We needed a thread to discuss this, so let's get to it. I'll post some things I've already gathered:
Handling
Thus far, I've felt that the Halo 4 Warthog feels a lot like a Halo 3 mongoose. I don't know how many people here drove a lot of mongooses in Halo 3, but I played a ton of Rocket Race. I first felt this impression when I tried using the e-brake in matchmaking. The H4 Warthog doesn't slide like the Halo 3 or even the Reach hog did. I'm still tinkering with it, so I won't make any assertions at this moment. However, when I've been flipped, the Hog responds well to the counter-steering maneuvers Smitty preached back in Halo 3, which I felt worked best on the Halo 3 mongoose.
So, in summary:
-Rolls like the Halo 3 Mongoose
-Slides a like the Reach Warthog
Physics
This hog is a bit weird when it comes to game physics. Thankfully, when I've been shot at thus far, I haven't felt like I lost totally control of my Warthog. However, if you gain any air, the hog seems to hang there inexplicably sometimes. I've tried a few light maneuvers where I will slide off a very small incline to hit an enemy and the hog will seem to hang the in the air a full second and a half longer than it did in Halo 3. The hog feels tough when taking damage, but light when maneuvering. It's a weird sensation.
Toughness
I think the layouts of the maps has a lot to do with this, but this hog feels sturdy to me. I've been shot at a bunch, but the hog hasn't disintegrated beneath me. I think the Reach driving mentality will work very well in this game. By Reach mindset, I mean the hit-and-run style and pure support play that we developed to play well in Reach. Hogs can take more of a beating than the Reach hog, but they do accrue damage. I will post more concrete details this weekend after I've had some time in Forge to get some numbers on the hog.
However, I will say that a Warthog is capable of engaging the enemy with team support and controlling small portions of the map, but it is not a dominant force. I think the Halo 3 days of Warthog solo supremacy are over.
Terrain
I think this bears mentioning. I haven't seen all of the maps yet, but our hogs are going to battle on wildly different terrain in this game. I went from running Ragnarok Halo 3 style where I got aggressive with the attacks on a base and slashing through enemies, to Dominion on Exile where I had to avoid the turrets of the enemy base, the sudden spawns near me, and pick off people running to B. Then, there's Dominion on Meltdown, where the terrain is very tight the entire time. I think we're going to develop different tactics in this game based on maps with tight lines and maps with wider, more open lanes.
Loadouts
This is the area I think will cause the greatest disruption of how we drive in Halo 4. People no longer spawn equal. In BTB even in Reach, all you wondered about was whether they'd spawn with armor lock or drop shield. In Invasion, you knew Elites had plasma pistols and stickies. However, we do not know what people will possess coming out of spawn. Some of these loadouts alter how quickly people's shields recharge and how long they can run. Caution will be the guiding force behind driving in Halo 4, I think.
That's all I've got for now. I'd really appreciate some gunner input on the turret, particularly its accuracy and warmup as well as its overheat.
What do the other drivers think out there?