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{{ | {{Era|RW}} | ||
'''Armor abilities''' are gameplay items featured in ''[[Halo: Reach]]'' | '''Armor abilities''' are gameplay items featured in ''[[Halo: Reach]]'' and ''[[Halo 4]]''. Similar to Halo 3's [[equipment]] pieces, these items can be picked up and activated by players. Unlike Halo 3's equipment pieces however, they are reusable. | ||
== | == Overview == | ||
[[ | Armor abilities are a refined gameplay feature of ''[[Halo 3]]''<nowiki />'s [[equipment]]. Instead of being single-use, each ability is reusable, with a cooldown time between uses. In [[campaign]], the player begins with the sprint armor ability at the start of each level, and is able to swap it with other armor abilities they may come across. In [[multiplayer]], armor abilities can be chosen through [[loadout]]s before a match is started or during a player's respawn time. Armor abilities can be manipulated like weapons in [[Forge]].<ref name="armor">[http://www.bungie.net/projects/reach/article.aspx?ucc=faq&cid=25850 '''Bungie.net''': ''Armor Abilities'']</ref> | ||
Most armor abilities are enabled by a small device attached to the user's lower back, with each ability displaying a different color. When not in use, these devices will project a hologram that displays the icon of the ability, allowing for quick recognition from a distance or when switching abilities. When players are killed, the armor abilities will not be drop down. | |||
All armor abilities are rendered useless to players when transporting objects such as [[Flag]]s and [[Oddball]]s. If players attempt to use an armor ability, the object simply drops out of their hands. In custom games, the cooldown time can be altered and the ability to use armor abilities while holding objectives can be added. | |||
== | == ''Halo: Reach'' == | ||
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== ''Halo 4'' == | |||
=== Active Camouflage === | |||
The [[Active camouflage|T-3 Active Camouflage]] system bends light around a structure, hiding it via advanced pattern realignment. It is rather similar to the Halo: Reach version, however, the jammer no longer makes false holstile contacts appear on the radar, rather it makes neutral contacts show up, and also in a much tighter grouping than before, therefore not only preventing the user from using it to trick enemies, but possibly giving away the users location. Despite this, it still is an effective tool for hiding outside of cover and ambushing enemies. | |||
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=== Autosentry === | |||
The [[Z-2500 Automated Protection Drone|Autosentry]] is a support drone used by the Prometheans to suppress enemy combatants. It fires at a rate similar to a battle rifle, and can be taken down in a few shots. | |||
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=== Hardlight Shield === | |||
The [[Z-90 Photonic Coalescence Emitter/Aegis|Hardlight Shield]] fuses particles of light into a powerful barrier. The shield is deployed in front of the individual. | |||
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=== Hologram === | |||
The [[T-27 Responsive Holographic Form Emulator|Holographic Decoy]] is designed to confuse or distract the enemies' attention. If it stops over an enemy corpse, it will actually teabag it. This is an easter egg, but actually makes it a bit more convincing. Along with this, aiming at a hologram deployed by an enemy will make your reticule turn red, making the decoy even more convincing. However, it still can be distinguished by its linear path, lack of shield flare, and the fact that it won't react to the environment. | |||
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=== Jet Pack === | |||
The [[Portable jump-jet|S-12 Jump-Jet Pack]] mitigates gravity, allowing mobility in challenging terrain. It was designed specifically for [[SPARTAN-IV]] personnel. | |||
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=== Promethean Vision === | |||
The short-range full-spectrum enhancement armor ability, or "[[Z-5080 Short-Range Spectrum Augmenter/Vision|Promethean Vision]]" allows a person to see through solid objects, keeping them apprised of approaching enemies from any direction. It also renders cloaked enemies visible. Another use for this ability is to be able to line up your shots while in cover. It is of note that while it does have a ''massive'' range, it is not infinite. However, in multiplayer, its range is large enough that this likely won't affect you in multiplayer. | |||
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=== Regeneration Field === | |||
The [[M2705 Regenerative Kinetic Dispersal Field]] first applies a force to remove hostiles from the presence of the user and then temporarily appropriates armor system functions, targeting biological and combat vitality oriented armor functions in order to repair the user. | |||
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== | === Thruster Pack === | ||
The [[M805X Forward Acceleration System/Fulcrum Mitigating|thruster pack]] allows Spartans equipped with the [GEN2] MJOLNIR armor to navigate easily across any terrain. It also can be used to speed ones decent off an edge (you fall faster) and has [http://www.youtube.com/watch?v=E0mnIuNlMWk&list=UUdnbmtBwMzOjYVG6SsLIq-g&index=24| numerous] [http://www.youtube.com/watch?v=_y0hfCBD52E&list=UUdnbmtBwMzOjYVG6SsLIq-g&index=36| tricks] that can be used to [http://www.youtube.com/watch?v=2KoB2emodwc&list=UUdnbmtBwMzOjYVG6SsLIq-g&index=29| navigate maps], and even [http://www.youtube.com/watch?v=j_zx9mO_WSw&list=UUdnbmtBwMzOjYVG6SsLIq-g&index=2| a trick to survive sticky grenades.] In terms of its intended purpose, moving out of danger, it does ok, but you don't go that far. | |||
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{{ | |||
== Trivia == | == Trivia == | ||
===Tips=== | ===Tips=== | ||
*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 | *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. | ||
*It is often advantageous to have a teammate using the Drop Shield ability in both Firefight and standard Multiplayer modes | *It is often advantageous to have a teammate using the Drop Shield ability in both Firefight and standard Multiplayer modes. 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 | *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 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 | *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 de-activates. This will ensure that a sudden ambush after a battle that left the shields depleted will not overwhelm one. | ||
*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. | ||
*Promethean Vision is the only armor ability which can be used while carrying a detached turret. Using any other armor ability will cause the player to drop the turret. | *Promethean Vision is the only armor ability which can be used while carrying a detached turret. Using any other armor ability will cause the player to drop the turret. | ||
*Armor abilities are weakened in War Games, in relativity to Campaign or Spartan Ops. This means that armor abilities have a shorter use time (Hardlight Shield, Autosentry, etc.) or have a weaker effect (thruster pack has shorter travel distance, players cannot jump while deploying the Hardlight Shield). | *Armor abilities are weakened in War Games, in relativity to Campaign or Spartan Ops. This means that armor abilities have a shorter use time (Hardlight Shield, Autosentry, etc.) or have a weaker effect (thruster pack has shorter travel distance, players cannot jump while deploying the Hardlight Shield). | ||
*In ''Halo: Reach'', take advantage of the jammer on Active Camo. You can use it to move at top speed and get into position | *In ''Halo: Reach'', take advantage of the jammer on Active Camo. You can use it to move at top speed and get into position while the enemies can't be sure of what you're doing because of the jammer. | ||
===Miscellaneous=== | ===Miscellaneous=== | ||
*In campaign, the player almost always starts, and can complete the level, with the Sprint Armor Ability. The only exceptions to this are in [[Exodus]] Rally Point Alpha, where a player must have a Jetpack to advance the level, and during a short sequence in the [[The Pillar of Autumn (Halo: Reach level)|Pillar of Autumn]] (where the player pushes through the {{UNSCShip|Commonwealth}}), in which the player will spawn with Armor Lock. As there is no additional need for Armor Lock at this point, this was likely an oversight. | *In campaign, the player almost always starts, and can complete the level, with the Sprint Armor Ability. The only exceptions to this are in [[Exodus]] Rally Point Alpha, where a player must have a Jetpack to advance the level, and during a short sequence in the [[The Pillar of Autumn (Halo: Reach level)|Pillar of Autumn]] (where the player pushes through the {{UNSCShip|Commonwealth}}), in which the player will spawn with Armor Lock. As there is no additional need for Armor Lock at this point, this was likely an oversight. | ||
*Before, it was previously thought that each species can only use certain armor abilities (Elites were thought to be the only ones able to use Evade, and Spartans were the only ones thought to be able to use Armor Lock and Sprint).<ref>'''[[Halo: Reach Multiplayer Beta]]'''</ref> In the final product, this is not the case as both species can use all seven Armor Abilities.<ref>[http:// | *Before, it was previously thought that each species can only use certain armor abilities (Elites were thought to be the only ones able to use Evade, and Spartans were the only ones thought to be able to use Armor Lock and Sprint).<ref>'''[[Halo: Reach Multiplayer Beta]]'''</ref> In the final product, this is not the case as both species can use all seven Armor Abilities.<ref>[http://www.bungie.net/News/content.aspx?type=topnews&link=BWU_061810 '''Bungie.net''': ''Bungie Weekly Update 06.18.10'']</ref> | ||
*In the early stages of the game development, Elites using the Armor Lock ability were shown with a red aura instead of blue, while Spartans had a large and bulky attachment to their backs. However, these changes were erased before the game was released, so now both Elites and Spartans use the same blue armor lock. | *In the early stages of the game development, Elites using the Armor Lock ability were shown with a red aura instead of blue, while Spartans had a large and bulky attachment to their backs. However, these changes were erased before the game was released, so now both Elites and Spartans use the same blue armor lock. | ||
*Skirmishers have the ability to use the Hologram armor ability.<ref>[http:// | *Skirmishers have the ability to use the Hologram armor ability.<ref>[http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=966525 '''Bungie.net''': ''Skirmisher hologram?!?'']</ref> | ||
*Armor Abilities will change form depending on whether | *Armor Abilities will change form depending on whether a Elite or Spartan is using them. That is, Elite will have Armor Abilities made from purple metal, while Spartans have Armor Abilities which appear dull silver and rectangular. If a player drops an Armor Ability, it will take the form of the way it appeared on the player's back. The only exception is Evade, even if a Spartan drops it, it will still appear like a Covenant ability. This is odd as while on the Spartan's back, it can clearly be seen to share a design to other Spartan Armor Abilities (dull silver and rectangular). | ||
*[[ | *In canon terms, the Armor Abilities have only been seen in use during the [[Fall of Reach]], due to the fact they were introduced in ''Halo: Reach'' as a gameplay element. As Reach was the UNSC's primary military complex, prototype technologies such as Armor Abilities may have been developed and tested exclusively on the planet, thus explaining their absence in the other games. In addition, other ''Halo'' games occur in the time period after Reach falls, having John-117 as the only Spartan working alongside regular UNSC forces with limited military assets due to the Fall of Reach. ''Halo: Reach'' is centered around a Spartan team on a UNSC fortress world, with support and equipment more readily available. | ||
*[[Noble Team]] (aside from the player) can be seen sprinting or using Armor Lock without the required attachments. Likewise, [[Jiralhanae|Brutes]] and AI [[Sangheili|Elites]] use their Armor Abilities (Armor Lock or Evade) without the necessary external attachment. Brutes aren't even wearing any sort of Energy Shielding that could be supercharged with Armor Lock. | |||
*If one were to use Hologram and walk into the projection, they would notice that no matter what helmet they are wearing, the inside of the helmet of the hologram will always be the same. One can see this at the beginning of [[Noble Actual]] when Noble Six puts on his/her helmet. This was likely done to save time and resources. | *If one were to use Hologram and walk into the projection, they would notice that no matter what helmet they are wearing, the inside of the helmet of the hologram will always be the same. One can see this at the beginning of [[Noble Actual]] when Noble Six puts on his/her helmet. This was likely done to save time and resources. | ||
*There are a total of [[seven]] Armor Abilities in ''Halo: Reach'', another reference to Bungie's favorite number. | *There are a total of [[list of "seven" references in Halo|seven]] Armor Abilities in ''Halo: Reach'', another reference to Bungie's favorite number. | ||
*In the game ''Crysis 2'', there is a Hologram ability almost exactly identical in function to that of ''Halo: Reach'''s. However, it is a weapon attachment rather than an armor ability. | *In the game ''Crysis 2'', there is a Hologram ability almost exactly identical in function to that of ''Halo: Reach'''s. However, it is a weapon attachment rather than an armor ability. | ||
*If a player's [[Type-1 Energy Weapon/Sword|Energy Sword]] is depleted, the blade can still be seen when Active Camouflage is activated. | *If a player's [[Type-1 Energy Weapon/Sword|Energy Sword]] is depleted, the blade can still be seen when Active Camouflage is activated. | ||
*In ''Halo 4'', a player's Hologram will not show any customized weapon skins, nor any customized emblem. | *In ''Halo 4'', a player's Hologram will not show any customized weapon skins, nor any customized emblem. | ||
===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 [[ | *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. | ||
*Armor abilities are often used to produce glitches. A few examples of armor abilities-related glitches are the [[Armor | *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== | ||
<gallery> | <gallery> | ||
File: | File:Powerup_mount.jpg|Concept art of the armor ability item. | ||
File: | File:Halo 4 Armor Abilities pods.jpg|Concept art of armor ability pods in ''Halo 4''. | ||
File:Halo_Reach_Sprinting.jpg| | File:hologram.jpg|A player about to swap Sprint for the Hologram armor ability in the campaign level [[Nightfall]]. | ||
File:Active_Camo.jpg| | File:Halo_Reach_Sprinting.jpg|In-game screenshot of a SPARTAN using the Sprint armor ability in ''Halo: Reach Multiplayer Beta''. | ||
File:Halo_Reach_Elite_Evade.jpg|An Elite | File:Active_Camo.jpg|In-game screenshot of a SPARTAN using the active camouflage armor ability being used in the ''Halo: Reach Multiplayer Beta''. | ||
File:Halo_Reach_Elite_Evade.jpg|An Elite uses the Evade armor ability which can launch the player into the air if performed up an incline. | |||
File:HologramInline.jpg|The stages of the Hologram armor Ability. | |||
File:Drop_Shield.jpg|The Drop Shield in use. | |||
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: | File:Reach 5704518 Medium.jpg|A glitch that caused the Elite hologram to spawn with no armor. | ||
</gallery> | </gallery> | ||
==List of appearances== | |||
*''[[Halo: Reach]]'' {{1st}} | |||
*''[[Halo 4]] '' | |||
==Sources== | ==Sources== | ||
{{ | {{Reflist}} | ||
==Related pages== | |||
*[[Support upgrades]] | |||
*[[Tactical packages]] | |||
[[Category:Armor]] | [[Category:Armor]] | ||