Vehicles weak point system doesn’t seem to work properly.
No matter where I hit a vehicle with Rocket Launcher or Skewer, it takes always the same amount of shots to destroy it.
On top of that, Skewer is way more efficient than Rocket Launcher against vehicles:
It deals more damage per hit - Skewer bullet is way faster than a rocket, so it’s easier to hit the target (there was a reason why the rockets were made slow) - I recognize that Skewer always requires reloading after a single shot while the Rocket Launcher must reload every two, but by looking at the number of rounds required to destroy a specific vehicle you can easily see that the same vehicle does not always require the same amount of reloads.With a Rocket Launcher:
3 direct hits to destroy a Warthog (1 reload) - 3 direct hits to destroy a Ghost (1 reload) - 2 direct hits to destroy a Mongoose (0 reload)With the Skewer:
2 direct hits to destroy a Warthog (1 reload) - 1 direct hit to destroy a Ghost (0 reload) - 1 direct hit to destroy a Mongoose (0 reload)Skewer is essentially an anti-vehicle sniper rifle, leaving very few countermeasures options to a driver or pilot, especially when hovering.
It definitely needs rebalancing. I was hopeful this was 343’s answer for a more interesting anti-vehicle weapon, but the reality is it’s just the Spartan laser all over again. I wish they’d focus on giving it greater knockback power while reducing it’s damage against vehicles. That would be a lot more fun
Rockets are just a standard power weapon, mostly designed to be used Vs other players, but with the versatility to cause huge damage to a vehicle. Realistically you shouldn’t be shooting 3 rockets at a Warthog as 1-2 will kill everyone in it. Don’t forget you can finish it off with your secondary also.
Skewer is an anti-vehicle weapon that can be used against humans, just like Spartan Laser was. Is the whole point of the weapon except it isn’t as useful as the Splaser as it experiences drop down.
> 2533274801036271;4:
> Rockets are just a standard power weapon, mostly designed to be used Vs other players, but with the versatility to cause huge damage to a vehicle. Realistically you shouldn’t be shooting 3 rockets at a Warthog as 1-2 will kill everyone in it. Don’t forget you can finish it off with your secondary also.
>
> Skewer is an anti-vehicle weapon that can be used against humans, just like Spartan Laser was. Is the whole point of the weapon except it isn’t as useful as the Splaser as it experiences drop down.
Except vehicles are much bigger targets than players and the skewer’s projectile moves far quicker than a rocket. It’s hardly challenging to hit a moving warthog with it. The only vehicles it’s really well balanced against are the air vehicles, exactly because it’s much harder to hit them
> 2535470395434446;5:
> > 2533274801036271;4:
> >
>
> Except vehicles are much bigger targets than players and the skewer’s projectile moves far quicker than a rocket. It’s hardly challenging to hit a moving warthog with it.
Yeah that’s literally the job it’s designed for…
But it’s not as powerful as the Laser as you have to master the drop down mechanic and judge it correctly the further away the target is. Laser was point and click. I’m not saying it’s hard either, why should it be? Vehicles aren’t hard to use, they shouldn’t be too hard to counter either.
The issue atm is that the Skewer is op against vehicles , its not even close. It has such a fast travel speed that it beats out rocket by far. Its respawn on the map is quite high so often there going to be at least someone with it on the map when you have a vehicle.
The weapon really shouldn’t one / two shot vehicles tbh. It should instead have a huge kick back, pushing a warthog to flip or smashing a banshie causing it to flip with no control for awhile. In those times if you can get off another two shots sure, destroy it. but as it is now with its nxt to no travel time and strength its just way to strong.
Skewer should be an impact weapon, like a gun that works like a Grav Hammer in a way. Add massive kick back , reduce dmg. If thats to much of a change just reduce the travel time by alot, add a drop off and keep the dmg, and you have just made a high skill weapon, done.
> 2533274805626633;1:
> Vehicles weak point system doesn’t seem to work properly.
> No matter where I hit a vehicle with Rocket Launcher or Skewer, it takes always the same amount of shots to destroy it.
> On top of that, Skewer is way more efficient than Rocket Launcher against vehicles:
> - It deals more damage per hit - Skewer bullet is way faster than a rocket, so it’s easier to hit the target (there was a reason why the rockets were made slow) - I recognize that Skewer always requires reloading after a single shot while the Rocket Launcher must reload every two, but by looking at the number of rounds required to destroy a specific vehicle you can easily see that the same vehicle does not always require the same amount of reloads.With a Rocket Launcher:
> - 3 direct hits to destroy a Warthog (1 reload) - 3 direct hits to destroy a Ghost (1 reload) - 2 direct hits to destroy a Mongoose (0 reload)With the Skewer:
> - 2 direct hits to destroy a Warthog (1 reload) - 1 direct hit to destroy a Ghost (0 reload) - 1 direct hit to destroy a Mongoose (0 reload)Skewer is essentially an anti-vehicle sniper rifle, leaving very few countermeasures options to a driver or pilot, especially when hovering.
You can actually one shot the Warthog with the Skewer. I agree, the Skewer is… I didn’t want to say it, because I like the concept. But it’s literally an easier to use, point and click Spartan Laser. In my opinion, they should half the damage, and up the physics displacement of it. Make Warthogs or Ghosts go flying when hit, instead of just one-shotting them.
> 2533274801036271;6:
> > 2535470395434446;5:
> > > 2533274801036271;4:
> > >
> >
> > Except vehicles are much bigger targets than players and the skewer’s projectile moves far quicker than a rocket. It’s hardly challenging to hit a moving warthog with it.
>
> Yeah that’s literally the job it’s designed for…
>
> But it’s not as powerful as the Laser as you have to master the drop down mechanic and judge it correctly the further away the target is. Laser was point and click. I’m not saying it’s hard either, why should it be? Vehicles aren’t hard to use, they shouldn’t be too hard to counter either.
This is just so fallacious. “that’s literally the job it’s designed for”…yeah, and guess what? It does that job too well, hence it’s overpowered.
Why should it be hard?
I mean, I’m bemused you seem to be asking the question. It’s a multiplayer FPS, it’s supposed to challenge the player in interesting ways. Making mechanics too easy in the other hand sucks the fun out of them.
> 2535470395434446;9:
> > 2533274801036271;6:
> > > 2535470395434446;5:
> > > > 2533274801036271;4:
> > > >
>
> This is just so fallacious. “that’s literally the job it’s designed for”…yeah, and guess what? It does that job too well, hence it’s overpowered.
>
> Why should it be hard?
> I mean, I’m bemused you seem to be asking the question. It’s a multiplayer FPS, it’s supposed to challenge the player in interesting ways. Making mechanics too easy in the other hand sucks the fun out of them.
You could say that about literally every weapon in the game. It has one specific job it does extremely well, therefore it is overpowered. Let’s forget the fact it has a slow reload, small magazine, is hard to use at long distances, is hard to use against infantry, takes up a weapon slot and still takes two hits to destroy a Warthog.
There’s a good balance between making something fun and satisfying to use and making something too hard for the average player to enjoy. Vehicles are extremely easy to use for most players and can be difficult for a lot of players to deal with, making their counters inversely more difficult to counter by the same type of players that will be using them would be silly.
> 2535470395434446;2:
> It definitely needs rebalancing. I was hopeful this was 343’s answer for a more interesting anti-vehicle weapon, but the reality is it’s just the Spartan laser all over again. I wish they’d focus on giving it greater knockback power while reducing it’s damage against vehicles. That would be a lot more fun
Maybe it needs a slower projectile that you can hear see and dodge. At least with lazer you could see the beam and move
> 2533274801036271;10:
> > 2535470395434446;9:
> > > 2533274801036271;6:
> > > > 2535470395434446;5:
> > > > > 2533274801036271;4:
> > > > >
> >
> > This is just so fallacious. “that’s literally the job it’s designed for”…yeah, and guess what? It does that job too well, hence it’s overpowered.
> >
> > Why should it be hard?
> > I mean, I’m bemused you seem to be asking the question. It’s a multiplayer FPS, it’s supposed to challenge the player in interesting ways. Making mechanics too easy in the other hand sucks the fun out of them.
>
> You could say that about literally every weapon in the game. It has one specific job it does extremely well, therefore it is overpowered. Let’s forget the fact it has a slow reload, small magazine, is hard to use at long distances, is hard to use against infantry, takes up a weapon slot and still takes two hits to destroy a Warthog.
>
> There’s a good balance between making something fun and satisfying to use and making something too hard for the average player to enjoy. Vehicles are extremely easy to use for most players and can be difficult for a lot of players to deal with, making their counters inversely more difficult to counter by the same type of players that will be using them would be silly.
There’s clearly a difference between a weapon performing well within its rile and a weapon performing too well. The rocket launcher is incredibly powerful but has a slow rocket to compensate, the sniper rifle is only a OHK to the head (which is hard to do) etc
Stuff like reload time and magazine size is pretty insignificant in regards to balance, when a lot of the time all it takes is one hit to a minimally damaged warthog to blow it up. It’s ridiculous. Like others have already said, increasing knockback and decreasing damage is definitely the way to go to make vehicles more fun to fight with and against.
I see though that you’re very much an “on foot guy”, so you’re biased against vehicles in general.
If vehicles are as easy as you seem to think they are, then why is it historically so difficult to find a competent warthog driver or gunner? They’ve been easy to take out since about Halo 3
> 2535470395434446;12:
> > 2533274801036271;10:
> > > 2535470395434446;9:
> > > > 2533274801036271;6:
> > > > > 2535470395434446;5:
> > > > > > 2533274801036271;4:
> > > > > >
>
> I see though that you’re very much an “on foot guy”, so you’re biased against vehicles in general.
Nope, the Warthog is my favourite thing in Big Team. I play with my extremely casual friend and we spend every game in the hog rotating driver and gunner, trying to get any hog we can. We will even drive one that looks like it’s one bullet from death, because why not? To the point we don’t try to destroy the enemy hog, we try to take it with minimal damage.
But I’m also a competitive player and have the mindset that weapons and vehicles need to be finely balanced across the modes they frequent. The Warthogs for instance are in a bunch of 4vs4 maps. I actually got a Perfection once playing on Standoff in Halo 3 at level 50 Team Slayer. I was on foot, but my Warthog duo facilitated that massively. I’ve also had a player get a Rampage against me on Standoff on my Slayer 50 using a similar strategy, it was brutal. It can be incredibly hard to break against a strong team, especially in Halo 3 where only limited items are effective enough. It makes sense having them more destructible as in the right hands and with map control they can be borderline unstoppable unless you have certain things which your team may be prevented from getting.
> 2533274801036271;13:
> > 2535470395434446;12:
> > > 2533274801036271;10:
> > > > 2535470395434446;9:
> > > > > 2533274801036271;6:
> > > > > > 2535470395434446;5:
> > > > > > > 2533274801036271;4:
> > > > > > >
> >
> > I see though that you’re very much an “on foot guy”, so you’re biased against vehicles in general.
>
> Nope, the Warthog is my favourite thing in Big Team. I play with my extremely casual friend and we spend every game in the hog rotating driver and gunner, trying to get any hog we can. We will even drive one that looks like it’s one bullet from death, because why not? To the point we don’t try to destroy the enemy hog, we try to take it with minimal damage.
>
> But I’m also a competitive player and have the mindset that weapons and vehicles need to be finely balanced across the modes they frequent. The Warthogs for instance are in a bunch of 4vs4 maps. I actually got a Perfection once playing on Standoff in Halo 3 at level 50 Team Slayer. I was on foot, but my Warthog duo facilitated that massively. I’ve also had a player get a Rampage against me on Standoff on my Slayer 50 using a similar strategy, it was brutal. It can be incredibly hard to break against a strong team, especially in Halo 3 where only limited items are effective enough. It makes sense having them more destructible as in the right hands and with map control they can be borderline unstoppable unless you have certain things which your team may be prevented from getting.
How is it any different to being dominated by a team exclusively using BRs and controlling the power weapons? It isn’t. The vehicles are equivalent to power weapons and should be treated as such. If a warthog requires at least 2 players to be really effective then you should be rewarded for achieving that synergy. This isn’t neogitable at all.
> 2535470395434446;15:
> > 2533274801036271;13:
> > > 2535470395434446;12:
> > > > 2533274801036271;10:
> > > > > 2535470395434446;9:
> > > > > > 2533274801036271;6:
> > > > > > > 2535470395434446;5:
> > > > > > > > 2533274801036271;4:
> > > > > > > >
>
> How is it any different to being dominated by a team exclusively using BRs and controlling the power weapons? It isn’t. The vehicles are equivalent to power weapons and should be treated as such. If a warthog requires at least 2 players to be really effective then you should be rewarded for achieving that synergy. This isn’t neogitable at all.
I agree, that’s why power weapons have appropriate counters, just like the vehicles. We are acting like they just explode when you climb in them. Against normal weapons it takes multiple full clips to take down. The skewer is a single weapon designed to be anti-vehicle, that can also be controlled as a power weapon. Someone has to pick it up and effectively use it against the vehicle too. They’ve clearly out a lot of thought into balancing them as even shock weapons like the Shock Rifle take multiple shots to bring them to EMP status.
The Warthog takes two Skewers so it is actually rewarded compared to the single piloted vehicles. Something nice changed from the Laser actually. Remember how easy it was to get a triple kill against the hog in big team, crazy really.
> 2535458054215258;8:
> > 2533274805626633;1:
> > Vehicles weak point system doesn’t seem to work properly.
> > No matter where I hit a vehicle with Rocket Launcher or Skewer, it takes always the same amount of shots to destroy it.
> > On top of that, Skewer is way more efficient than Rocket Launcher against vehicles:
> > - It deals more damage per hit - Skewer bullet is way faster than a rocket, so it’s easier to hit the target (there was a reason why the rockets were made slow) - I recognize that Skewer always requires reloading after a single shot while the Rocket Launcher must reload every two, but by looking at the number of rounds required to destroy a specific vehicle you can easily see that the same vehicle does not always require the same amount of reloads.With a Rocket Launcher:
> > - 3 direct hits to destroy a Warthog (1 reload) - 3 direct hits to destroy a Ghost (1 reload) - 2 direct hits to destroy a Mongoose (0 reload)With the Skewer:
> > - 2 direct hits to destroy a Warthog (1 reload) - 1 direct hit to destroy a Ghost (0 reload) - 1 direct hit to destroy a Mongoose (0 reload)Skewer is essentially an anti-vehicle sniper rifle, leaving very few countermeasures options to a driver or pilot, especially when hovering.
>
> You can actually one shot the Warthog with the Skewer. I agree, the Skewer is… I didn’t want to say it, because I like the concept. But it’s literally an easier to use, point and click Spartan Laser. In my opinion, they should half the damage, and up the physics displacement of it. Make Warthogs or Ghosts go flying when hit, instead of just one-shotting them.
Can I ask you how? I wasn’t able to destroy a Warthog with one single Skewer hit.
Nevermind, I just did it.
You can actually destroy a Warthog with a single shot from above (the way I found).
This is insane, Skewer can actually One Hit every vehicle?!
> 2533274805626633;17:
> > 2535458054215258;8:
> > > 2533274805626633;1:
> > > Vehicles weak point system doesn’t seem to work properly.
> > > No matter where I hit a vehicle with Rocket Launcher or Skewer, it takes always the same amount of shots to destroy it.
> > > On top of that, Skewer is way more efficient than Rocket Launcher against vehicles:
> > > - It deals more damage per hit - Skewer bullet is way faster than a rocket, so it’s easier to hit the target (there was a reason why the rockets were made slow) - I recognize that Skewer always requires reloading after a single shot while the Rocket Launcher must reload every two, but by looking at the number of rounds required to destroy a specific vehicle you can easily see that the same vehicle does not always require the same amount of reloads.With a Rocket Launcher:
> > > - 3 direct hits to destroy a Warthog (1 reload) - 3 direct hits to destroy a Ghost (1 reload) - 2 direct hits to destroy a Mongoose (0 reload)With the Skewer:
> > > - 2 direct hits to destroy a Warthog (1 reload) - 1 direct hit to destroy a Ghost (0 reload) - 1 direct hit to destroy a Mongoose (0 reload)Skewer is essentially an anti-vehicle sniper rifle, leaving very few countermeasures options to a driver or pilot, especially when hovering.
> >
> > You can actually one shot the Warthog with the Skewer. I agree, the Skewer is… I didn’t want to say it, because I like the concept. But it’s literally an easier to use, point and click Spartan Laser. In my opinion, they should half the damage, and up the physics displacement of it. Make Warthogs or Ghosts go flying when hit, instead of just one-shotting them.
>
> Can I ask you how? I wasn’t able to destroy a Warthog with one single Skewer hit.
>
> Nevermind, I just did it.
> You can actually destroy a Warthog with a single shot from above (the way I found).
> This is insane, Skewer can actually One Hit every vehicle?!
Apparently. The way I one-shotted it is aiming just above the tyre, in the gap between the tyre.and up into the engine block. Pretty much never gonna hit a speeding Warthog there, but it’s certainly possible. Obviously as you found out, there’s more than one way to do so, I wonder if it’s if you hit any, ‘unarmoured’ area of the vehicle.