What it looks like is the threat sensors aren't doing too much damage to the car but causing you the most because its hacking the chip in your Spartans neck.
I'd recommend doing the test straight after getting it to "1hp" because like other games the vehicles have "shields" or regeneration. So I think between the time of preparation and testing the vehicle is on its maximum health in that stage.
I complained about your content on bf2042 a couple of weeks ago over the past few weeks you content has been great. I don't own dying light 2 but your content made me wanna buy it! Making videos of good games and promoting them is far better.
Well, first off. The vehicles taking a different amount of shots to destroy it is just bizzare. No way it's latency issues or anything. If 343 could have made this game correctly, the worthog and mongoose should each have a specefic amount of HP. The fact it was different, and sometimes not even by a few shots, is very strange.
Professional video game QA tester here. I see a couple of things that might explain what you are seeing: 1) do guns that have headshot multipliers get a bonus on vehicle weakpoints spots that raw damage from the sensor doesn't? This could explain some if the damage unconsistencies. 2) could shields be effecting things? IIRC, that was the case in H3? Driving the vehicle may be changing the health. 3) I think the sensor healing vehicles is kinda plausible. Different weapons deal different damage to vehicles and different vehicles are more or less resistant. (Compare shooting a tank with a pulse carbine versus using a sentinel beam on a banshee.) There is a possibility that the sensor could either deal negative damage or cause the vehicle health to round up. 4) does the partial destruction mechanic change things? EG: can a vehicle go into doomsday if the final shot kills a weak point? Do the different parts have independent health pools or does the damage apply to the overall amount? Depending on how that works, perhaps these could be the source of the issue. 5) do fusion coils get blown up by the sensor? If not, then the sensor is likely using the same attach-and-inflict-some-damage-if-player code that the grapple uses, just with different "when attached, do ___" code. It's entirely possible that the grapple is designed to inflict no damage to props to prevent players from pulling an exploding fusion coils to them or destroying the vehicle they are trying to hijack. In other words: destroyable props, different types of vehicle, different npcs, shielded players, and unshielded players all take different levels of damage from different damage types and "equipment" deals no damage to vehicles. 6) just a hunch, but try not to change which person "owns" the vehicle during the test. ("Ownership" meaning "which player's console is responsible for processing this thing".) Maybe not even drive it from the spawn and everyone go to it. My gut says there may be something happening when the vehicle changes owner but that may be because I've been running into a ton of those on my game lately XD
In order to properly test the headset multiplier on a vehicle there has too be a few test to try out. Maybe team up with me and read some my comments on hog health with turrets and we can collaborate on methods to prove it. Thanks you Def gave me some new parameters to test out
Point 5 seems the most reasonable to me. Equipment deals damage to the players exclusively to give you a damage indicator when someone grapples/sensors you. It would make a lot of sense for it to be exclusive to player health. Since player health and veichle health are not connected when you're driving (unlike other halo games), the markers still show up like they do when your vehicle gets shot, but neither get damaged.
It might just be really difficult to pull off since the Threat Sensor does such an imperceptible amount of damage. In vol. 4.5 you needed like 4 hits from it just to see your health bar decrease. Even if the vehicle is 1 pistol shot away from death, thats like 100 threat sensor shots away. Though the vehicle health regen or damage modification is still worth investigating.
Would it make sense to shoot it ~70 times. Have everyone throw 1 threat sensor, and have someone shoot the mongoose once in between the threat sensor throws. That way you can test after every bullet into the mongoose since the %1 HP seems inconsistent. Edit: Clarification*. shoot the mongoose after ever threat sensor group throw, not every individual threat sensor.
Ya you need a control group. Everything done the same with no sensors. Also you need to test without sensors first. Ie how many shots back to back. How many shots with delays.
ok so I think part of it might be the SPEED in which damage is dealt to the vehicles. When you're shooting a vehicle, damage stacks progressively, so if you're unloading on it really fast, you kill it faster and in way less shots than if you shot it, waited, shot it, waited, etc. I'm not sure if this is because of a healing factor or if its just that the faster you do damage, the more damage each shot actually does, I don't even know how to test that accurately. ALSO, it has different health depending on whether someone is sitting in it or not, and I don't know how much that difference is because I've never actually tested that either myself. I think its running on a weird hybrid Reach/4 system to determine vehicle health. In Reach, before the last title update, vehicles had a set health bar that allowed them to take X damage before blowing up, independent of other factors like drivers and time between shots. In 4, vehicles had tiers of health and the vehicles would heal very slightly within each tier, allowing you to move from fight to fight and survive if you waited, similar to getting your shields back, but much less effective. There was also a loadout ability that supposedly helped with this. So what's probably happening here is the vehicles aren't literally at 1 hp when you guys are shooting it with the threat sensor, because there's time between the shots and getting set up to hit it with the equipment, or something. At least, that's my theory.
It was definitely doing impact effects, whether that was causing damage or not. But there are hit markers and it’s shaking the camera like it’s doing damage
Guys, please review “red bar” health. You can call it “Myth: You can survive a melee with no shields”. I tweeted and commented a few times about it, hope you look into it! Love the content! To do this, both players must have their shields removed, and one with noticeably less health. Exchange melees and the player with higher health will survive. Follow this up with equipment kill test or frag contact test. I tweeted a short video of the melee survive to you guys a few weeks ago. Good luck!
This only comes into play when one person melees with a weapon that does more base melee damage than what the other person is using. Which means sword/gravity > mangler /other bladed weapons > normal punch or weapons. At least that’s what I’ve concluded on my own so far.
Vehicle health, when not damaged for a little while (like ten seconds idk) regenerates up to a point. The hog and mongoose probably regenerated some health back before you shot it with your TSs. Maybe try it quicker?
I mean if it starts regenerating if no damage is applied to it and that that occurs after constantly being hit by the threat sensor then the game does not register that as damage. Which itself to me says busted
@@AarieaaronFTW maybe try to shoot it with one bullet less than the tested limit to destroy the vehicle, then shoot a bunch of trackers onto the vehicle for a bit, long enough to theoretically allow the vehicle to regen health; then, try to shoot it once more with the same weapon. If it is destroyed in one hit, then it is possible that the trackers did damage, as the regen was delayed. If not, then they may not do any damage at all. That is assuming, though, that vehicle health regen is cancelled by actual damage and not simply being hit, regardless of whether or not it deals damage
There is health regen, at least in campaign. In campaign I regularly use the razorback, and if I wait long enough before going into battle with it again it will heal. I know this because it will be a little on fire or smoking at first, but if I wait it will stop smoking or being on fire. Broken panels will not come back, however. This is my experience.
Getting on a vehicle "links" the vehicle to your health bar, resetting a portion of the vehicle's HP. The vehicles probably also slowly regenerate HP up to a minimum value.
If there is vehicle "health" regen, maybe have one threat sensor deployed at a time like a chain. Start with one player on one end and go around so it's continuous.
Couldn't you just get a vehicle into doom state, then spam sensors and see if it blows up quicker than an automatic detonation? You can speed up the explosion of a doomed vehicle with more damage
Have someone in a _normal_ warthog while you prep it with the 66 or however many ghost shots, and then as soon as you hit that number, _immediately_ begin peppering it with threat sensors so that it doesn't have enough time to heal, if it is healing at all.
For those wondering, the bgm is called Piano Wire by Ronald Jenkees. This song was or still is Google's hold music. For hold music, it kinda goes hard.
Completely unrelated but I love this music. It was syndicate’s intro for his old minecraft series I believe. Such a beautiful song, Ronald jenkees - piano wire
Instead of counting one person’s bullets, have several players empty their mags into the same vehicle. Each mag has 12 bullets, so just 6 players is 72 bullets. That will answer right away how many bullets without risking health regen occurring. Then quickly hop on to vehicle and no countdown just blast the thing with sensors. I think vehicles regen a portion of their health like Spartans do. Maybe try diligent quick reloads and methodical fast shooting. If you count your mags instead of your bullets it will be faster.
*I FIGURED IT OUT!* Vehicles have a 75% health threshold. When damaged above the threshold they will slowly recover health (when not on damage) back to the 75% mark. I'm unsure of the speed of recovery but am I've positive this is how it work. I have tested it many times. If you want to test this theory yourself note the following: - A mongoose takes 76 sidekick shots to kill. - The 75% health threshold is 57 shots. - Any number of shots between 57 and 75 will essentially resort back to 57 given enough time. Example: If you shoot the mongoose 75 times and then wait long enough you will need 19 more shots _(not just 1)_ to kill it because it's health recovered back to the 57 threshold. NOTE: Health regeneration only seems to be active when over 75% damage.
Yes the vehicles do gain a portion of their health back when not under fire. I’ve been what feels like next to doomed in a Wasp only to survive and fight another wasp after taking as many hits as if I was basically full health MANY times
I think it does. Vehicles behave the same way players do for equipping weapons; IE “tank gun” so while they don’t go back to full health, signified by different damage states, they might have some regen.
When liberating the FOB gaurded by 2 invisible Elites, pegging my Ghost with a sensor that I could then move made me feel like a mine sweeper. It felt intuitive and creative.
iirc yeah there has been vehicle health regen since at least halo 4 because i specifically remember getting a warthog down to the beeping state any slight damage after would cause the beeping to get worse then it would die back down after a bit indicating that the vehicle healed at least to a point above critical
I’m 100% sure you jumping on the vehicle changes something regarding how it takes damage, maybe unclaimed vehicles take more damage than claimed ones. Repeat the experiment but with two scenarios: one where someone else damages the vehicle with you on it then finish it off with the sensors and one where you just damage it and finish it off with no one jumping in ever.
What's probably happening is that the vehicles are healing before you can be hit by the barrage of threat sensors. I know for sure that in halo 5 the vehicles will heal after around 10secs of not getting damaged as long as the vehicle didn't take any visual damage. So if a scorpion got hit by a railgun shot, the scorpion took damage bit otherwise looks unscathed and will heal after 10secs, but if it took 2 railgun shots back to back, it'll cause the scorpion to take permanent damage. So vehicles in h5 regenerate their health until they get damaged beyond a threshold, then they'll never heal beyond that threshold again. While what I've talked abou is from halo 5, halo infinite is built off the back of h5 and shares a lot of genes so to speak so I wouldn't be surprised if h5 vehicle health applied to infinite vehicle health.
the inconsistency in number of gunshots to destroy vehicle is because of desync , some shots are not being registered on the server , so you can never actually reach it to 1 HP in an online match, but possible on offline bot match
Like in halo 5, vehicle health regenerates a little. The vehicle health has multiple tresholds of regenerations, if you do enough damage to pass one of them, the vehicle can't regenerate over the new treshold triggered
Vehicles do have health regeneration, but separate into brackets. For example if there’s 5 health brackets they’d be 100%-80%-60%-40%-20%. If a vehicle gets damaged to 85% health and stops taking damage for a bit, it’s health will regenerate back up to 100%. If brought down from 100% to 65%, it will regenerate up to 80% since it’s in a new health bracket. I don’t know this for a fact, but since other halo games work like this I think it’s safe to assume the same here.
Maybe when vehicle health is low, there's a slight damage threshold applied so if you get a tick of damage from bumping into something it doesn't doom the vehicle? I would imagine that would be quite frustrating so they could have sought to avoid that case.
It's possible that vehicles have some sort of "armor" mechanic that reduces the damage by a flat amount per hit in order to make small arms less effective against them. This would nullify the otherwise incredibly minute amount of damage the threat sensor does, effectively causing it to take 0 damage. EDIT: It's also possible that that math actually reduces the damage less than 0, dealing negative damage and effectively healing the vehicle
The most prominent theories i have is either the individual parts have their own health, or the player adds more health when they get in But the random amount of shots required when you shoot the same spot makes no sense
Theory: vehicles slowly regenerate a small amount of health while out of combat. For example, the damage done to it brings it near doomed state, while out of combat it recharges up to a set threshold, maybe 10-15%. The real test would be to shoot it near death, wait a little bit, shoot it a few more times, wait. Repeat that over and over and see if it will never die
Need to redo the test with you never exiting the vehicle. Have someone on the enemy team shoot it with the sidekick enough times to put in in doomed state, do this 5 or so times (the more times the better) take the average number of shots, use that and if it does not explode start having them pepper you with threat sensors. These might be more testable when they give us the option to enable infinite equipment use.
I think the vehicles do have health regeneration. I use it in multiplayer, I drive a warthog A LOT and i pretty soon realized that if I get a lot of hits and the flames starts rising, I have to go catch a break elsewhere (do a little round somewhere quiet) and then attack again. If you just keep on driving your hog without any pauses from the fight, it blows very very fast compared to my style of driving. I kinda thought this was a known thing? Also, the threat sensor does seem to do player damage (as does the grapple) but maybe they just restricted it from vehicles all together. Vehicles also have different level of hitpoints, once you damage the tires, the whole vehicle will be more vulnerable to damage (at least that is what 343 keeps saying, I'm still unsure about it or haven't really been able to see a noticable difference in my own gameplay).
I'd say dont drive/move the vehicle first of all. Then, start by just unloading a gun into it, full speed, reload, full speed, reload. Until it dies. Record that, then do it again. So you can compare over the same period of time the same number of hits (compare end results with recorded footage and slow count if needed) to determine if vehicle health can vary. Try this on various parts of a vehicles armor to check if that changes anything. Next, have someone get on the vehicle and then shoot with them on it till they/it die, see if the shots to kill changes now that it has a pilot. With warthog, then try with multiple crew to see if it changes it further. Once you know if vehicles do have random health or consistent up front health... or random netcode, keep firing based on that initial number/s. And then know if damage taken corelates to players on it... then stop and weight just shy of the supposed point for like ten minutes, just go afk for a bit. Then see how many finish it. Does it take a lot more like it regenned over time? Similarly do this with one a player was on, to test that. Then test by shooting one bullet at a time, with a player getting on and off each time it's hit. See if it ever dies or is there a rounding oddity on exit health? Next, if you can confirm if there's regen, or players getting on/off changes health, try to use that to figure out actual health remaining on a vehicle to get it as close to one health left as possible... and start the spam then. Afterall we saw how low the damage is from sensors, compared to how much damage a single bullet or shot can do to a players health, 200 threat sensors might not be more than two or three bullets to the vehicle. Not to mention the concerns over armor values reducing damage bellow a threshold (tank can shrug off proportionally more hits from the assault rifle than sniper rifle rounds, compared to the straight up damage values they deal if you compared them to shooting players for example. Banshee as I understand it has a decent armor value, but very low health. Hence hardly any sniper shots are needed to kill it, yet it can tank a LOT of small calliber gun fire. Then there's concerns on armor damage and rounding. Can armor do a full flat reduction? Can it entirely remove incoming damage if small enough? Or is there a cap on how reduced any damage can be is? Is it on a curve? Honestly this matter of vehicle health and damage is a massive rabbit hole all of its own.
I think the method for next time should be; count bullet damage from enemy while someone is on the mongoose, see if that is more consistent in terms of bullet damage from a single gun. Then do the one bullet less threat sensor test
When a player is on a vehicle, they share damage to some degree. Since it takes like 10 or so shots from the threat sensor just to deal 1 tick of damage, who knows how much of that tiny damage goes to you. Perhaps whats happening is (and i think someone said this in the comments) the sensor does like exactly .1 damage or soemthing like that, perhaps even less. when you are on it and are taking some of that damage, since it's less than a certain amount it either gets discarded or rounded down, meaning it takes no damage, and perhaps even heals because of the rounding
So i dont know how damage calculations are done but im certain armor and range are variables in the equation. You could easily test if vehicle health regen works by going full auto with a ghost(just figure out its rate of fire and measure time) and then plinking at different intervals. It could be the threat sensors deal negative damage to vehicles but its such a small amount you'd never know unless you fired over a hundred like you did.
Myth: A frag grenade exploding, can make a rocket from the M41 SPNKR explode or de-spawn. I bring this up because it’s happened to me once in fiesta and im curious if this is an actual thing. Completely useless yes but interesting either way. I do also have the clip but it isnt a clip i am able to share yet cause its on my xbox.
For the vehicle test.. I wanna say, the spartan in the vehicle also has to be low health. And try hitting the spartan with a threat sensor as well, rather than just only the vehicle.. Test all variables! Also while the vehicle is in the mode of blowing up, can throwing a threat sensor make the explosion immediately go off?
I think that shooting the mongoose with nobody on it might be why you're having issues. Perhaps the player/vehicle health is tied together in some way with the Doomsday mechanic. I'd try again but have someone on the mongoose while damaging it.
I just noticed you walk way faster while holding a turret if you go diagonally....thought this would be a cool myth but apparently it's been a thing since Halo 3 and I never noticed lol
It regenerates to a minimum hp level after not being hit for some time. Just hit it until it is just before its doom state. And within a split second fire your threat sensor to maybe inflict damage
Shoot the vehicle to critical level then do it again and again ( maybe five vehicles) to see if the bullet count is the same every time or is there a randomness to how many bullets it takes or possibly an order that repeats like a pattern.
Looks to me like there is a nominal health value for the vehicles. After there has been so much damage there remains a small pool of health which apparently regenerates if given time. This theory would explain why you could shoot it more times than you had before, maybe there was a lapse in your firing. Maybe there’s a discrepancy in how the vehicle takes damage when certain rounds hit it from certain angles?
That really does seem to be doing some sort of regen, but it could possibly be a shielding mechanic, and it may change when someone is riding too. To test what is going on I think you need to reduce the number of shots you have to fire by using a high damage weapon to start with, I think the sniper rifle just about kills a mongoose? If you only need a few shots you can try firing them in quick succession and if there is regen you should get a more consistent number. Then try spacing them out heaps, like 10 seconds each and see if it takes more. If you wait long enough between shots then you should get a consistent number if the healing is limited. I don't think there would be unlimited healing but if so the number of shots taken goes up with the time taken to do the damage without limit. I think the most likely mechanic would be several stages of destruction, if you do enough damage then it moves on to the next stage, else it heals up (but won't repair to the previous stage).
The more damage done to the wheels the more damage done to the entire mongoose/warthog. Even if the warthog or mongoose has not lost any tires. Theoretically even tire wear would make it the entire vehicle takes more damage.
Personally, I think this proves there’s a certain level of vehicle health regen. Also, dude, just have someone else shoot the warthog with the ghost at the scene where people will throw the threat detectors. Once they hit it with 37 (or whatever) shots, they hop out and everyone throws. Boom.
@DefendTheHouse We've seen at least some things from Forge for Halo Infinite. Are there any myths you'd like to revisit when Forge is released? This threat sensor one seems a solid candidate with all of the tools coming our way this time. Thx for the content, y'all are great!
Since you know how much damage threat senstors do to spartans, you can figure out how much total hp you have. From there take a single magnum shot and then the rest with threat, you will have the magnum damage amount And THEN from there you can figure oug the rough mongoose hp
So i make some experiments on Mongoose : For 2 sniper (shots) + 2 sidekick = doomsday (in 5 out of 5 cases) For 2 sniper + 1 sidekick + [~10 second of brake] + 1 sidekick = doomsday (in 5 out of 5 cases) And then happend somthing that confirm vehicle regeneration For 2 sniper + 1 sidekick + [~15 second of brake] + 12 sidekick = doomsday (in 1 out of 5 cases) + 13 sidekick = doomsday (in 1 out of 5 cases) + 14 sidekick = doomsday (in 3 out of 5 cases) So I dicided to check out some other cases (vaule in square brackets = seconds of brake) For 1 sniper + [5s] + 1 sniper + [5s] + 1 sidekick + [5s] + 1 sidekick (in 3 out of 3 cases) For 1 sniper + [8s] + 1 sniper + [8s] + 1 sidekick + [8s] + 1 sidekick (in 3 out of 3 cases) For interval [10s] - 2 sniper + 2 sidekick (in 3 out of 5 cases) - 2 sniper + 3 sidekick (in 2 out of 5 cases) That's prove, that something around 10 second without taking damege Mongoose starting regenereting HP
On an unrelated note, you've proven that vehicles spawn with varied health and have a randomized value. Which means that the RNG literally determines if your tank survives 1 rocket or 10 rockets.
If I am correct the vehicles have weak spots that take more damage in certain spots. If I also remember correctly the vent in the front of the mongoose is one so maybe you shot that and a normal spot so it thru off your counts
They forgot in every Halo game after 2, they added an health bar to all vehicles that can't be seen without debug menus, which will show that all vehicles have a hidden health level values at certain stages of its total health value, and each vehicle has different values to total health regen to its level prior to its total health for its level
Maybe there’s a 0-100 health bar, then every shot removes one. But then there are ‘levels’ where something like 20% health is on fire, and the vehicle will regen up to the 20% level
Myth: is the threat sensor enough damage to stop player shield regen, like if someone is mid healing and you hit them, would it stop the shields from recharging?
Rather than spending a bunch of time using just pistol shots, weaken up a bit with some other higher damaging weapon, and then switch to a pistol afterwards. Hopefully this might help shave off some time between setting up each mongoose
Maybe the vehicles are using a similar system as the players with shields and health, but they are flipped around, and programmed to explode when the regenerating portion of the health pool hits zero, and not when the non regenerating portion of the health pool hits zero like with the players. It could be a glitch, or it could be a design choice, to allow players to keep driving around after being shot at if they get away fast enough.
Do weapons only do a specific damage, or is it in a range? If the damage can vary then that could explain why it takes different amounts to blow up a vehicle.
If you negate range there should be no damage changes per shot, since you always shot the bonnet, location and weak points shouldn't count either. Vehicle regen might well be another episode 👍🏼
maybe try using a slow full auto gun to damage a vehicle? That way it's taking damage faster, and the "regeneration" won't be affected by the human input of how fast you can single fire the Sidekick. Maybe something like the commando would be consistent. Mag dumping each magazine until you figure out which magazine the vehicle will exploded on and then slowing down. Then IMMEDIATLY have everyone spam threat sensors. i don't know, could be worth a shot to put faster consistent damage, and it might make it easier to mitigate the current unknown factor of vehicle regeneration.
If you wanted to try it again, you could test exactly how much damage a threat sensor does by shooting a spartan with the sidekick, marking where that shield is, then threat sensoring until you get to that point. THEN, do multiple tests where you figure out the range of how much you can shoot a mongoose, and keep firing threat sensors until you reach a maximum threshold. It's a lot of work, but... You guys seem dedicated 😂
Maybe have someone on the vehicle always, and compare that to having multiple people on the vehicle. But what then confuses me is how weapons that can demolish vehicles like skewer or sniper still should get a consistent rating.
I think it's actually for feedback. So someone knows they've been hit with something as soon as they are, since otherwise people would get pissy about not knowing they've been grappled or something.
I swear that in campaign I have drove flaming vehicles which later went back to a smoking state after some time, possibly indicating a slow heal. Like player health in GTA V I bet it only heals up to a limit if it is indeed healing at all. But I'm not ruling out that it could be a purely visual design choice. Could just be that they decided that it wasn't realistic for engine flames to be everlasting.
If Halo Infinite is like previous Halo games, Vehicles absolutely have health regen. They've almost always had some form of it - in some cases, it acts a lot like invisible Energy Shields. You'd have to break through a threshhold of damage before being able to actually deal damage to the vehicle (as seen in Halo CE). As well, if it's anything like Halo 2 or 3 or Reach, then yes, the vehicle health is absolutely tied to you the player, so if a Vehicle was on the verge of dying in one shot, and you jumped on, it's health would have some equation applied to it that now involves your Energy Shields and Health. I've also read here people saying "the vehicle is now considered friendly, so less damage might be dealt", and the sad truth is that's also probably true. But if the question is "Do vehicles have regenerating health," it's incredibly likely, if we go by previous titles. I've actually only ever assumed that they do, and naturally disengage from combat for a brief moment. No sure why the health is always invisible in an era in which "pro" players like all their information transparent, but yeah.
One last thing to think about, your pistol shots were to different locations. Is it possible that you have an issue of hitting a spot with say, 55% armor vs 56%? Could try shooting at a super specific thing like tires/axels or a specific point
I actually had a very weird experience in. Wasp once. It was maybe 99% damaged and whenever it took enough damage to trigger the explosion "countdown", I would jump out and it would stop the process, I'll get back in and keep killing until it took enough damage to where it would explode but I would jump out and it didnt explode. I was able to keep doing it and won the match. Its definitely a glitch but didnt record it :( so there might be a vehicle health regeneration right before it explodes?
Would love for you guys to see if you can get a return to sender off someone elses return to sender. So fire a rocket and have it reflected back at you to then try and reflect back at your opponent. Then just see how many times you can send it back and forth, if you're able to!
Damn, sorry, I had already counted sidekick shots-to-destroy different vehicles (and each one in different points of impact one test at a time) when the game came out so I can have a base idea of their "Health" whenever I wanted to test something. Have I known, I would have sent You the results and save You some work.
I think I killed a hog with a threat sensor during the last event. I favorited the match in theater, but I can't check since actual loading a game in theater crashes my game.
I don't think it is regen. I think they sort of have shield recharge, or immunity threshold where your given bit of grace before self destruct. Easy way to find out is try a grapple or other equipment and see if that can destroy it
Alright Halo experts, what do you think is going on here?
Heresy
What it looks like is the threat sensors aren't doing too much damage to the car but causing you the most because its hacking the chip in your Spartans neck.
I'd recommend doing the test straight after getting it to "1hp" because like other games the vehicles have "shields" or regeneration. So I think between the time of preparation and testing the vehicle is on its maximum health in that stage.
I complained about your content on bf2042 a couple of weeks ago over the past few weeks you content has been great. I don't own dying light 2 but your content made me wanna buy it! Making videos of good games and promoting them is far better.
Well, first off. The vehicles taking a different amount of shots to destroy it is just bizzare. No way it's latency issues or anything. If 343 could have made this game correctly, the worthog and mongoose should each have a specefic amount of HP. The fact it was different, and sometimes not even by a few shots, is very strange.
Theory. Since you rode in it, it is now "friendly" so you deal less damage to it as a vehicle.
he was on the enemy team
I'd say, the last 10% health can recover after a period of time out of combat
Plausible
Do vehicles have their own hidden health bars?
The heat bar and not heal bar i think the sensor do not do heat damage like all weapon and it only damage the Life of the vehicule
Professional video game QA tester here. I see a couple of things that might explain what you are seeing:
1) do guns that have headshot multipliers get a bonus on vehicle weakpoints spots that raw damage from the sensor doesn't? This could explain some if the damage unconsistencies.
2) could shields be effecting things? IIRC, that was the case in H3? Driving the vehicle may be changing the health.
3) I think the sensor healing vehicles is kinda plausible. Different weapons deal different damage to vehicles and different vehicles are more or less resistant. (Compare shooting a tank with a pulse carbine versus using a sentinel beam on a banshee.) There is a possibility that the sensor could either deal negative damage or cause the vehicle health to round up.
4) does the partial destruction mechanic change things? EG: can a vehicle go into doomsday if the final shot kills a weak point? Do the different parts have independent health pools or does the damage apply to the overall amount? Depending on how that works, perhaps these could be the source of the issue.
5) do fusion coils get blown up by the sensor? If not, then the sensor is likely using the same attach-and-inflict-some-damage-if-player code that the grapple uses, just with different "when attached, do ___" code. It's entirely possible that the grapple is designed to inflict no damage to props to prevent players from pulling an exploding fusion coils to them or destroying the vehicle they are trying to hijack. In other words: destroyable props, different types of vehicle, different npcs, shielded players, and unshielded players all take different levels of damage from different damage types and "equipment" deals no damage to vehicles.
6) just a hunch, but try not to change which person "owns" the vehicle during the test. ("Ownership" meaning "which player's console is responsible for processing this thing".) Maybe not even drive it from the spawn and everyone go to it. My gut says there may be something happening when the vehicle changes owner but that may be because I've been running into a ton of those on my game lately XD
Doomed State*
Also, great insights. Literally all of the thoughts I had on this mystery myself. Glad you typed it up and saved me the time lol.
May I ask how is the experience in doing QA testing in games?I am super curious
In order to properly test the headset multiplier on a vehicle there has too be a few test to try out. Maybe team up with me and read some my comments on hog health with turrets and we can collaborate on methods to prove it. Thanks you Def gave me some new parameters to test out
Point 5 seems the most reasonable to me. Equipment deals damage to the players exclusively to give you a damage indicator when someone grapples/sensors you. It would make a lot of sense for it to be exclusive to player health. Since player health and veichle health are not connected when you're driving (unlike other halo games), the markers still show up like they do when your vehicle gets shot, but neither get damaged.
4 and 5 make the most sense.
It might just be really difficult to pull off since the Threat Sensor does such an imperceptible amount of damage. In vol. 4.5 you needed like 4 hits from it just to see your health bar decrease. Even if the vehicle is 1 pistol shot away from death, thats like 100 threat sensor shots away. Though the vehicle health regen or damage modification is still worth investigating.
Would it make sense to shoot it ~70 times. Have everyone throw 1 threat sensor, and have someone shoot the mongoose once in between the threat sensor throws. That way you can test after every bullet into the mongoose since the %1 HP seems inconsistent.
Edit: Clarification*. shoot the mongoose after ever threat sensor group throw, not every individual threat sensor.
yeah, that would be a good test too
Ya I was wondering why they didn’t do that after continuously blowing it up with the shots
Ya you need a control group. Everything done the same with no sensors. Also you need to test without sensors first. Ie how many shots back to back. How many shots with delays.
I love how Jeff came in at the end and said "Myth Plausible?" That caught me off guard. 😂🤣😂
ok so I think part of it might be the SPEED in which damage is dealt to the vehicles. When you're shooting a vehicle, damage stacks progressively, so if you're unloading on it really fast, you kill it faster and in way less shots than if you shot it, waited, shot it, waited, etc. I'm not sure if this is because of a healing factor or if its just that the faster you do damage, the more damage each shot actually does, I don't even know how to test that accurately.
ALSO, it has different health depending on whether someone is sitting in it or not, and I don't know how much that difference is because I've never actually tested that either myself.
I think its running on a weird hybrid Reach/4 system to determine vehicle health. In Reach, before the last title update, vehicles had a set health bar that allowed them to take X damage before blowing up, independent of other factors like drivers and time between shots. In 4, vehicles had tiers of health and the vehicles would heal very slightly within each tier, allowing you to move from fight to fight and survive if you waited, similar to getting your shields back, but much less effective. There was also a loadout ability that supposedly helped with this.
So what's probably happening here is the vehicles aren't literally at 1 hp when you guys are shooting it with the threat sensor, because there's time between the shots and getting set up to hit it with the equipment, or something.
At least, that's my theory.
It was definitely doing impact effects, whether that was causing damage or not. But there are hit markers and it’s shaking the camera like it’s doing damage
Guys, please review “red bar” health. You can call it “Myth: You can survive a melee with no shields”. I tweeted and commented a few times about it, hope you look into it! Love the content!
To do this, both players must have their shields removed, and one with noticeably less health. Exchange melees and the player with higher health will survive. Follow this up with equipment kill test or frag contact test. I tweeted a short video of the melee survive to you guys a few weeks ago. Good luck!
The HCS casters said it's an intentional feature during the championships last weekend
This only comes into play when one person melees with a weapon that does more base melee damage than what the other person is using. Which means sword/gravity > mangler /other bladed weapons > normal punch or weapons. At least that’s what I’ve concluded on my own so far.
Vehicle health, when not damaged for a little while (like ten seconds idk) regenerates up to a point. The hog and mongoose probably regenerated some health back before you shot it with your TSs. Maybe try it quicker?
I mean if it starts regenerating if no damage is applied to it and that that occurs after constantly being hit by the threat sensor then the game does not register that as damage. Which itself to me says busted
@@AarieaaronFTW maybe try to shoot it with one bullet less than the tested limit to destroy the vehicle, then shoot a bunch of trackers onto the vehicle for a bit, long enough to theoretically allow the vehicle to regen health; then, try to shoot it once more with the same weapon. If it is destroyed in one hit, then it is possible that the trackers did damage, as the regen was delayed. If not, then they may not do any damage at all. That is assuming, though, that vehicle health regen is cancelled by actual damage and not simply being hit, regardless of whether or not it deals damage
There is health regen, at least in campaign. In campaign I regularly use the razorback, and if I wait long enough before going into battle with it again it will heal. I know this because it will be a little on fire or smoking at first, but if I wait it will stop smoking or being on fire. Broken panels will not come back, however. This is my experience.
Getting on a vehicle "links" the vehicle to your health bar, resetting a portion of the vehicle's HP. The vehicles probably also slowly regenerate HP up to a minimum value.
If there is vehicle "health" regen, maybe have one threat sensor deployed at a time like a chain. Start with one player on one end and go around so it's continuous.
Couldn't you just get a vehicle into doom state, then spam sensors and see if it blows up quicker than an automatic detonation? You can speed up the explosion of a doomed vehicle with more damage
That’s a great idea
Have someone in a _normal_ warthog while you prep it with the 66 or however many ghost shots, and then as soon as you hit that number, _immediately_ begin peppering it with threat sensors so that it doesn't have enough time to heal, if it is healing at all.
3:28 you can just count them in multiples of 12.. not individual shots 😆
For those wondering, the bgm is called Piano Wire by Ronald Jenkees. This song was or still is Google's hold music. For hold music, it kinda goes hard.
I love the “punch noise” after that mongoose 😂😂😂
Completely unrelated but I love this music. It was syndicate’s intro for his old minecraft series I believe. Such a beautiful song, Ronald jenkees - piano wire
Instead of counting one person’s bullets, have several players empty their mags into the same vehicle. Each mag has 12 bullets, so just 6 players is 72 bullets. That will answer right away how many bullets without risking health regen occurring. Then quickly hop on to vehicle and no countdown just blast the thing with sensors.
I think vehicles regen a portion of their health like Spartans do. Maybe try diligent quick reloads and methodical fast shooting. If you count your mags instead of your bullets it will be faster.
Doesn't vehicle health depends on where you hit it?
Consistent damage is the key for sure
*I FIGURED IT OUT!*
Vehicles have a 75% health threshold. When damaged above the threshold they will slowly recover health (when not on damage) back to the 75% mark. I'm unsure of the speed of recovery but am I've positive this is how it work. I have tested it many times.
If you want to test this theory yourself note the following:
- A mongoose takes 76 sidekick shots to kill.
- The 75% health threshold is 57 shots.
- Any number of shots between 57 and 75 will essentially resort back to 57 given enough time.
Example:
If you shoot the mongoose 75 times and then wait long enough you will need 19 more shots _(not just 1)_ to kill it because it's health recovered back to the 57 threshold.
NOTE:
Health regeneration only seems to be active when over 75% damage.
The math checks out....
Hearing the way Jeff says "PLAUSIBLE?!" is the greatest.
You released this at the perfect time I just went on break 9 seconds after this was posted hell yeah
Nice. Enjoy your break!
Yes the vehicles do gain a portion of their health back when not under fire.
I’ve been what feels like next to doomed in a Wasp only to survive and fight another wasp after taking as many hits as if I was basically full health MANY times
I think it does. Vehicles behave the same way players do for equipping weapons; IE “tank gun” so while they don’t go back to full health, signified by different damage states, they might have some regen.
When liberating the FOB gaurded by 2 invisible Elites, pegging my Ghost with a sensor that I could then move made me feel like a mine sweeper. It felt intuitive and creative.
iirc yeah
there has been vehicle health regen since at least halo 4
because i specifically remember getting a warthog down to the beeping state
any slight damage after would cause the beeping to get worse
then it would die back down after a bit
indicating that the vehicle healed at least to a point above critical
It may have only been out 4 minutes but I have inhaled the knowledge from this video to know, this was one good ole video
I absolutely love your videos, always a great time!💜
I’m 100% sure you jumping on the vehicle changes something regarding how it takes damage, maybe unclaimed vehicles take more damage than claimed ones. Repeat the experiment but with two scenarios: one where someone else damages the vehicle with you on it then finish it off with the sensors and one where you just damage it and finish it off with no one jumping in ever.
What's probably happening is that the vehicles are healing before you can be hit by the barrage of threat sensors. I know for sure that in halo 5 the vehicles will heal after around 10secs of not getting damaged as long as the vehicle didn't take any visual damage. So if a scorpion got hit by a railgun shot, the scorpion took damage bit otherwise looks unscathed and will heal after 10secs, but if it took 2 railgun shots back to back, it'll cause the scorpion to take permanent damage. So vehicles in h5 regenerate their health until they get damaged beyond a threshold, then they'll never heal beyond that threshold again. While what I've talked abou is from halo 5, halo infinite is built off the back of h5 and shares a lot of genes so to speak so I wouldn't be surprised if h5 vehicle health applied to infinite vehicle health.
So, what you're saying is that Infinite vehicles potentially have infinite health.
the inconsistency in number of gunshots to destroy vehicle is because of desync , some shots are not being registered on the server , so you can never actually reach it to 1 HP in an online match, but possible on offline bot match
Like in halo 5, vehicle health regenerates a little. The vehicle health has multiple tresholds of regenerations, if you do enough damage to pass one of them, the vehicle can't regenerate over the new treshold triggered
Vehicles do have health regeneration, but separate into brackets. For example if there’s 5 health brackets they’d be 100%-80%-60%-40%-20%. If a vehicle gets damaged to 85% health and stops taking damage for a bit, it’s health will regenerate back up to 100%. If brought down from 100% to 65%, it will regenerate up to 80% since it’s in a new health bracket.
I don’t know this for a fact, but since other halo games work like this I think it’s safe to assume the same here.
Maybe when vehicle health is low, there's a slight damage threshold applied so if you get a tick of damage from bumping into something it doesn't doom the vehicle? I would imagine that would be quite frustrating so they could have sought to avoid that case.
About when you tried with the warthogs, you shot a WARThog however many times, but then you got in a ROCKEThog, so idk maybe it’s different.
It's possible that vehicles have some sort of "armor" mechanic that reduces the damage by a flat amount per hit in order to make small arms less effective against them. This would nullify the otherwise incredibly minute amount of damage the threat sensor does, effectively causing it to take 0 damage.
EDIT: It's also possible that that math actually reduces the damage less than 0, dealing negative damage and effectively healing the vehicle
Love these videos, takes me back to the good old days
The most prominent theories i have is either the individual parts have their own health, or the player adds more health when they get in
But the random amount of shots required when you shoot the same spot makes no sense
Theory: vehicles slowly regenerate a small amount of health while out of combat. For example, the damage done to it brings it near doomed state, while out of combat it recharges up to a set threshold, maybe 10-15%. The real test would be to shoot it near death, wait a little bit, shoot it a few more times, wait. Repeat that over and over and see if it will never die
Need to redo the test with you never exiting the vehicle. Have someone on the enemy team shoot it with the sidekick enough times to put in in doomed state, do this 5 or so times (the more times the better) take the average number of shots, use that and if it does not explode start having them pepper you with threat sensors. These might be more testable when they give us the option to enable infinite equipment use.
I think the vehicles do have health regeneration. I use it in multiplayer, I drive a warthog A LOT and i pretty soon realized that if I get a lot of hits and the flames starts rising, I have to go catch a break elsewhere (do a little round somewhere quiet) and then attack again. If you just keep on driving your hog without any pauses from the fight, it blows very very fast compared to my style of driving. I kinda thought this was a known thing? Also, the threat sensor does seem to do player damage (as does the grapple) but maybe they just restricted it from vehicles all together. Vehicles also have different level of hitpoints, once you damage the tires, the whole vehicle will be more vulnerable to damage (at least that is what 343 keeps saying, I'm still unsure about it or haven't really been able to see a noticable difference in my own gameplay).
I'd say dont drive/move the vehicle first of all.
Then, start by just unloading a gun into it, full speed, reload, full speed, reload. Until it dies. Record that, then do it again. So you can compare over the same period of time the same number of hits (compare end results with recorded footage and slow count if needed) to determine if vehicle health can vary. Try this on various parts of a vehicles armor to check if that changes anything.
Next, have someone get on the vehicle and then shoot with them on it till they/it die, see if the shots to kill changes now that it has a pilot. With warthog, then try with multiple crew to see if it changes it further.
Once you know if vehicles do have random health or consistent up front health... or random netcode, keep firing based on that initial number/s. And then know if damage taken corelates to players on it... then stop and weight just shy of the supposed point for like ten minutes, just go afk for a bit. Then see how many finish it. Does it take a lot more like it regenned over time?
Similarly do this with one a player was on, to test that. Then test by shooting one bullet at a time, with a player getting on and off each time it's hit. See if it ever dies or is there a rounding oddity on exit health?
Next, if you can confirm if there's regen, or players getting on/off changes health, try to use that to figure out actual health remaining on a vehicle to get it as close to one health left as possible... and start the spam then. Afterall we saw how low the damage is from sensors, compared to how much damage a single bullet or shot can do to a players health, 200 threat sensors might not be more than two or three bullets to the vehicle. Not to mention the concerns over armor values reducing damage bellow a threshold (tank can shrug off proportionally more hits from the assault rifle than sniper rifle rounds, compared to the straight up damage values they deal if you compared them to shooting players for example. Banshee as I understand it has a decent armor value, but very low health. Hence hardly any sniper shots are needed to kill it, yet it can tank a LOT of small calliber gun fire.
Then there's concerns on armor damage and rounding. Can armor do a full flat reduction? Can it entirely remove incoming damage if small enough? Or is there a cap on how reduced any damage can be is? Is it on a curve? Honestly this matter of vehicle health and damage is a massive rabbit hole all of its own.
I think the method for next time should be; count bullet damage from enemy while someone is on the mongoose, see if that is more consistent in terms of bullet damage from a single gun. Then do the one bullet less threat sensor test
When a player is on a vehicle, they share damage to some degree. Since it takes like 10 or so shots from the threat sensor just to deal 1 tick of damage, who knows how much of that tiny damage goes to you. Perhaps whats happening is (and i think someone said this in the comments) the sensor does like exactly .1 damage or soemthing like that, perhaps even less. when you are on it and are taking some of that damage, since it's less than a certain amount it either gets discarded or rounded down, meaning it takes no damage, and perhaps even heals because of the rounding
So i dont know how damage calculations are done but im certain armor and range are variables in the equation. You could easily test if vehicle health regen works by going full auto with a ghost(just figure out its rate of fire and measure time) and then plinking at different intervals. It could be the threat sensors deal negative damage to vehicles but its such a small amount you'd never know unless you fired over a hundred like you did.
Myth: A frag grenade exploding, can make a rocket from the M41 SPNKR explode or de-spawn.
I bring this up because it’s happened to me once in fiesta and im curious if this is an actual thing. Completely useless yes but interesting either way. I do also have the clip but it isnt a clip i am able to share yet cause its on my xbox.
I think vehicles has some HP Regen.
For the vehicle test.. I wanna say, the spartan in the vehicle also has to be low health. And try hitting the spartan with a threat sensor as well, rather than just only the vehicle.. Test all variables! Also while the vehicle is in the mode of blowing up, can throwing a threat sensor make the explosion immediately go off?
I think that shooting the mongoose with nobody on it might be why you're having issues. Perhaps the player/vehicle health is tied together in some way with the Doomsday mechanic.
I'd try again but have someone on the mongoose while damaging it.
This is an interesting idea.
@@defendthehouse you should do it with someone at 1 hp maybe its also tied to player hp
there is vehicle health regen. i have experienced it where a couple hits will destroy but i find cover and come back to take many more hits.
I just noticed you walk way faster while holding a turret if you go diagonally....thought this would be a cool myth but apparently it's been a thing since Halo 3 and I never noticed lol
It regenerates to a minimum hp level after not being hit for some time. Just hit it until it is just before its doom state. And within a split second fire your threat sensor to maybe inflict damage
If this works like previous halo games, then vehicles have regen, similar to shields where it stops as it gets hit for quite a while.
I'm gonna say this every time I see a new mythbuster Halo video.
Myth: you can punch a frag grenade back at the enemy.
Interesting, informative and entertaining.
Shoot the vehicle to critical level then do it again and again ( maybe five vehicles) to see if the bullet count is the same every time or is there a randomness to how many bullets it takes or possibly an order that repeats like a pattern.
Looks to me like there is a nominal health value for the vehicles. After there has been so much damage there remains a small pool of health which apparently regenerates if given time. This theory would explain why you could shoot it more times than you had before, maybe there was a lapse in your firing. Maybe there’s a discrepancy in how the vehicle takes damage when certain rounds hit it from certain angles?
That really does seem to be doing some sort of regen, but it could possibly be a shielding mechanic, and it may change when someone is riding too.
To test what is going on I think you need to reduce the number of shots you have to fire by using a high damage weapon to start with, I think the sniper rifle just about kills a mongoose?
If you only need a few shots you can try firing them in quick succession and if there is regen you should get a more consistent number.
Then try spacing them out heaps, like 10 seconds each and see if it takes more. If you wait long enough between shots then you should get a consistent number if the healing is limited.
I don't think there would be unlimited healing but if so the number of shots taken goes up with the time taken to do the damage without limit.
I think the most likely mechanic would be several stages of destruction, if you do enough damage then it moves on to the next stage, else it heals up (but won't repair to the previous stage).
The more damage done to the wheels the more damage done to the entire mongoose/warthog.
Even if the warthog or mongoose has not lost any tires. Theoretically even tire wear would make it the entire vehicle takes more damage.
Personally, I think this proves there’s a certain level of vehicle health regen.
Also, dude, just have someone else shoot the warthog with the ghost at the scene where people will throw the threat detectors. Once they hit it with 37 (or whatever) shots, they hop out and everyone throws. Boom.
@DefendTheHouse
We've seen at least some things from Forge for Halo Infinite. Are there any myths you'd like to revisit when Forge is released?
This threat sensor one seems a solid candidate with all of the tools coming our way this time.
Thx for the content, y'all are great!
1:48 me driving my 25 year old shitbox to work every morning
Since you know how much damage threat senstors do to spartans, you can figure out how much total hp you have.
From there take a single magnum shot and then the rest with threat, you will have the magnum damage amount
And THEN from there you can figure oug the rough mongoose hp
So i make some experiments on Mongoose :
For 2 sniper (shots) + 2 sidekick = doomsday (in 5 out of 5 cases)
For 2 sniper + 1 sidekick + [~10 second of brake]
+ 1 sidekick = doomsday (in 5 out of 5 cases)
And then happend somthing that confirm vehicle regeneration
For 2 sniper + 1 sidekick + [~15 second of brake]
+ 12 sidekick = doomsday (in 1 out of 5 cases)
+ 13 sidekick = doomsday (in 1 out of 5 cases)
+ 14 sidekick = doomsday (in 3 out of 5 cases)
So I dicided to check out some other cases (vaule in square brackets = seconds of brake)
For 1 sniper + [5s] + 1 sniper + [5s] + 1 sidekick + [5s] + 1 sidekick (in 3 out of 3 cases)
For 1 sniper + [8s] + 1 sniper + [8s] + 1 sidekick + [8s] + 1 sidekick (in 3 out of 3 cases)
For interval [10s]
- 2 sniper + 2 sidekick (in 3 out of 5 cases)
- 2 sniper + 3 sidekick (in 2 out of 5 cases)
That's prove, that something around 10 second without taking damege Mongoose starting regenereting HP
On an unrelated note, you've proven that vehicles spawn with varied health and have a randomized value.
Which means that the RNG literally determines if your tank survives 1 rocket or 10 rockets.
If I am correct the vehicles have weak spots that take more damage in certain spots. If I also remember correctly the vent in the front of the mongoose is one so maybe you shot that and a normal spot so it thru off your counts
They forgot in every Halo game after 2, they added an health bar to all vehicles that can't be seen without debug menus, which will show that all vehicles have a hidden health level values at certain stages of its total health value, and each vehicle has different values to total health regen to its level prior to its total health for its level
Maybe there’s a 0-100 health bar, then every shot removes one. But then there are ‘levels’ where something like 20% health is on fire, and the vehicle will regen up to the 20% level
They should be threat sensoring the engine block, your shield should also be broken because funny game. Also maybe try destroying it without a rider.
Myth: is the threat sensor enough damage to stop player shield regen, like if someone is mid healing and you hit them, would it stop the shields from recharging?
Does the vehicle repair itself a little over time? Like a shield regening while health stays low?
Here's an idea: can you get a "bank shot" medal from a grenade ricocheting off a wall, and killing a player with just the impact?
Rather than spending a bunch of time using just pistol shots, weaken up a bit with some other higher damaging weapon, and then switch to a pistol afterwards. Hopefully this might help shave off some time between setting up each mongoose
Maybe the vehicles are using a similar system as the players with shields and health, but they are flipped around, and programmed to explode when the regenerating portion of the health pool hits zero, and not when the non regenerating portion of the health pool hits zero like with the players.
It could be a glitch, or it could be a design choice, to allow players to keep driving around after being shot at if they get away fast enough.
If you want to pull it off you need to find an average of shots taken to kill normally. And then shoot it while T sensoring it to see if its lower.
Do weapons only do a specific damage, or is it in a range? If the damage can vary then that could explain why it takes different amounts to blow up a vehicle.
Getting on the mongoose may be giving it an energy shield like Halo 4 & 5
If you negate range there should be no damage changes per shot, since you always shot the bonnet, location and weak points shouldn't count either. Vehicle regen might well be another episode 👍🏼
maybe try using a slow full auto gun to damage a vehicle? That way it's taking damage faster, and the "regeneration" won't be affected by the human input of how fast you can single fire the Sidekick. Maybe something like the commando would be consistent. Mag dumping each magazine until you figure out which magazine the vehicle will exploded on and then slowing down. Then IMMEDIATLY have everyone spam threat sensors. i don't know, could be worth a shot to put faster consistent damage, and it might make it easier to mitigate the current unknown factor of vehicle regeneration.
If you wanted to try it again, you could test exactly how much damage a threat sensor does by shooting a spartan with the sidekick, marking where that shield is, then threat sensoring until you get to that point. THEN, do multiple tests where you figure out the range of how much you can shoot a mongoose, and keep firing threat sensors until you reach a maximum threshold. It's a lot of work, but... You guys seem dedicated 😂
purple threat sensors look dope
Maybe have someone on the vehicle always, and compare that to having multiple people on the vehicle. But what then confuses me is how weapons that can demolish vehicles like skewer or sniper still should get a consistent rating.
I think the reason items all do a tiny bit of dmg is literally just so you can register a kill if they self-destruct after hitting them with an item.
I think it's actually for feedback. So someone knows they've been hit with something as soon as they are, since otherwise people would get pissy about not knowing they've been grappled or something.
@@TeleportRush true! Maybe 2 for 1!
I swear that in campaign I have drove flaming vehicles which later went back to a smoking state after some time, possibly indicating a slow heal. Like player health in GTA V I bet it only heals up to a limit if it is indeed healing at all.
But I'm not ruling out that it could be a purely visual design choice. Could just be that they decided that it wasn't realistic for engine flames to be everlasting.
I would've said go until the threshold, spam a bunch, shoot once spam a bunch. Shoot once, and keep on doing that until you hit the limit
Maybe they tried to account for the damage the threat sensor by coding vehicles to heal a super small amount when hit by a threat sensor.
If Halo Infinite is like previous Halo games, Vehicles absolutely have health regen. They've almost always had some form of it - in some cases, it acts a lot like invisible Energy Shields. You'd have to break through a threshhold of damage before being able to actually deal damage to the vehicle (as seen in Halo CE). As well, if it's anything like Halo 2 or 3 or Reach, then yes, the vehicle health is absolutely tied to you the player, so if a Vehicle was on the verge of dying in one shot, and you jumped on, it's health would have some equation applied to it that now involves your Energy Shields and Health. I've also read here people saying "the vehicle is now considered friendly, so less damage might be dealt", and the sad truth is that's also probably true.
But if the question is "Do vehicles have regenerating health," it's incredibly likely, if we go by previous titles. I've actually only ever assumed that they do, and naturally disengage from combat for a brief moment. No sure why the health is always invisible in an era in which "pro" players like all their information transparent, but yeah.
Well this kinda explains why sometimes your vehicles feel like tissue paper and other times like tanks. At least we got that if nothing else 😂
Well personally the best way I've found to get any vehicle down to its lowest hp lvl is to make sure every tire has been shot off
One last thing to think about, your pistol shots were to different locations. Is it possible that you have an issue of hitting a spot with say, 55% armor vs 56%?
Could try shooting at a super specific thing like tires/axels or a specific point
I remember seeing a video on reddit where the threat sensor destoyed a scorpion
I actually had a very weird experience in. Wasp once. It was maybe 99% damaged and whenever it took enough damage to trigger the explosion "countdown", I would jump out and it would stop the process, I'll get back in and keep killing until it took enough damage to where it would explode but I would jump out and it didnt explode. I was able to keep doing it and won the match. Its definitely a glitch but didnt record it :( so there might be a vehicle health regeneration right before it explodes?
Would love for you guys to see if you can get a return to sender off someone elses return to sender. So fire a rocket and have it reflected back at you to then try and reflect back at your opponent. Then just see how many times you can send it back and forth, if you're able to!
It seems to me that either you are hitting different spots, or vehicles spawn with a bit more health every time.
That or it's damage distribution.
Damn, sorry, I had already counted sidekick shots-to-destroy different vehicles (and each one in different points of impact one test at a time) when the game came out so I can have a base idea of their "Health" whenever I wanted to test something. Have I known, I would have sent You the results and save You some work.
I saw where someone used the drop shield to double jump like we used to with the radar jammer in halo 3, can you with a threat sensor?
I know exactly what you mean about the radar jumps from the old days, good idea to try it with the new stuff!
I think I killed a hog with a threat sensor during the last event. I favorited the match in theater, but I can't check since actual loading a game in theater crashes my game.
I don't think it is regen. I think they sort of have shield recharge, or immunity threshold where your given bit of grace before self destruct. Easy way to find out is try a grapple or other equipment and see if that can destroy it
I often place a threat sensor on the nose of my wasp in campaign