Armor abilities: Difference between revisions

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{{Era|RW}}
{{Status|Gameplay}}
'''Armor abilities''' are gameplay items featured in ''[[Halo: Reach]]'', ''[[Halo 4]]'', ''[[Halo: Spartan Assault]]'', and ''[[Halo: Spartan Strike]]''. Similar to Halo 3's [[equipment]] pieces, these items can be picked up and activated by players. Unlike ''Halo 3''<nowiki>'</nowiki>s equipment pieces, however, they are reusable. They are replaced in ''[[Halo 5: Guardians]]'' by the universally available [[Spartan abilities]].
'''Armor abilities''' are gameplay items featured in ''[[Halo: Reach]]'', ''[[Halo 4]]'', ''[[Halo: Spartan Assault]]'', and ''[[Halo: Spartan Strike]]''. Similar to Halo 3's [[equipment]] pieces, these items can be picked up and activated by players. Unlike ''Halo 3''<nowiki>'</nowiki>s equipment pieces, however, they are reusable. They are replaced in ''[[Halo 5: Guardians]]'' by the universally available [[Spartan abilities]].


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*Hologram and Active Camouflage are great armor abilities to use during [[Infection]] gametypes as hologram can confuse zombies and active camo will straight up hide from them. These work well as they, to an extent, depend on the enemy not looking hard enough, something zombies don't have time to do. However, both become useless the moment the operator becomes the Last Man Standing, as a massive skull appears over their head.
*Hologram and Active Camouflage are great armor abilities to use during [[Infection]] gametypes as hologram can confuse zombies and active camo will straight up hide from them. These work well as they, to an extent, depend on the enemy not looking hard enough, something zombies don't have time to do. However, both become useless the moment the operator becomes the Last Man Standing, as a massive skull appears over their head.
*It is often advantageous to have a teammate using the Drop Shield ability in both Firefight and standard Multiplayer modes (mainly Invasion, as few other gametypes allow it for balancing reasons). This is due to the fact that this ability will heal wounded teammates without wasting [[health pack]]s.
*It is often advantageous to have a teammate using the Drop Shield ability in both Firefight and standard Multiplayer modes (mainly Invasion, as few other gametypes allow it for balancing reasons). This is due to the fact that this ability will heal wounded teammates without wasting [[health pack]]s.
*When using the Active Camouflage, try "crouch walking." This will allow the invisibility to last longer and make it harder for the opponents to see the player while he/she is still moving.  
*When using the Active Camouflage, try "crouch walking." This will allow the invisibility to last longer and make it harder for the opponents to see the player while they is still moving.  
*When one's Energy Shields are low or completely depleted, use Armor Lock until the energy shields recharge as much as they can before Armor Lock deactivates. This will ensure that a sudden ambush after a battle that left the shields depleted will not overwhelm one. Be wary of an enemy standing back, however.
*When one's Energy Shields are low or completely depleted, use Armor Lock until the energy shields recharge as much as they can before Armor Lock deactivates. This will ensure that a sudden ambush after a battle that left the shields depleted will not overwhelm one. Be wary of an enemy standing back, however.
*Active Camo can be useful during Generator Defense matches. While enemies are focused on the generators, one can sneak up on each one and assassinate or stick them.
*Active Camo can be useful during Generator Defense matches. While enemies are focused on the generators, one can sneak up on each one and assassinate or stick them.
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===Glitches===
===Glitches===
*Any weapons that are stored on the back when not in use clip right through the jetpack.
*Any weapons that are stored on the back when not in use clip right through the jetpack.
*Holograms cannot use the mechanical lift on [[Reflection]] or the large tubular gravity lifts on [[Spire]], even though they are affected by all other kinds of gravity lift or human-made lift, such as man cannons or the air lifts on Reflection.
*Holograms cannot use the mechanical lift on [[Reflection]] or the large tubular gravity lifts on [[Spire (map)|Spire]], even though they are affected by all other kinds of gravity lift or human-made lift, such as man cannons or the air lifts on Reflection.
*Armor abilities are often used to produce glitches. A few examples of armor abilities-related glitches are the [[Armor Permutation Glitch]] and the [[Infinite Armor Lock glitch]].
*Armor abilities are often used to produce glitches. A few examples of armor abilities-related glitches are the [[Armor permutation glitch]] and the [[Infinite armor lock glitch]].


==Gallery==
==Gallery==
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File:Evade.jpg|Third-person view of an Elite evading.
File:Evade.jpg|Third-person view of an Elite evading.
File:Armor ability lag.jpg|Lag-related glitch where the armor abilities momentarily appear on players when they spawn.
File:Armor ability lag.jpg|Lag-related glitch where the armor abilities momentarily appear on players when they spawn.
File:Halo 4 Armor Abilities pods.jpg|''Halo 4'' concept art of armor ability device.
File:H4 - Belt bomb.jpg|Concept art for ''Halo 4''{{'}}s armor abilities, including what appears to be a "belt bomb".
File:H4 ArmourAbilityModules Concept.jpg|''Halo 4'' concept art of armor ability devices.
File:H4_ArmourAbilityModules_UNSC_Render_1.jpg|A render of the ''Halo 4'' model for the UNSC armor ability.
File:H4_ArmourAbilityModules_UNSC_Render_2.jpg|A render of the ''Halo 4'' model for the UNSC armor ability.
File:H4_ArmourAbilityModules_UNSC_Render_3.jpg|A render of the ''Halo 4'' model for the UNSC armor ability.
</gallery>
</gallery>