> > > Simply put, as they are now in Reach, vehicles are almost not worth getting in.
> > >
> > > Warthogs- are nearly useless, and offer little more than <mark>armed transport</mark>.
> >
> > there’s a use right there.
> >
> >
> >
> > > Tanks- Giant targets. <mark>I’ve killed a tank with 2 frags before</mark>.
> >
> > i call bs. vid or it didnt happen.
> >
> >
> >
> > > Falcons- <mark>Are too slow to do anything</mark>.
> >
> > you obviously dont know how to fly one. i can get a falcon to pretty high-speeds. heres a video showing just how useful a falcon can be: http://www.youtube.com/watch?v=Xsv3th8U5Ks
> >
> >
> >
> > > Ghosts- Ruined. <mark>There is no point in getting in one</mark>.
> >
> > why not?
> >
> >
> >
> > > Banshees- <mark>Easy targets, it’s a miracle if they last 2 minuets before they get destroyed.</mark>
> >
> > you dont know how to fly this, either. http://www.youtube.com/watch?v=MHxd0vvq1Cc
> >
> >
> > ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
> >
> > having vehicles regenerate health is stupid, let alone unrealistic. i understand this is sci-fi, but still. its just a dumb idea.
>
> No dude, skill has nothing to do with it, and that’s the problem. Showing instances of people kicking -Yoink!- doesn’t disprove my statement, it shows mismatched teams. You CANNOT effectively use vehicles in Reach unless the other team is bad. Halo has had awesome vehicles since day 1, and I’d hate to see them devolve into disposable power ups.
the banshee vid was an example of the player’s skill, not how much the other team sucked.
and youre not even going to respond to my other arguments?
It would be good if the vehicles in Halo 4 had some form health bar that allowed you to see how close the vehicle was to total destruction. So you can choose to either take cover and haul out, or make one final suicide-run, killing a few enemies in the process.
Halo 3 Vehicles were the best vehicles. The ONLY people that complained about them were the people who didn’t know how to take them out. They were both Lethal, and easy to destroy if you knew what you were doing.
I remember all the times that an enemy vehicle came close to my squad in Vahalla and everyone would suddenly get together on the mic to plot on how to take it out. Good times, Good times.
> > You have it all wrong. The vehicles in Reach are underpowered, not the other way around.
> >
> > In BTB, if each person shoots 4, that’s right, 4*, DMR bullets into a Banshee*, it blows up.
> > 4 bullets. With the weapon you spawn with. Not to mention that a single DMR wielder can easily flip a Hog. Hell, I think a strong breeze could in Reach.
> > Halo 3 had it right. Make vehicles powerful, but supply enough anti-vehicle and other means to take them out.
> > * Not sure on the exact number of shots for the Hog, but I’m guessing its close.
[/quote]
So because the Banshee is a glass cannon and the Hog flips easily we should remove static health on vehicles? Both of those problems are completely unrelated to static vehicle health. Regenerating health on vehicles in H3 was overpowered. Since vehicles are Power Weapons it effectively allowed you to regenerate ammo. If a Rocket Launcher with regenerating rounds is overpowered, and it is, then it’s overpowered if it’s reskinned into a Hog.
> > *
[/quote]
With all my time played BTB in Halo 3, never did I experience the Warthog overpowered. First of all, the driver and gunner are vulnerable all the time, snipers, BR shots, everything could take either player out. If you wanted to destroy the whole vehicle, you have to organize an ambush. I remember the many times I blew up a Warthog with a well placed Plasma grenade on Standoff, or threw it off the cliff with few Brute shot shots.*
> > These days it’s all about shooting the Warthog with your DMR as soon as you see it. No matter how good the Warthog users are, they will eventually get destroyed. Explosives are the only type of weapons that should damage vehicles. It makes absolutely no sense having every player spawn with an anti-vehicle weapon.
> > No matter how good you are at using a vehicle, in Reach you can’t survive the whole match with the same vehicle against decent opponents. It’s literally impossible, I have tried it many times. For example, when I had a near perfect game with only two deaths while using a Ghost, I believe I had to switch the Ghost three times in span of one life. The same way, I have had Banshee Unfrigginbelieveables, Invincibles and Perfections where I just had to destroy my Banshee and then wait for a while for new one to respawn. It’s simply boring to wait for the vehicle to spawn.
Halo 3’s vehicles were perfect. Fun to use and fun to fight against. If I see any vehicle in reach it doesn’t intimidate me at all; a couple shots and it’s gone. Vehicles shouldn’t regenerate health, just have better durability.
> No matter how good the Warthog users are, they will eventually get destroyed.
And?
That is the whole point. Power Weapons don’t come with unlimited ammo. Vehicles do. And they are just as much Power Weapons as actual Power Weapons. Rockets, Sniper, Shotgun all have ammo capacities to limit their extended usage.
Why should vehicles be exempt from this?
> Explosives are the only type of weapons that should damage vehicles. It makes absolutely no sense having every player spawn with an anti-vehicle weapon.
Because small arms fire isn’t a serious concern for people in military vehicles?
> No matter how good you are at using a vehicle, in Reach you can’t survive the whole match with the same vehicle against decent opponents.
Why should you?
> It’s simply boring to wait for the vehicle to spawn.
And you have to wait for Rockets to respawn. Sniper too. Shotgun as well.
> > easy to destroy if you knew what you were doing.
>
> Only if the driver is a moron.
I have seen plenty of skilled drivers which I have been have to take out solo or with a team-mate. Here was my key strategy to taking out a vehicle solo in Halo 3.
I would get the high ground crouched behind a rock or foliage while I waited for the vehicle to come within range. the second it came within range, I would chuck a grenade right where its front two tires will be. When the grenade goes off, the vehicle will instantly slow down, go off balance, roll, and occasional flip over. The second that I chuck the grenade I come out of cover and start shooting at only the gunner to get his shields down as some of the grenade will make him harmless by the end anyways.
By the time that my trap is sprung the gunner and the driver should be near death. I finish off with either a second grenade, or I shoot them while they are still flipping.
THAT is how you take down a warthog. Alternatively, I have been known to swap the crouch behind a rock with an overshield or camo. In other situations, I may just make sure I get the splazer/rockets and warn my teammates over the mic -at which point the enemy warthog is dead within the minute.
Vehicles ARE power weapons, and you need to know how to deal with them. That is why the Halo 3 vehicles were the best.
> > > Explosives are the only type of weapons that should damage vehicles. It makes absolutely no sense having every player spawn with an anti-vehicle weapon.
> >
> > Because small arms fire isn’t a serious concern for people in military vehicles?
>
> I’m not sure how much you read or watch the news… but in the military when they are in vehicles they aren’t as much worried about ‘small arms fire’ are they are with IEDs -which is an explosive weapon- we fixed the problem against small arms fire a while back with the improved gas tank (where the only problem was puncturing a hole in the tank so it would run out of gas)
> >
>
> And of course their teamates are just going to let you set that up and pull it off.
Why do you think that I’m crouched out of site. Crouching gets you off the radar. By being out of site, I don’t have to worry as much about enemies. I have been found my enemies before, and my plan doesn’t always work when I’m solo… But its my main method of destroying a Halo 3 warthog solo.
Even on the good maps that were big on vehicles such as Valhalla and Sandtrap there are many places you can hide out of site, and if you look around close by the big ambush spots there is an Active Camo or an Overshield nearby. On Valhalla there is a Splazer right next to the largest hill which you can easily grab even if the enemy controls the hill. Rockets are in the corner, and each base has a sniper rifle for you to take aim and shoot down the gunner. Of course, that can be attributed to good map design; but even on custom forged maps has this worked.
Grenades can be a deadly tool against Halo 3 vehicles. You needed to learn to utilize them and not throw them away.
Vehicles are fundamentally different from power weapons, not really comparable. If they were, I could just ask you why are we spawning players with power weapons in the start of the match? Because power weapons should be the only weapons capable of destroying a vehicle. Aside from grenades of course.
Power weapons are meant to be used for a while and then forgotten, vehicles are meant for continuous usage that can only be prevented if an opponent comes with a weapon capable of destroying the vehicle.
If we really are going to treat power weapons and vehicles as equal, I should probably ask why doesn’t the Rocket Launcher blow up no matter how many shots I put into it? After all, isn’t the Rocket Launcher just a vehicle with limited ammo and very exposed driver?
I don’t think the vehicles should be able to heal themselves, but instead they should implement a weapon/item/armour ability(assuming that they carry over into halo 4) that you can use to heal vehicles.
The ability for vehicles to self heal would either (a) be overpowered or (b) remove some of the skill and teamwork that is required for vehicles to operate effectively.
Halo 2 and Halo 3 was my preference, even though I support a lot of new features in Reach.
People need to realize that we should take the best features from every Halo game, and use them, instead of being stubborn and saying one game had it perfect in every single way while the other game was broken.
Compromise, the best option.
Satisfy everyone, and everyone is happy, and I mean satisfy everyone.
> The Halo 3 vehicle system where the vehicle health was mostly linked to player health was near perfect. With few tweaks and a good arsenal of anti-vehicle weapons it would be a perfect choice for Halo 4.
I might tweak it a bit.
Vehicles have their own health like reach, but MUCH more.
Vehicles regenerate SMALL amounts of health.
Vehicle health affects the amount of protection it gives the player. The player receives less damage to their person when vehicle health is high, more as it depletes.
The Vehicle’s protective quality bottoms out at around 40% health left.
If either the vehicle or player run out of health, then death. If the kill shot hits the player, player dies, vehicle remains functional, if kill shot hits vehicle, BOOM!
> The Halo 3 vehicle system where the vehicle health was mostly linked to player health was near perfect. With few tweaks and a good arsenal of anti-vehicle weapons it would be a perfect choice for Halo 4.
It was certainly better than the Reach system is, but dying because somebody shot your hubcap was annoying. I don’t see why we don’t simply add regenerating vehicle health.
> > > > > You realize that Reach vehicles regenerate health in a manner similar to the player, right?
> > > >
> > > > No they don’t.
> > >
> > > Yes, they do. Why do you think it’s possible to DMR-ping a banshee repeatedly, and as long as they go into cover every so often to regen, they never take any apparant damage?
> > >
> > > When they suffer visible damage, they can’t recover back above that level (which is why I said it’s similar to the player; it’s EXACTLY how the player health system works), but if they occasionally hide to recharge, they’ll recover health back up to that point.
> > >
> > > Yes, a crappy-looking hog is crappy because it has less maximum health than a good-looking hog. But even a crappy-looking hog can absord infinitely-many shots, as long as it regens its health between taking them.
> >
> > Health and Shields are different. Completely different. The post I responded to said Health, so I discussed Health, but you’re really talking about Shields.
>
> No, I’m talking about health. Reach’s player health has threshholds that you can regen back up to. I’m arguing that vehicle health works the same way, but it shows the threshholds visibly as “damage.”
No, because Health doesn’t recharge, but shields do. Therefore, you are talking about shields.
> > You are going to have to prove that.
>
> The wired article doesn’t explicitly say there’s no regeneration, it says that vehicle health is separate from player health and implies that damaged vehicles have lower health than undamaged vehicles, which I don’t dispute (and which I claim is the mechanism used to show which damage threshhold you’re currently at).
>
> In any case, this isn’t a hard thing to test. Damage a banshee so that it’s flaming; perhaps to keep it controlled, stick a p2 in the drivers seat while conducting the test.
> Grab a concussion rifle.
> Try shooting multiple consecutive shots into the banshee, and then waiting like 30 seconds to be sure to let the health regen kick in and fully do its thing. If you do 3 shots, you can do this as many times as you want; fire thousands of concussion rifle shots into it if you feel like it. The banshee won’t ever die because it’s regenerating health in between the bursts. But hit it with 4 at once? KABOOM!
It’s regenerating shields! The definition of a shield is something that takes damage for the user. And in Halo, they regenerate–it’s the exact same as your Spartan!
If Halo 4 decides that vehicles are power weapons again (which they aren’t–they’re vehicles) and makes them the crap we have now, at least give us a vehicle health gauge. I’m sick and tired of being killed while my Spartan has nearly full shields.
> > > > > > You realize that Reach vehicles regenerate health in a manner similar to the player, right?
> > > > >
> > > > > No they don’t.
> > > >
> > > > Yes, they do. Why do you think it’s possible to DMR-ping a banshee repeatedly, and as long as they go into cover every so often to regen, they never take any apparant damage?
> > > >
> > > > When they suffer visible damage, they can’t recover back above that level (which is why I said it’s similar to the player; it’s EXACTLY how the player health system works), but if they occasionally hide to recharge, they’ll recover health back up to that point.
> > > >
> > > > Yes, a crappy-looking hog is crappy because it has less maximum health than a good-looking hog. But even a crappy-looking hog can absord infinitely-many shots, as long as it regens its health between taking them.
> > >
> > > Health and Shields are different. Completely different. The post I responded to said Health, so I discussed Health, but you’re really talking about Shields.
> >
> > No, I’m talking about health. Reach’s player health has threshholds that you can regen back up to. I’m arguing that vehicle health works the same way, but it shows the threshholds visibly as “damage.”
>
> No, because Health doesn’t recharge, but shields do. Therefore, you are talking about shields.
ACTUALLY Go play, as a Spartan if you take enough damage and lose shields and are shot maybe once or twice it cuts into your health gauge, turning it yellowish or orangeish, if you stop taking damage, your shields do recharge and your health will return to it’s full blue state. Same goes if you get all the way down to one notch of health completely red, but get into cover, or stop taking damage your health will go back to having 3 notches, staying red, but no longer just one notch.
> No, because Health doesn’t recharge, but shields do. Therefore, you are talking about shields.
Halo 2 health has regeneration, not just the visible shields. Halo 3 health has regeneration, not just the visible shields.
Likewise, Halo: Reach health has regeneration, it’s just that it only regenerates up to certain threshholds. If you want to dispute this definition, you’re going to have to claim that Reach Spartans (and elites, though their health regens fully) have no health and two separate shield bars.
> It’s regenerating shields! The definition of a shield is something that takes damage for the user. And in Halo, they regenerate–it’s the exact same as your Spartan!
The distinction between “health” and “shields” is more cosmetic than anything else. Talk to the developers of 90% of AAA shooters today, and they’ll refer to something that regenerates as “health.”
Also, your definition of “shield” doesn’t necessarily imply that shields regenerate, nor does it imply that things other than shields do not.