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Found 11 results

  1. Hi, In This post I'd like to mark down some Ideas for some new Vehicles and Weapons. For all UNSC, Covenant and Prometheans. 1.The Spectre, The Spectre in Halo 2 was one of my favourites. It was the equvilent to the UNSC Warthog. They should also make something like a Promethean version too. 2.Promethean Vehicles: Yes I know everyone wants them very bad. I want some too. Here are some Ideas I want about them. When you like get inside one itll like Transform and something like that. Like how the promethean weapons when you hold them for the first time in the game. Do not make them spawn to much for as they may be overpowered as 343 may make them. 3. Bring back Dual Weilding of weapons. And bring back some of the main dual weild weapons such as SMG and Plasma Rifle. 4. In maps they should have more randmon oradance drops and maybe some random guns laying in the ground like in previous Halo's. 5. Maybe bring back Grenade Launcher from Halo Reach or even have it as a Warthog Turret type. That is all my ideas. I will keep editing the forum as I may keep getting my own new ideas! Feel free to leave your own ideas in the reply section too. May Halo 5 be a good one!
  2. I've been considering myself a warthog wheelman since the hey-days of Halo 3. I've driven the Warthogs a fair amount of time in both CE and H2. My favorite iteration of the Warthog was seen in Halo 3. It was powerful and an asset to the team. It could transport teammates towards vehicle and heavy weapon spawns. It could provide transport for objective runners. It could keep enemies on foot from storming across the map. It was also far from invincible. Guys toting around splasers, ambushing choppers, and the occasional guy with a plasma pistol and stickies, and the always equal parts terrifying and hilarious gravity hammer charge could end your run really quickly. I'm telling you all this because I feel that I have at least a decent grasp of what would constitute a decent "medium vehicle" build. Keep in mind that I believe the Warthog should be considered a power weapon in its own right. It spawns on the map, it can be used by either team, and it can be lost. I believe it should be useful in the hands of amateurs, but deadly in the hands of veterans. Well, here I go. Problems with Warthogs in General As it stands Warthogs are extremely vulnerable and only marginally useful as a rapid insertion or extraction vehicle. Many, myself included, call them rolling double kills. There are a few reasons, that I see, that make this the case. There also stands the case of the Warthog's major audio and visual makeover from Halo 3. In my opinion, this also attributes to the vehicle's ineffectiveness. -With the addition of load outs (A fine addition in my opinion. Well done on that front, 343.) the game changed drastically. Now, when one makes such a substantial change to a game there will be unforeseen consequences. The ability of a player to spawn with sticky grenades and a plasma pistol has had a profound effect on the survivability of Warthog crews. H3's Valhalla had two plasma pistol spawns and a couple of plasma grenades in each base. If used improperly then the weapons would be lost and a Warthog would have a window of opportunity in which they could engage the enemy team with little worry of retribution. Eventually that window would close and a reckless Warthog crew could again be attacked on the terms of the enemy team. As it stands the ability to spawn with sticky grenades and a plasma pistol effectively negates the impact a skillful warthog team can have on a match. A warthog team will always be on the defensive and never on the offensive. -Warthogs seem to have less mass than their H3 or Reach counterparts. This statement could be true, or an effect of a great many changes in engine and perspective (as we saw from the warthog top speeds moving from H3 to Reach). I come to this conclusion because of the effect small arms have on the vehicle physically. I'm sure other experienced drivers found the H5 Warthogs to be nearly uncontrollable under fire. I do not believe this phenomenon can be solely attributed to the inexperience of drivers. In my experience a few rounds from a DMR will can cause a Warthog to flip during a sharp turn. In addition, splattering enemies seems an unreliable tactic at best, although this may be in part to web coding, latency, or some other unseen reason. I believe it at least warrants further testing and investigation. As it stands I believe that an unreasonable amount of force is applied against Warthogs by loud out weapons. I additionally believe that warthogs do not impart enough force upon other objects during a collision. This makes driving the Warthog unrewarding experience even for the most skillful of wheelmen. -I believe that the effectiveness (and the effects) of weapons against vehicles should be given a great deal of thought, if not overhauled entirely. In my opinion weapons such as the rail gun and concussion rifle should be of a greater threat to warthog crews than load out weapons. Whilst anti-vehicle/material weapons destroy Warthogs with impunity (as they rightfully should), load out weapons impart what I believe to be is an unreasonable amount of damage. As it stands I believe that load out weapons deal too much damage to warthogs. This does not offer any profound risk/reward decisions regarding movement or power weapon acquisition when deciding to deal with an enemy Warthog. This means that the threat or actuality of a skilled Warthog team does not affect the game in a meaningful manner. -Whilst this isn't a "true" issue one can see, hear, and feel the subtle differences of the Warthog coming into H4. I've been in love with the warthog for a long time and I honestly believe that the visual changes on the warthog are nice, but saying I like the new "threads" sounds like I didn't love what it looked like earlier. I like both. Really! I'm not saying they should have both in the game... It may get confusing and I like a certain amount of... everything looking the part. A sort of a general overarching art design to the game (Collectiveness?) I don't think that having both models would be able to achieve that. What I'm trying to say is that it isn't the looks that count. I'm saying the most important part is personality. As it stands I do not believe the warthog is adequately portrayed as the beefy, throaty, off-roading, military beast it is. This detracts from the fundamental joy players receive from simply jumping into the driver's seat and hearing the Warthog's Machine Spirit awaken and prepare itself for glorious combat! Possible Improvements to Warthogs in General -I believe that giving the Warthog substantial armor against load out weapons would go a long way towards increasing the survivability of a warthog under fire. This would still leave the warthog vulnerable to heavy weapons and as such remain a balanced part of the game. The increased survivability would allow the warthog to have an appreciable effect in the game and thus restore the natural order. -I believe that an increase of the Warthog's mass would have a threefold affect. It would decrease the effect small arms has on handling, help to make the effects of a collision with a player more consistent (and by that I mean dying horribly like the jay-walking idiot he is), and help to restore the "off-roady" feel of the warthog. -I believe that the effect of weapons on warthogs should be fine-tuned if not overhauled. Medium level weapons like the rail gun should be a tool with which to engage a Warthog while Anti-Vehicle/Material weapons should pose an immediate threat. Load out weapons should be considered negligible except when used to engage exposed personnel. -Again, not a true improvement, but I want the Warthog to feel like the Warthog again. Look at what a simple sound overhaul did for the AR in Reach. It went from next to worthless in H3 to useful in Reach. Possible Improvements to Warthog Variants This next section is the product of a conversation my long-term gunner and I had a while ago. We were thinking about how to better balance the warthogs after going 40-something and zero in the gauss 'Hog. Effective, but in our opinion that kind of score was on the ridiculous side of things. We came to the conclusion that while each variant should be able to engage all targets, each should outclass the others at engaging a single type of enemy the archetypes we decided on were a Gun 'Hog vs. Infantry, a Gauss 'Hog vs. land vehicles, and a Rocket 'Hog vs. air vehicles. The following are some ideas we came up with during that conversation. -The Chain Gun Warthog AKA Gun 'Hog has a few odd things about it. I believe the gun overheats too quickly to effectively deal with groups larger than two enemies. It used to be that groups of any size caught in the open by 'Hogs were slaughtered. Smarter players on foot used cover and size to their advantage to evade the Warthog team. This also means that smarter players in H4 simply cannot be engaged effectively by Gun 'Hog crews because of the extremely finite amount of ammunition they can put downrange in a given firefight. As it stands I believe that the chain gun on the warthog should overheat less quickly. Accounting for the increased survivability idea that I wrote about earlier, this should allow a Gun 'Hog team to engage multiply exposed targets effectively and engage targets in cover with a small degree of success. With a greater longevity of fire the warthog would be considerably more effective at pinning enemies down and supporting teammates. -The Gauss Warthog AKA Gauss 'Hog is pretty powerful as it stands. In my opinion it is both too fragile and too lethal. A skilled team can engage and kill targets at any range. Whilst I believe the Gauss 'Hog should fulfill some sort of sniper-esque role, I do not think that it should be so wildly effective against infantry. I read a thread that had the idea of making it function similarly to the rail gun, but I can't take credit for it. It is an idea that merits further thought though. As it stands I believe the Gauss 'Hog is too effective against both infantry and vehicles. The addition of an overheating mechanic would serve to alleviate the 'Hogs massive firepower. After two or three shots in rapid succession enemies could engage or maneuver with relative safety while the gauss cannon cools down. -The Rocket Warthog AKA Rocket 'Hog is incredibly chaotic. With the occasion of the occasional lucky hit the Rocket 'Hog is the least powerful and most vulnerable of the 'Hog Variants. It doesn't even fulfill the role of AA especially well. After the Warthog fires off its volley (which is completely capable of destroying itself) it faces a very long reload time. As it stands I believe that if the Hog's Rocket Pods functioned identically to the Mantis's Rocket Pods it would make the Rocket 'Hog a valuable commodity. A skilled 'Hog crew could time their attack run precisely. Charged up rockets would be unloaded at a faster rate than what is current, meaning less scatter due to the 'Hog's movement. They could also engage single targets without leaving themselves completely defenseless. In addition a lock-on mechanic vs. air vehicles means the 'Hog can engage air vehicles with a degree of effectiveness. Any thoughts? Discussion is appreciated.
  3. Am I the only one who thinks they should put some sort of boat or at least an amphibious vehicle? I mean come on! Spartans can't swim and having the ability to fight from the water can add a new type of gameplay to the series. Just imagine naval battles or bombing a shore from a boat!
  4. Map: Tank Superiority (link: http://www.halowaypoint.com/en-us/players/eliteisnip3r/halo4/fileshare#?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=960d03d8-f1d3-4da6-8ba9-90e362c80b65 ) Gametype: Tank Superiority (link: http://www.halowaypoint.com/en-us/players/eliteisnip3r/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=805e2f4a-3ece-4161-a018-09349fd291b1 ) Description: Does this sound fmiliar? If you have played this in BF3 it should! Two teams of 4 are located on the opposite sides of the large island (on Forge Island), and they have 4 Scorpions each. The players spawn with a Rocket Launcher in a safe "garage" where their Scorpions are located. Each player has 2 choices: Either hop in the tank and go head on with the enemy or try to sneak around supporting their team on foot. There are 3 heavy weapons to help the players on foot, 2 Sticky Detonators and 1 Spartan Laser. The map is in a forest, and the scenery is compiled by trees, rocks, buildings etc. (No images) I'd like some feedback
  5. Gamertag- ShockBolt21 Version shown- 1.0 Latest version- 2.6- major improvements FILE SHARE- (http://www.halowaypoint.com/en-us/players/shockbolt21/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0">http://www.halowaypoint.com/en-us/players/shockbolt21/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0</a>) Version 2.6 gameplay video HERE. (From 3:02 to 5:14) Armored Strike is a unique, one of a kind map. It is vehicle based, and is set up to represent a UNSC Orbital Landing Craft (Blue/Attacker base) landing forces on the asteroid to attack an embedded base (Red/Defender base), within which the players spawn in every time (no random spawns across the map). This invasion-like set up makes it more realistic, and is a nice aversion from your typical arena map, with players spawning randomly and weapons and vehicles that have been scattered across the map by some unknown force. Anyway, there are a variety of vehicles in the bases, but also several opportunities for a Spartan on foot if no vehicle is available or if he chooses to go without one. The battlefield. Landing Craft on right, embedded base on left. Neutral warehouse also pictured. The battlefield is the entire empty asteroid on Impact, and rocks have been added to the plain so vehicles and spartans can use them for cover. There is also a neutral warehouse with several heavy weapons in it that can be utilized by the infantry spartans if your team has control over it. There are also several ordnance drops for the infantry, so even though your DMRs might not be too useful, players still have several options if they can't grab a vehicle. Inside the Orbital Landing Craft. (Not shown- 2 shades, one on either side of the observation window w/ 200% damage increase) There will be some intense tank battles between the scorpions, with supportive wraith fire shooting in from the red side and banshee air support flying for the blues. The warthogs will also play an important role, providing mobility, transport, and decent firepower. The mongooses can be used for transport, and the ghosts can rush in where they're needed. The team that uses their vehicles tactically will gain the upper hand. The vehicles are... Blue Base- Spacecraft: 2 scorpions, 2 banshees, 1 ghost, 1 mongoose, 1 rocket warthog, 1 gauss warthog Red Base- Embedded: 2 scorpions, 2 wraiths, 1 ghost, 1 mongoose, 1 rocket warthog, 1 gauss warthog Banshee deployment from the rear of the landing craft There are several ordnance drops with anti-vehicle weapons throughout the battlefield, with relatively low respawn times (45 to 65 seconds). This holds opposite for the warehouse weapons. The weapons in there, which are extremely numerous, have spawn times of 2+ minutes. Here are all the ordnance drops: -2 fuel rod guns, one relatively close to each base -2 rocket launchers; slightly farther from the fuel rods but not quite neutral -1 neutral incineration cannon -1 neutral spartan laser View from behind the Red Asteroid-embedded base. (Not shown- rooftop weapons rack for base defense) In this map, the more players, the merrier, with 10-16 being the optimal player count. Works with slayer, king of the hill, and capture the flag. I am not, by any means, new to forge, but this is my first online upload, so I would highly appreciate some criticism and feedback. This map, Armored Strike, can be found in the file share for my gamertag, ShockBolt21. Also, make sure to check out my latest map "Tank Superiority" for some pure scorpion combat on a significantly larger map. You can download both maps on my File Share.
  6. Weapons: AR-P Reapeater BR-Carbine DMR-Needle Rifle SMG-P Rifle,Spiker ODST SMG-Storm Rifle Sniper-Beam Rifle,Focus Rifle Sticky Detonator-P Launcher Magnum-P Pistol,Mauler Shotgun-Needler Katana-Energy Sword,Honor Guard Stave Golf Club-Grav Hammer Rocket Launcher,Splazer-Fuel Rod Gun Grenade Launcher-Concussion Rifle,Brute Shot Rail Gun-No Equivilent Machine Gun Turret-Plasma Turret Frag Grenade-Plasma Grenade,Spike Grenade Gauss Cannon-Medium Plasma Cannon Tank Cannon-Wraith Mortar Mammoth Cannon-Scarab AA Gun MAC Gun-Cleansing Beam Vehicles: Mongoose-Ghost,Chopper Warthog-Spectre,Prowler Warthog (Rocket)-Revenant Scorpion-Wraith Wolverine-AA Wraith Cobra-Locust Hornet-Banshee,Heretic Banshee Hawk-Vampire Falcon-Phantom Pelican-Spirit Elephant-Shadow Mammoth-Scarab ODST pods-Elite pods Mantis-N/A Longsword,Shortsword,Broadsword,Sabre-Seraph,Space Banshee Bumblebee-Covie Escape pod Frigate-Corvette Cruiser-Cruiser Infinity-Carrier Do you agree diagree or have more?Tell me!
  7. Over all I love Halo 4 and think 343i has done an incredibly job on the story line, visuals, sounds, etc... This is an amazing Halo game. There are only a few issues that I, and many others, have that are slowly leeching all the fun from the game because they are so annoying and nonsensical. First and foremost: Vehicle friendly fire? Really? 343i... You know the majority of people who play your game online are trolls right? I've played Halo online since Halo 2 and about 3/5 games, in my experience, you will have teammates try to ruin the game for all the other players on their team. Usually you can just ignore it and keep playing, or boot them!... problem solved! However, in Halo 4 this isn't possible. Instead you just end up trying to avoid one or two of your teammates for however long the match lasts so you can keep playing the game and have fun. Now since everyone who plays online games knows that teammates are going to be jerks... why enable them? I love that betrayals are gone (except for splattering, but that kind of makes sense) but why allow teammates to destroy vehicles via friendly fire? I guess I just don't understand the thinking behind it. Second: 343i. In my browsing of the forums and my experience in the game, I see little to no response to the community/fan base and their valid complaints. Why is this? Why don't you listen to your customers? Or at least show that you're listening? I'd rather you act on what we're saying, but even an acknowledgment would be better than being completely ignored. So please listen to the people who provide your paycheck. We're not all mindless and stupid. Third: Why have a daily experience point cap? You promoted the crap out of the game with Mountain Dew and Doritos Double XP, but then you hinder players... seems completely counter-intuitive right? You're not helping anyone by doing that. Since high level players are thrown in with low level players all the time, there's no meaning to rank. So why hinder people who play your game a lot and want to be rewarded if it doesn't hurt any other player? So basically, out of supposed concern for other players, you hinder the players who play a lot, yet allow teammates to destroy vehicles, while promoting the game with Double XP and not letting people get all the XP they want in a day. Overall you're just hindering people and haven't accomplished any of what you claim you're trying to do! Don't get me started on the specializations thing... at least that's behind most of us now. So 343i please just listen to the people you're selling your game to. Take our ideas and thoughts into consideration and I promise Halo 5 will be even better than Halo 4 (which is phenomenal overall).
  8. I had this idea of having the skins for some vehicles be changeable. An example would be how in Halo 3 on Avalanche, the UNSC vehicles where snow/arctic themed. This,I think, would be very cool to be able to change the skins to the mongoose, warthog, scorpion, falcon, and any other new Halo 4 vehicles kind of like how you could choose the object colors in Halo Reach. Some skins could be default, forest, desert, arctic/snow, or odst themed (black). So what do you think?
  9. I read the newest bulletin board and in the Forge section I saw the list of vehicles included in Forge. Mongoose Warthog, Default Warthog, Gauss Warthog, Rocket Scorpion Mantis Ghost Wraith Banshee Shade Turret It came to my attention that there is not a single UNSC airborne vehicle on that list. Does this mean that there won't be any in the game? Not even the Hornet? I'm not very updated on this, please tell me if I'm wrong or if there's going to be any UNSC airborne vehicles in War Games but not in Forge. Thanks.
  10. Okay, I would want to start off by stating that the video below has no spoilers, whatsoever. This is just the launch trailer, but I noticed something weird at 00:42-00:43 in the video. Is that an Elephant? I'm not sure what it is, but it looks massive. http://www.youtube.com/watch?v=V-GzfNgUVHo&oref=http%3A%2F%2F What do you think it is?
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