Vehicle health needs to die in a fire.

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Warthog blows up taking both the driver and gunner with it after sustaining just a few shots of BR. What was so wrong about the Halo 3 vehicle health system?

Is this all set in stone?

Yes, vehicle health does need to die in a fire. Halo 3’s system was fine.

Anyone notice that the BR/DMR are the main complaints for weak vehicles?

Just to add, a grenade was tossed beneath the warthog after suffering heavy fire throughout.

Anyway yeah, Halo 3’s system was PERFECT in my opinion.

Disagree. Vehicle health helped to balance vehicles and prevent them getting overpowered, and also added a touch of realism - last time I checked, in real life people don’t die because someone shoots their car tires.

But yeah, a Warthog going down after a few BR shots is ridiculous. Vehicle health should either regenerate or have a much higher damage threshold.

I would much rather prefer the Halo 3 style… or at least a vehicle health bar so we know how much life the vehicle has.

> What was so wrong about the Halo 3 vehicle health system?

Imagine you’re playing Team Slayer and the guy with Rockets just used his last rocket. You’re pumping rounds into him but he just manages to duck around a corner, by the time you get an angle on him, his shields have recharged and regenerated a round for him to blow you to kingdom come.

That’s the problem with H3’s vehicle health system.

Vehicles are Power Weapons. Only instead of ammo counts, their extended duration is capped off by their health. With H3, you basically had infinite ammo Power Weapons all game long provided you retreated to recharge your shields and magically restore your vehicle’s armor to full even though rickshaws look like better alternatives.

Games like Valhalla were often decided in the opening push based on who got the Spartan Laser. Both base side anti-vehicle weapons (PP, Stickies, Power Drain, Missile Pod) were arguably useless against stopping vehicles. And since the chip damage dealt by normal weapons was easily negated by just hiding for 5 seconds, it was very hard to make comeback victories after loosing the opening lead.

The Halo 3 system was unique in that it was fairly different from Halo 2 and it was much more overpowered. Vehicles had too much health and were destructive.

Also to add that warthog was being fired at throughout it’s use and was hit by several grenades. It is laughable to believe a few BR shots killed it.

I saw a Ghost shoot a hog in one of the videos. Hog was not even smoking.

> The Halo 3 system was unique in that it was fairly different from Halo 2 and it was much more overpowered. Vehicles had too much health and were destructive.
>
> Also to add that warthog was being fired at throughout it’s use and was hit by several grenades. It is laughable to believe a few BR shots killed it.

H3 had the right priority. Vehicles should dominate.

But it was done incorrectly (H2 and Reach also did it wrong).

The only Halo game where you can walk through a mission without getting thoroughly owned by a vehicle is CE. Vehicle combat on foot became too lethal in later Halo games, requiring the need for anti-vehicle features and capabilities. Banshee AI got severely nerfed with each successor.

> The Halo 3 system was unique in that it was fairly different from Halo 2 and it was much more overpowered. Vehicles had too much health and were destructive.
>
> Also to add that warthog was being fired at throughout it’s use and was hit by several grenades. It is laughable to believe a few BR shots killed it.

To be fair, I was surprised when it did explode.

In Reach, you’ll see fire on your engine block when your Hog is on the verge. But that one just exploded right after the hood popped off. No warning.

Clear visual tells like in Reach are needed, though I would much rather prefer a visible vehicle health bar in addition.

> H3 had the right priority. Vehicles should dominate.

And they do.

They give great upgrades in terms of firepower and mobility. But their extended effectiveness needs a cap or you get games like on Valhalla in H3, where your options for stopping vehicles are either unreachable (enemy has Laser and is protecting him) useless (all the other anti-vehicle PWs in your base) of massively ineffective (chip damage thanks to regenerating health.)

Lose the opening bout and the only good way to down vehicles and they’ll roll over you, then steal or destroy your vehicles and continue back at step 1 until the game is over.

> > H3 had the right priority. Vehicles should dominate.
>
> And they do.
>
> They give great upgrades in terms of firepower and mobility. But their extended effectiveness needs a cap or you get games like on Valhalla in H3, where your options for stopping vehicles are either unreachable (enemy has Laser and is protecting him) useless (all the other anti-vehicle PWs in your base) of massively ineffective (chip damage thanks to regenerating health.)
>
> Lose the opening bout and the only good way to down vehicles and they’ll roll over you, then steal or destroy your vehicles and continue back at step 1 until the game is over.

Agreed.

I liked vehicle health, it prevents vehicles from becoming to powerful.
No Halo 4 just needs to give some vehicles more hitpoints than Reach did.

> > What was so wrong about the Halo 3 vehicle health system?
>
> Imagine you’re playing Team Slayer and the guy with Rockets just used his last rocket. You’re pumping rounds into him but he just manages to duck around a corner, by the time you get an angle on him, his shields have recharged and regenerated a round for him to blow you to kingdom come.
>
> That’s the problem with H3’s vehicle health system.
>
> Vehicles are Power Weapons. Only instead of ammo counts, their extended duration is capped off by their health. With H3, you basically had infinite ammo Power Weapons all game long provided you retreated to recharge your shields and magically restore your vehicle’s armor to full even though rickshaws look like better alternatives.
>
> Games like Valhalla were often decided in the opening push based on who got the Spartan Laser. Both base side anti-vehicle weapons (PP, Stickies, Power Drain, Missile Pod) were arguably useless against stopping vehicles. And since the chip damage dealt by normal weapons was easily negated by just hiding for 5 seconds, it was very hard to make comeback victories after loosing the opening lead.

Sounds like you’re complaining that the other team had map control and you guys couldn’t push them back. A power drain + a sticky or a Plasma Pistol + a few frags = a dead warthog.

In Reach, I rarely see anyone pushing up to the enemy base in fear of getting hammered by DMR fire. The same reason CTF matches usually end up in a 0-0 tie.

Nanobot technology = Armor regeneration

Would make sense for UNSC to put nano technology into their vehicles so that if they were almost destroyed in combat then nano bots could repair the Warthog. Just my 2 pennies on the situation.

I knew it… You started the video at the worst point possible to make it seem like the Warthog is underpowered.

Ok everyone, if you start it a bit earlier, you’ll see the Warthog runs into plenty of fire from Primary Weapons, is hit directly by a Grenade, and also shot at by a Ghost.

The Warthog explodes at the very end due to a Grenade landing directly beside it. Listen very close for the classic “clank” noise of the grenade hitting the Warthog.

So, two Grenades, a plethora of small arms fire and a battle with a Ghost can kill a Warthog. Sounds very fair, the Warthog is not a close quarters vehicle. It needs to be driven with some sense of where you are

I’m so sick and tired of people saying Halo: Reach made vehicles too weak… They were freaking dominate if used a little, tiny bit smarter than Halo 2/3.

Let’s look at this situation… In Halo 3, if your team got the Spartan Laser in the middle of Valhalla, you literally had nothing to worry about. You could drive basically wherever you wanted. Not to mention with the Banshee as well… I had over 80 kills in a single game. Plenty of games with 50+. That should NEVER happen. Ever. No matter how well I piloted that game, that was unfair due to the game mechanics.

In Halo: Reach, let’s say Hemorrhage, if you jump in the Wraith you can’t just rush the base and start your Killing Frenzy. You have to be smarter about it. You have to take cover, you have to avoid fire from DMR’s and Sniper Rifles.

With all the clamoring for a higher skill gap, they actually add something that raises the skill gap with vehicle use and people complain about it? I have no clue what to even say to this… They’re giving us what we want. The vehicles are just as deadly, but they can be countered by more than just Power Weapons.

> A power drain + a sticky or a Plasma Pistol + a few frags = a dead warthog.

If they get close.

That also doesn’t include their Banshee, their Sniper, etc.

Screw the Reach vehicle health system. Halo 3 vehicles were fine.

I don’t really know if it’s the health system or not, but vehicle combat in Reach is severely lacking, and games featuring vehicle combat are incredibly unsatisfying. Contrast that with previous Halo games where big team battle was easily my favorite playlist because of the vehicle combat.

I honestly prefer Halo 3’s system for vehicle health–I found the vehicles very powerful (as they should be) but they could still be taken down.