP. Instead of waiting up to 30 seconds for my tools, I spawn with them.
I very much enjoy preying on players who think they can just roll up in on me in any Halo with a vehicle because I would be otherwise caught dead in the open without at least Stickies or without a more proper weapon (like an explosive powerweapon) in BTB.

To me it is funny to not only hear that it’s just the DMR that flips vehicles (it may only be host but it happens in H3 too), but also hear that NOW vehicles are weak in Halo and NOW players destroy them.
I’ve always made short work of enemy vehicles, in and out of vehicles myself. I have not noticed players hanging back any more than before… In my frustration in quite a few matches I have noticed this.
Due to being jacked, flipped by a frag or stuck by a stick, in ANY Halo, I don’t understand the need to splatter everyone seen by the driver, or to get in close enough to help the enemy and their accuracy OR lessen our reaction times.
I find it selective thinking that in H3 one could barrel around in a ‘Hog, knowing the tactic of being flipped by an explosive by intelligent opponents was the risk, but in H4 players are actually hanging back to avoid being stuck or flipped even though my frustration is that in both games it’s the inexperienced that promoted such scenarios in the first place.

Now onto the papier-mâché vehicles of H4 compared to the past… It’s not really true. It’s really a relative thing based on what weapons are being used and on what vehicle is being shot at.
If we are to claim any vehicles are made of paper, it’s H2. Not only was the Ghost the weakest of any vehicle in Halo due to its fuel tank, the damage transfer, albeit at a reduced multiplier due to vehicles adding a bit of armour, was much greater and broader across the board than Halo3. Combine this with a vehicle blowing up when a player is killed due to the linking of player health to vehicle health, and voila, papier-mâché vehicles.

Comparing H3 vehicles to H4 vehicles we find some differences that allow vehicles to last longer in some instances while in others, well they’re quicker.
For one it can take up to 5 Stickies to destroy an occupied ‘Hog in H4 but in H3 it requires only 2. It’s all about placement of the Stickies in H4, and in H3 is about armour-on/armour-off.

Armour:
Correct a ‘Hog won’t be destroyed by non-explosive damage in H3 unless the driver itself is killed while the vehicle has 0 armour. But also incorrect that a ‘Hog lasts long against explosives. A ‘Hog will absorb damage to the player if they are hit as long as there is armour, but once the armour is gone, small arms fire seems to maintain a defensive bonus against direct hits to the player but explosive damage is amplified through the vehicle.
The 1 sticky to kill a heavily damaged (0 armour) ‘Hog is one example, another is the Brute Shot in H3. The first 2-3 hits to a ‘Hog is done at a reduced amount as the armour is depleted and shields are nearly or completely drained. If the ‘Hog gets away and regens shields, the next time only 2 hits from a BS will strip shields and if health hasn’t regenerated, well the 3rd BS hit will kill the driver and destroy the vehicle.
All H3 vehicles are effected by explosives in this manner, the amount of armour it has versus none that is. However not all vehicles receive damage the same way and by the same weapons.

Weapon Mechanics and Vehicular Health:
Now here’s where the claim of weak vehicles and DMR overpowerness in H4 diminishes in my view. I understand that things blow up eventually in H4 but here’s some health statistics of H3 and post-update damage H4.
Now AR bullets are near approax. Give or take 4 bullets on the AR.

I’ve already mentioned that in H3 a single sticky can strip a ‘Hog of its armour, it may or may not kill the driver depending on location and connections. However a sticky on an occupied ‘Hog without any armour is toast (even with full shields)… But in H4 it’s completely on positioning of the Sticky if it’s a 2-sticky killer or a 5-sticky killer (allowing shields to regen).

Rockets are very similar. In H3 a single Rock can kill the occupant(s) and strip the armour in a single direct hit but not destroy the vehicle. However a single splash hit is all that’s needed to destroy an occupied ‘Hog with 0 armour.
In H4, it’s all where you hit the vehicle. It can take 3 Rocks to destroy a ‘Hog in H4 if they’re on peripheral parts and not direct hits. Of course the occupants may be long dead but the vehicle’s health is robust enough to take 3 Rocks, depending on where the hit is.

An occupied Banshee in H3 doesn’t blow up unless the player is killed and there is 0 armour. BUT it takes 40BR shots and 70AR bullets to kill the occupant.
In H4, it takes 40BR shots, 140AR bullets, 64DMR bullets and 7SniRi bullets to blow this thing up. That’s a lot of team shooting or a lot of SniRi bullets drained to take down a Banshee.

In H3, the Ghost’s occupant is killed by 40BR shots or 64AR bullets, often destroying the vehicle in the process.
In H4 it takes 16BR shots, 21DMR bullets, 40AR bullets and 5 SniRi bullets to destroy the vehicle.

In H3, the BR, AR and SniRi can only strip armour off a ‘Hog. H3BR bullets push a ‘Hog around like DMR bullets do in Reach and H4. (Pop in the disc and load up a game, you’ll see).
In H4 it takes 61BR shots, 192AR bullets, 120 DMR bullets and 10 SniRi bullets to destroy the ‘Hog.

Now here’s the very interesting one;
In H3, the Wraith can be destroyed by 70AR bullets or 160BR shots to the armour but the SniRi will only strip armour…. Go to the weak spot on the back and it’s 10BR shots, 52AR bullets (maybe less due to spread missing) and only 5 SniRi bullets to kill the vehicle and driver.
In H4, there is no weakspot on the Wraith, it takes 96BR shots and 10 SniRi bullets, can’t seem to find where I wrote down the DMR’s and AR’s numbers but I do know it’s about 140AR bullets and 120DMR shots (just happened to write these 2 down in a nonclear way, unlike the rest which I clearly wrote down ;), to destroy the vehicle and occupant.

With those damage values, I’m very happy with the resilience of H4’s vehicles. I destroy enemy vehicles not because I’m afraid to get in one per say… It’s habit since H3 that I don’t get into a vehicle that is easily blown up by an explosive weapon that I know if I was in reversed shoes, I’d be hunting for to eliminate the enemy advantage in the first place… I’ll scuttle the vehicle but I won’t get into one that is near death via explosive.
The only good use a heavily damaged ‘Hog is in H3 is against a very weak opponent. I am thankful that in Reach and H4 that even being on a weak team that I can poke my kills on enemies that would think themselves untouchable just because they’re in the superior position.

Halo has been and should remain a FPS.

FPS: First Person Shooter

NOT

FPD: First Person Driver

The only people -Yoinking!- about this are those that do nothing but drive around.

> Now here’s the very interesting one;
> In H3, the Wraith can be destroyed by 70AR bullets or 160BR shots to the armour but the SniRi will only strip armour…. Go to the weak spot on the back and it’s 10BR shots, 52AR bullets (maybe less due to spread missing) and only 5 SniRi bullets to kill the vehicle and driver.
> In H4, there is no weakspot on the Wraith, it takes 96BR shots and 10 SniRi bullets, can’t seem to find where I wrote down the DMR’s and AR’s numbers but I do know it’s about 140AR bullets and 120DMR shots (just happened to write these 2 down in a nonclear way, unlike the rest which I clearly wrote down ;), to destroy the vehicle and occupant.
>
>
> With those damage values, I’m very happy with the resilience of H4’s vehicles. I destroy enemy vehicles not because I’m afraid to get in one per say… It’s habit since H3 that I don’t get into a vehicle that is easily blown up by an explosive weapon that I know if I was in reversed shoes, I’d be hunting for to eliminate the enemy advantage in the first place… I’ll scuttle the vehicle but I won’t get into one that is near death via explosive.
> The only good use a heavily damaged ‘Hog is in H3 is against a very weak opponent. I am thankful that in Reach and H4 that even being on a weak team that I can poke my kills on enemies that would think themselves untouchable just because they’re in the superior position.

And those are fine as well. What I’m saying is that we kinda got over to the side where we are definetly too powerful with the way load-outs work. The beefier weapons I don’t mind since a vehicle can take out a spawned spartan on its own.

I want it back to more where we need to be smarter, such as hugging obstacles to keep the vehicle distracted or ambush with frags to flip them over, instead of out-right destroying them after EMP-ing them with a couple of charged PPs and a couple of plasmas everytime you see a player.

I just thought it was a bit odd we went from never destroying the vehicle(Halo 1) to hardly not destroying the vehicle(Halo 4) due to the options we got.

> IxI EMAG IxI
>
> Halo has been and should remain a FPS.
>
> FPS: First Person Shooter
>
> NOT
>
> FPD: First Person Driver
>
> The only people -Yoinking!- about this are those that do nothing but drive around.

So, the vehicles in Halo 1’s MP were just there for fluff? Going to disagree with you entirely here. I just want vehicles to not be possible fireballs everytime they run across an enemy player.

> Halo has been and should remain a FPS.
>
> FPS: First Person Shooter
>
> NOT
>
> FPD: First Person Driver
>
> The only people -Yoinking!- about this are those that do nothing but drive around.

I find it amusing that you are using game play inertia as an argument that vehicles should be easy to destroy when the long term norm is quite the opposite.

If you have one rainy year in the desert, do you suddenly shout, “The desert has been and should remain a wet area!”

I have to agree. It seems like in H4 you can’t flip the Hog with a frag, but if it hits a little bump it’ll be upside down.

Now that you mention it, I notice it is true that almost every vehicle is blown up. With H3 it was common strategy to force a player out of their vehicle, but in H4 that’s no longer an option, so they just get blown up. I’d like to see it go back to where it’s easier to flip & commandeer a vehicle than it is to destroy it (without the use of power weapons).