I'm bored and feeling creative, so it's
time for another visit to Audley's Workshop.
This time, instead of talking about a
variety of guns from the Halo series, I'm going to focus on the
vehicles we've encountered in the past. Just in case my previous
rants about Halo vehicles weren't enough (Part 1, Part 2). And
unlike the situation with guns, where I was mostly speaking of how to
buff underpowered weapons into being used competitively...this time
I'll be talking about how to make certain vehicles more fair to play
against.
I'm gonna cover a few Halo vehicles as
well as a few vehicles from other shooters that we've seen.
Vehicular sandboxes are one of my favorite parts of most FPS games.
Fuck running around on foot, there's driving to be done!
To start, let's talk about Halo 3's
most overpowered vehicle (that was witnessed in matchmaking, I'm not
counting the default Hornet).
No, it's not a tank.
It was this motherfucker right here.
The Brute Chopper.
I referred to it once as “If Firefly
Reapers got a hold of a Covenant Ghost” and I don't think that's
far off. On enormous open maps like Sandtrap, the Chopper actually
had meaningful trade-offs. The Chopper was forced to move, exposing
its weakness of having three sides completely open to small arms
fire.
Unfortunately, because the Halo 3 BR
was not really a long ranged weapon (unlike the CE pistol, H2 BR,
Reach DMR, etc.)...most of the maps in Halo 3 ended up not being very
large. And as a result, we ended up with this map called Sandbox.
On Sandbox, the Chopper became a
monster. The best Chopper pilots simply moved out to the dunes and
fired from afar, feathering their trigger to rapidfire long range,
high damage shots at anyone found out of cover. Only the Missile Pod
or Rocket Launchers could threaten to dislodge a Chopper from its
post on the edge of the map, as well. With those threats heavily
telegraphed, it was rather easy to keep the Chopper in its oppressive
suppressive mode.
Granted, there is one easy solution to
balancing the vehicle in TODAY'S context...Reach introduced Vehicle
Health, which means any vehicle can simply die from small arms fire.
Just BR the bastard til it blows up... But how do you balance the
emergent gameplay of the Chopper within the context of Halo 3?
There are two “easy routes” to take
in regards to the vehicle.
The first is to simply reduce its
standard fire range, missile speed, or gun damage in order to further
encourage the use of the grinding front tires to splatter Spartans
across whatever improvised road you choose. The issue with this easy
route is that the Chopper had notoriously bad handling when making
any sort of sharp turn (which would be necessary whenever playing on
Sandbox map variants, as the maps featured some tight corridors).
The second easy route would be to gut
the Chopper's impenetrable front armor identity and separate the
wheels ever-so-slightly in order to expose the driver's head. This
route leads to a “feels bad man” situation for drivers where
there is no correct decision
to make in terms of positioning, as you have no safety.
If the
latter option WERE explored, increased side or rear armor would also
be necessary to compensate for the new heavy exposure to danger from
the front. Requiring more precision to take down a pilot from the
sides or rear also somewhat encourages more aggressive plays from the
Chopper as a missed Splatter does not necessarily equate to death.
An
alternate method is one that would fit the animation of the Chopper
much better, improving its visceral feel and the level of mastery
necessary to operate the Chopper on smaller maps, while also ensuring
the “park and be a mortar cannon” style of play was no longer
possible, without actually nerfing the Chopper's viability in other
roles – Because the wheels are constantly grinding/rolling, even
while the Chopper is stalled, the Chopper could have a consistent
forward momentum – guaranteeing the vehicle moves forward, even if
very slightly. This means parking on the dunes has a limited timer,
or a sort of cooldown for how long you are able to maintain the
position. While on larger maps, where the Chopper must be constantly
on the hunt for new vehicles as its pilot hums the theme from Jaws,
this forward momentum would not greatly impact its playstyle or use
cases.
Next
on the Chopping block (Ha, Chopper, Chopping block... Great Segue
m8)...is hands down the most overpowered vehicle in Halo history when
used optimally... a level of play less than a dozen players can
honestly say they Reached during the vehicle's game's lifespan. (Ha,
you'll see what I did there in a second.)
The
Halo Reach Banshee.
This
fucker right here. THIS fucker.
Okay,
if you ever faced Gamesager in the Banshee (or a handful of ace
pilots that existed in the game), you know how fucking absurdly
broken this vehicle was. Outside of the hands of ace pilots, the
Banshee could be taken down by a coordinated assault of DMRs or a
lucky Laser.
The
only thing an Ace Banshee pilot feared? No, not a tank. Not a
Spartan Laser. Not Rockets (ha, flips break lock-ons, good luck
hitting me sucka). They feared Sniper Rifles.
But
the Banshee in the hands of an ace pilot was truly a weapon to be
feared – the type of fear that could also be mistaken for respect.
I've said in my most recent blog that MOBILITY IS SURVIVABILITY.
Well, when you have the fastest vehicle in the game able to dodge and
roll (which breaks any sort of lock on), you've multiplied that
survivability to crazy levels. Coupled with properly timed boosts,
the Banshee's flip animation could be faster and cover more ground.
If you thought Neo was crazy for dodging bullets in The Matrix, then
seeing an ace Banshee pilot zip across the sky might leave you with
dampened pants.
But
that wasn't all that made the Banshee strong. Like its Halo 3
counterpart, the Reach Banshee had the ability to fire fuel rods at
its opponents. Giant green Banshee Bombs that could kill in a single
hit. Normally, these were easy to dodge. But the most mobile
vehicle in the game and greatest of aerial vehicles in Halo history
came with a trick up its wing.
Those
flips I mentioned? Yeah, if you had a target in your sights as you
did one, and launched a banshee bomb at the same time... that target
was 100% dead. Because a flip accelerated the Banshee Bomb and
magnified the aim assist.
While
this was probably a bug, it was an enormous part of Ace pilots
ability to find an isolated target, flip toward them, bombflipdestroy
them, and literally flip the fuck out. No one was safe from your
reign of terror.
So,
balance issues:
- wtf sniper damage destroys me
- OMG WTF LOCK ON BANSHEE BOMBS AND INFINITE FLIPPING FOREVER
How do
you solve?
This
is one where the obvious answer is probably the right choice – fix
the interaction where flipping makes the Banshee bomb a guaranteed
kill. Yes, you'll make many a Banshee pilot angry by nerfing their
guaranteed damage and greatly exposing them to increased risk for
much more difficult to acquire reward.
This
is an instance where compensatory buffs are necessary. Because when
the Banshee wasn't flipgodding their way to instakills and
flipgodding back out... it really wasn't an effective combat vehicle.
The
Banshee definitely needed improved front armor, to better encourage
the use of its nose cannons (which were a death trap to actually use
– using them instead of the Banshee Bomb meant you weren't
flipping. Which meant you were dying to DMR fire from every angle on
the map. And if the enemy had a Sniper Rifle, you were dead (5 shots
from the Sniper meant a dead Banshee. Period.)
I
would also personally increase the damage from the nose cannons as
well as their targeting reliability – leave the Banshee bombs for
cleaning up targets in cover. Tighten up the ability to utilize the
nose cannons when entering or exiting a flip so target acquisition
can come sooner as you roleplay AcroBatman across the sky over
Gotham. Any tweak that can encourage the Banshee user to use the
actual guns of the Banshee over the Banshee Bombs is a step closer to
a balanced flipgod machine.
Now,
you've finally nerfed Gamesager. Sort of. The survivability is
still there (flipgod for days) but the damage is not. You've now
made the hardest vehicle to master in Halo even harder to master...
OH
WELL, on to the next subject!
The
Gauss Warthog.
This
one, I'm going to keep short and sweet. In fact, we'll balance it
without actually touching the vehicle.
Halo 2
is the strongest incarnation of the Gauss Warthog we ever saw. It
was an instant kill, somewhat rapid fire vehicle turret that ensured
the demise of anyone on a level playing field with it. Halo 3 nerfed
the rate of fire, but the vehicle dominated even harder than the
previous iteration. Halo Reach...well, we never saw it because it
was bugged and literally fired through Forge objects. In Halo 4, we
saw the Gauss on Exile completely dominate games even when players
could spawn with Plasma pistols and Plasma grenades to take it down.
It saw longer sprees than the Mantis could ever dream of. Its rate
of fire and aim assist were nerfed, but it continued to dominate.
In
Halo 2 Anniversary, 343 took a heavy hand to the Gauss and turned its
firing mechanism from an instant kill upon trigger pull into a
charged up shot much like the Halo 4 Railgun, which made it a bit
unwieldy for the user.
Ironically,
the strongest iteration of the Gauss Warthog (Halo 2's) was the least
dominant. (Unless you directly compare H2A Stonetown versus H2
Zanzibar, in which case Stonetown Gauss is weaker. Over the whole of
H2, however, the Gauss was less dominant than a Gauss on Stonetown in
H2A can be.)
With
the new incarnations of Halo, the developers failed to properly
assess what made the Gauss acceptable in Halo 2.
The
vehicle existed on maps such as Zanzibar, Headlong, and Terminal in
Halo 2. Each of these maps featured either extreme verticality,
heavily segmented map design, or both in conjunction with one
another. There were plenty of paths along the map that were free
from the gun's reign of terror. Its turret's range of motion wasn't
steep enough to pick off targets overhead.
The
Gauss Warthog saw repeated nerfs in subsequent games because it
wasn't viewed contextually, nor was it allowed to be placed on maps
that let it take control of low impact areas of the map (low field on
Headlong, the fields on Terminal) – it could easily control those
areas, but could not reach the portions of the map which were
necessary for scoring an objective. (I mean, the Gauss COULD drive
there if you were determined, but... not really the best place to
be.)
tldr:
HEY BIG TEAM BATTLE MAPS WITH VERTICALITY AND SEGMENTATION RATHER
THAN LARGE FLAT OPEN FIELDS ARE COOL AND IF YOU UTILIZE THEM THEN THE
GAUSS BECOMES OKAY TO BE OVERPOWERED BECAUSE IT CAN DOMINATE
UNIMPORTANT SECTIONS OF THE MAP RATHER THAN THE ENTIRE MAP ALL AT
ONCE.
Okay,
enough about Halo vehicles... lets talk about something from another
game...
This
is the Flail, from PlanetSide. If you've driven the Wraith in Halo,
you have a mild idea of what the Flail is like. But now take that
Wraith range (base to base on Blood Gulch maps)...and multiply it by
about ten. The Flail could fire from base to base on the expansive
PlanetSide continents.
But
there's a problem... the Flail pilot can't see anything he's doing.
In order to utilize the Flail, you need a second person in your Squad
with a weapon called a Laze Pointer. The Flail was never
self-sufficient. It wasn't uncommon to see a column of Flails all in
the same squad with a single person painting targets to unleash a
cataclysm of plasma mortars raining from the sky.
Unfortunately,
this is at odds with the PlanetSide 2 design goals which insisted
every non-transport vehicle was given some degree of self-sufficiency
(all tanks gave control of the main cannon to the pilot, rather than
locking the guns away to additional passengers.)
So my
favorite PlanetSide vehicle was not allowed to play in the sandbox
with its other friends when they made the switch to the new
playground.
How
can we fix it?
The
first option is to include a camera in the shots – each time you
fire you're given a fly-by-wire camera to spot where your shots are
actually going. (This functionality definitely exists in the game,
as it is the NC's Empire Specific Rocket Launcher, the Phoenix's
method of operation.) The issue for this idea, of course, is that
the travel time of the shot is often longer than the time it takes to
recharge shots, so you'd be forcing a player to sacrifice potential
damage output / suppression time in order to line up their shot. A
second issue is that this doesn't help prevent the trial-and-error
shots from ending up landing among your own army and betraying
everyone.
An
alternate route is to have the vehicle automatically place a personal
waypoint where its shots will land – this helps you better
understand what you're going to hit and where to aim to get your
desired result. While this one doesn't carry the drawbacks of the
previous option, it's perhaps a bit TOO user friendly and may make
the vehicle too easy to use.
The
third route combines the first two: have the vehicle include a deploy
option before it may begin firing (which I'm fairly sure the original
already had) – once deployed, the vehicle first releases a drone,
piloted by the player. This drone may be flown wherever, and then
the drone must also be deployed. Once the drone is deployed, a
waypoint is placed in order to target the drone (which is immune to
Flail fire, but susceptible to being killed by other weaponry.) If
killed by other weaponry, the Flail must release another drone in
order to continue firing. This keeps the vehicle user-friendly and
capable as a fantastic mortar vehicle, but also grants counterplay to
those who are under siege from the mortar (an option not present in
the original PlanetSide, where all it took was a stealthed player
with a laser pointer to declare your base Plasma Crater Number 722A.
And
now the Flail is free to exist in the context of PlanetSide 2.
I
wanted to cover a vehicle from Unreal Tournament as well, but I
couldn't honestly think of one other than the Leviathan that felt
like it wasn't well-balanced in the context of the game. And the
Leviathan was meant to feel the way it did. (5 player vehicle, of
COURSE it's going to be OP).
So
instead I'm just going to say: Unreal Tournament's Manta and Scorpion
are fucking fantastic examples of how to handle self-sufficient
vehicles with trade-offs and noticeable weaknesses.
And
with that, I'm wrapping up this trip to Audley's Workshop. Hope you
enjoyed!
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