I love vehicles, and Halo 4 didn’t really do it for me. Not as many vehicles as its predecessors, and vehicle combat has been pretty much destroyed by custom loadouts. But that’s not what I’m here to talk about. I’m here to talk about future vehicles in future Halo titles in the future on future consoles that we’ll be playing on in the futuristic future.
So let’s spitball. We shall not only spitball, we shall spitball with reason. Here’s a list that I made some time ago concerning vehicle balance and uses. The reason I’m doing this is to help Sir Boobington create a comprehensive list for the next Halo game, and if possible, other future Halo titles. So please, feel free to critique and come up with your own ideas.
-Every single vehicle, even the Halo Wars vehicles can make it in for the large scale battles. 128 players max on the One? Oh boy!
-The laser will be used as a base damage model for comparisons
-First person vehicle driving is toggleable
-Only the transport can crash as stated later in the posts. Think of this as the same mechanic as Battlefield’s disabled vehicle mechanic. The vehicle slowly loses health and becomes harder to control.
-When entering a transport vehicle, you sit as if you were sitting in the passenger seat of a Falcon
-Dropship pilots can pick up vehicles by pressing the Y button after flying over the vehicle and landing on top of it. Some dropships don’t need to fly as low as others to pick up the vehicle.
-Plasma Pistol does not disable the Mammoth, Elephant, Lich, Vulture, Scarab, Pelican, Shadow, Phantom, and Spirit. These vehicles also cannot be hijacked in the traditional sense, instead, it acts like the Elephant in the sense that you must kill the driver in order to commandeer the vehicle.
-The Plasma Pistol or any other EMP device will impede dropship movement by 5% if a weak spot is hit
-Disabled vehicle systems, like a Scarab’s AA, will respawn after 1 minute. If you can stay alive for that long with a disabled weapon, you deserve to get it back after a minute
Here is a vehicle list. Here is also a vehicle capacity list. Refer to this when reading about vehicle transports. No one can ride in the vehicle while it is being transported.
-Scorpion/Wraith/Wolverine/Cobra/Locust/Mantis/Cyclops takes up 4 slots
-Warthog/Spectre/Revenant/Prowler/Chopper/Gremlin takes up 3 slots
-Mongoose/Ghost takes up 2 spots
-Mammoth
-1 driver
-1 Mac operator
-The Mini Mac is slightly more powerful than the Scorpion’s cannon, say, 20% stronger. It has a cooldown of 20 seconds. The operator sits in a box behind it, like Reach’s Onager. It takes 3 Sniper shots to break the cabin. It also takes 2 Laser shots to disable the MAC.
-3 second charge up sequence
-Maybe 1 Laser shot to each wheel and a shot to the cabin will destroy it, totaling 7 shots.
-Elephant, a smaller but more agile Mammoth. Invincible, but a Laser shot through the window can kill the driver. Remains basically the same as the Halo 3 Elephant, but with one new feature.
-1 driver
-1 crane operator
-Can act as a spawn point
-The crane operator can pick up vehicles and repair them
-Scarab. 4 Laser shots to one leg disables it for 20 seconds, the core must be destroyed to kill it. 5 Laser shots to its back plating take off the
plating, with one Laser shot to the core shutting the Scarab down. It takes 15 seconds for it to start glowing before it blows up. Functions like a smaller, weaker Halo 3 Scarab.
-1 pilot, sits at the bottom of the Sarab, protected by an energy shield
-1 main gun operator, sits behind main gun
-AA gun operator, sits below the AA gun
-Can carry as many players as possible, but they just stand around, they don’t sit down.
-AA Gun will be as powerful as a Splaser at 75% strength, but with a 3 second recharge rate. It does 75% Splaser damage to aerial vehicles, but Railgun damage to anything else. Rotation speed is high. 3 Laser shots to disable it.
-The main cannon will do 150% of the Railgun’s power. The reason I think this should be is because I see it as a more kinetic beam. It’ll have a huge amount of kinetic force and will blow light vehicles away. If it focuses on, say, a Warthog for 3 seconds, the hog will blow up. The beam lasts for 5 seconds with a 12 second recharge time.
-2 second charge up sequence for the main Plasma Beam
-The beam acts like how it was in Campaign. If you want to kill infantry, you have to focus on them for 2 seconds, unlike the full second in Campaign.
-Getting stepped on is instant death
-Vampire, weak spots are the two cabins. 1 Laser Shot kill
-1 pilot with control over Stasis Cannon
-1 weapons officer with control over the Needle Cannon and Plasma Cannons, interchangeable by pressing Y
-Vampire’s Needler works similar to a regular Needler, but an immensly slower ROF and doing Brute Shot damage. Supercombines with 7 Needles, doing as much damage as a Laser. ROF of 1 Needle every 3 seconds should keep this balanced.
-Vampire’s Stasis Cannon will drain enemy vehicle health and add it to its own at a rate of 3% a second. It’ll be as powerful as a Grenade Launcher. It will impede aircraft movement by 5%. It lasts for 10 seconds with a 12 second recharge.
-The Stasis Cannon’s effects stack. Here’s an example. There’s an enemy Falcon, flying around. You and your buddy in another Vampire see him and you stasis him. Instead of getting slowed down by 5%, he get’s slowed down by 10%
-1 second charge up for the Stasis Cannon
-Plasma Cannon will be the same as the default Plasma Cannon, but with twice the projectile speed and a 3% stun effect
-if the stasis cannon kills the vehicle, it violently explodes.
-Stasis Cannon does half its regular damage to land vehicles
-Wolverine, a less mobile, more powerful Rocket Hog. Think Revenant/Wraith int erms of the relationship. 1.5 shot Laser kill
-1 driver
-1 weapons officer
-Fires 8 Rockets
-Same damage as the Halo 4 Rocket Hog
-Recharge rate of 6 seconds
-Lock on is similar to the Halo 2 Rocket Launcher
-Cobra, 1.5 Laser shot kill.
-Similar to the mobile artillery from BF3
-1 driver, and one player only.
-in order to fire, it must lock down. Lock down is initiated when the driver presses LT and it initiates a 3 second lockdown sequence.
-Driver is then able to fire a railgun with a 270 degree field of view.
-Damage is 150% stronger than the Gauss Hog with a recharge rate of 7 seconds.
-2 second charge up sequence
-Vulture, a slow aerial tank. Weak spots are the cabins, engines/thruster, and rocket silos. 7 Laser shots to kill, 4 when the shots hit the weak points.
-1 pilot
-2 weapons officers, one for each missile silo, which contain 5 rockets each
-1 machine gun operator
-Rockets do 20% Laser damage a Rocket, but a direct impact on infantry kills instantly
-Rockets lock on, but both rocket pods cannot lock onto the same vehicle
-5 rockets in each pod
-Rockets fly slowly
-Recharge rate of 10 seconds
-Rockets fly upwards first, so if there’s another vehicle above the Vulture, that vehicle gets damaged or destroyed.
-Rockets have a lock on function similar to Halo 2’s Rocket Launcher, but it takes 3.5 seconds to acquire a target.
-2 turrets. In Halo Wars, they’re autocannons, but this might make the powerful Vulture too OP.
Continued in a following post.