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| {{Status|Canon}} | | {{era|H1|H2|H3|RE|FOR|TF|FS|GOO|LE}} |
| [[File:FuD - Motion tracker.png|thumb|300px|The motion tracker used by [[Corbulo Academy of Military Science|CAMS]] cadets.]] | | {{ratings}} |
| The '''motion tracker''',<ref>'''Halo: Combat Evolved''', campaign level ''[[The Pillar of Autumn (Halo: Combat Evolved level)|The Pillar of Autumn]]'' ('''Cortana''': ''"… Activating motion tracker. Let's find a safe exit."'')</ref><ref>'''Halo: The Fall of Reach''', "Chapter 27", ''page 257'' (''"<nowiki>'New targets. Seven contacts on the motion tracker.' Cortana reported.</nowiki>"'')</ref> also known as the '''motion sensor''',<ref>[http://halo.xbox.com/halo4#!halo-evolved/gameplay/31afe32b-0e07-45c0-9424-3adc6e1eadca '''Halo 4 Official Site''': ''Gameplay'']</ref> is a piece of equipment utilized by the [[United Nations Space Command|UNSC]] and the [[Covenant]]. In addition to being used as UNSC field equipment,<ref>'''Halo 3''', campaign level ''[[Crow's Nest]]'' ('''Marine Technician''': ''"[Motion trackers are] down or we're not receiving. Can't tell."'')</ref> it is also a feature built into the [[heads-up display]] in a variety of combat suits, including the [[HRUNTING/YGGDRASIL Mark I ADS|HRUNTING/YGGDRASIL Mark I exoskeleton]], the [[MJOLNIR Powered Assault Armor|MJOLNIR armor]] and the [[Combat harness|Sangheili combat harness]]. The tracker, located on the heads-up display's lower left corner, indicates individual allies, enemies and vehicles in relation to the location of the armor's operator.<ref name="ce">'''Halo: Combat Evolved'''</ref><ref name="h2">'''Halo 2'''</ref><ref name="h3">'''Halo 3'''</ref><ref name="reach">'''Halo: Reach'''</ref>
| | [[Spartans]] and [[Elites]] have a '''Motion Tracking Sensor''' built into the [[HUD]] of their helmets and armor. The sensor shows individual allies as yellow dots and allied vehicles as larger yellow dots. Enemies are shown as red dots, with [[Hunters]] and enemy vehicles represented by larger red dots. [[Infection Form|Flood Infection Forms]] are shown as small red dots, the only exception being in the level [[The Covenant (Level)|The Covenant]], when they are allies. They are then shown as small yellow dots. The motion tracker shows how close the other characters are in relation to your current position, up to 25 meters. When someone on the other team in [[multiplayer]] speaks, their red blip is surrounded by a white glow and it becomes bigger. Nav points will also show up, shown only as a small white triangle at the end of the sensor. |
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| ==Overview==
| | The motion tracker is '''''not''''' a radar, however, and can be countered by crouching, which makes you undetectable on other player's sensors, at least until you shoot while crouching. |
| The motion tracker is a circle with a central dot, which represents the user's location. The tracker shows individual allies as yellow dots and enemies as red dots. The size of the dot is depended on the size of the individual, with normal infantry represented by a normal dot, smaller life forms, such as rats, fishes, or even [[Pod infector]]s, are represented by smaller dots,<ref>'''Halo 3''', campaign level ''[[Crow's Nest]]''</ref><ref>'''Halo 3''', campaign level ''[[The Covenant (level)|The Covenant]]''</ref> and large dots representing vehicles or large infantry, notably the [[Mgalekgolo]]. Unmanned vehicles appear as large gray dots. | |
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| ===Advantage=== | | ==Glitches== |
| The motion tracker allows the user to locate enemies or allies behind cover, and is proved to be important for predicting enemy activities behind obstacles.
| | *The rats in [[Crow's Nest (Level)|Crow's Nest]] show up as small Infection Form-like yellow blips on your motion sensor, indication that they are allied to you, or to avoid confusion about enemies in the area. |
| | | *The fish in [[the Covenant (Level)|the Covenant]] lake outside the first shield barrier control room, show up as small Infection Form-like yellow blips on your motion sensor. |
| ===Disadvantage===
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| The motion tracker is apparently vulnerable to sea water, as indicated when [[SPARTAN-II Program|Spartan-II]] [[Frederic-104]]'s motion tracker froze due to a crusting of sea salt.<ref>'''Halo: Ghosts of Onyx''', "Chapter ??", page ??</ref> Equipments like Covenant [[radar jammer]] can be used to scramble the motion tracker's signal, effectively obliterating its use.{{Ref/Reuse|h3}} The tracker is also shown to be susceptible to slow moving objects, which will not shown up on the motion tracker if within its range. | |
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| ==Usage==
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| ===UNSC version===
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| The first known UNSC motion tracker was integrated in the [[MJOLNIR Powered Assault Armor#Mark I exoskeleton|MJOLNIR Mark I exoskeleton]]. These exoskeletons never saw use in battle.<ref>'''Halo: The Fall of Reach''', "Chapter 8", ''page 71'', '''2010''', ''page 90'', '''definitive''', ''page 81''</ref> The [[HRUNTING/YGGDRASIL Mark I ADS]], which was developed in [[Algolis]], included a 1400m+ tracker and a map mode. Unlike other iterations, enemies were indicated by short yellow lines.<ref>'''Halo Legends''', ''The Package''</ref>
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| The [[MJOLNIR Powered Assault Armor/Mark IV|MJOLNIR Mark IV]]'s heads-up display features a limited function motion tracker.<ref>'''Dr. Halsey's personal journal''', ''January 7, 2535 entry''</ref>
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| The prototype [[MJOLNIR Powered Assault Armor/Mark V|MJOLNIR Mark V]] includes a motion tracker with a radius of 25 meters. This motion tracker also takes into account vertical positioning. Allies, enemies, and vehicles will appear as properly colored triangles when they are a considerable height above, and appear as faded-out dots when they are a considerable height below.{{Ref/Reuse|reach}} The radius of the motion tracker in the MJOLNIR Mark V's final iteration has been reduced by 10 meters, at only 15 meters.{{Ref/Reuse|ce}}
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| The [[MJOLNIR Powered Assault Armor/Mark VI|MJOLNIR Mark VI]] features motion trackers with the range of 20{{Ref/Reuse|h2}} or 25{{Ref/Reuse|h3}} meters, possibly depending on the operator's choice. [[Navigation point]]s appear on the sides of the motion tracker as small white triangles.{{Ref/Reuse|h3}} [[John-117]]'s MJOLNIR Mark VI HUD motion tracker was improved by Cortana; this upgrade allows his motion tracker to identify many vehicles with distinct overhead outlines, replacing the indistinct circles displayed by earlier motion trackers.
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| The [[M363 Remote Projectile Detonator|sticky detonator]] also implements the motion tracker in relation to the projectile, telling when to detonate the projectile to ensure maximum damage.<ref>Halo 4</ref>
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| ===Covenant version===
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| The [[Sangheili]] seems to be the only [[Covenant]] species that included motion tracker into their armor. The Sangheili combat harness' motion tracker operates exactly like that of the MJOLNIR armor, having the inclusion of navigation points, verticality, and varying range.{{Ref/Reuse|h2}}{{Ref/Reuse|h3}}{{Ref/Reuse|reach}}
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| ==Gameplay==
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| In ''Halo: Combat Evolved'' multiplayer, the player will not appear on an opponents motion tracker while crouched, or while crouched and moving, or while standing still. In MCC, if you have toggle crouch on, you won't be able to move at full crouched speed without standing up again. Be gentle with the thumbstick because of this, or avoid the problem completely and toggle crouch off. This is not an issue for MCC Steam.
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| In ''Halo 2'', if a player were to look up or down, the motion tracker "plane" will adjust to be parallel to the player view, allowing them to see how far someone is above or below them. The [[Halo 2 skulls#Blind|Blind skull]] in campaign removes the entire HUD, including the motion tracker. In [[multiplayer]], when the motion tracker is disabled through game settings, the tracker will remain on the HUD, but with an "X" over it.
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| In ''Halo 3'' campaign, the [[Halo 3 skulls#Blind|Blind skull]] once again removes the motion tracker with the rest of the HUD, but the Fog skull removes only the motion tracker. In multiplayer, the motion tracker's range can be set to 15 meters, 25 meters, 50 meters, 75 meters or even 150 meters with blips becoming increasingly smaller the larger the range gets. During the game through [[Xbox LIVE]], when an opposing team player speaks, their red blip is surrounded by a white glow and it becomes bigger.
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| In ''Halo: Reach'', the [[Halo: Reach skulls#Blind|Blind skull]] returns again and when activated, removes the entire HUD, including the motion tracker. The Cloud skull, when activated, wields the same effect as ''Halo 3'''s Fog skull, removing the motion tracker. The [[armor abilities|armor ability]] icon is then relocated from the top left of the motion tracker to the lower left of the HUD. In multiplayer, the motion tracker's lower right corner displays the name of the area the player is located in. This feature is absent in campaign, unless the player leaves the playable area, then the label is shown as "OUT OF BOUNDS".
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| ==Trivia== | | ==Trivia== |
| *In ''Halo 2'', if the player's [[energy shielding]] is critical, the motion tracker will flicker on and off.{{citation needed}} | | *In ''[[Halo 3]]'' custom games or [[Forge]], the motion sensor can increase its range by 15 meters, 25 meters, 50 meters or even 150 meters with blips becoming increasingly smaller the larger the range gets. |
| *The yellow dot at the center of the motion tracker's display is the player themselves. If the player isn't moving, this dot will disappear, then reappear once the player is moving with enough speed to register. | | *In the novel ''[[Halo: Ghosts of Onyx]]'', the motion tracker sensor is shown to be vulnerable to sea water, when [[Fred]]'s motion tracker froze due to a crusting of sea salt. |
| *Vehicles that are moving, but are not currently manned (i.e. If someone jumps out of a [[M12 Force Application Vehicle|Warthog]] that keeps moving), will appear as manned by a friendly. | | *In ''[[Halo 2]]'', if your [[shields]] are critical, your motion sensor will flicker on and off. |
| *The sensors used in [[Corbulo Academy of Military Science]] exercises appear to not be true motion trackers, but rather track [[Identification friend or foe|IFF transponders]] in the cadets' helmets.<ref>'''[[Halo 4: Forward Unto Dawn]]''', ''Part 2''</ref> | | *Even if the player isn't crouching, if he/she is moving slowly enough, they will be invisible to the Motion Sensor. |
| | | *The yellow dot which appears at the center of the Motion Sensor's display is the player themselves. If the player isn't moving, this dot will disappear, but reappear once the player is moving with enough speed to register. |
| ==List of appearances==
| | *Vehicles that are moving, but are not currently manned (i.e. If someone jumps out of a [[Warthog]] that keeps moving), these vehicles will appear as manned by a friendly. |
| *''[[Halo: The Fall of Reach]]'' {{1st}}
| | *In [[Halo: Reach]], the motion sensor will to tell you in what place of the map you are currently in, as seen in the [[Halo: Reach Multiplayer Trailer|Multiplayer Trailer]]. The motion sensor will also be 3D. Players below will show up as dark dots and players above will have a shadow below the dot. |
| *''[[Halo: Combat Evolved]]'' | | *In [[Prototype]] from Halo Legends, the [[HRUNTING/YGGDRASIL Mark I Prototype Exoskeleton]] was equipped with an 1400m+ sensor (with map mode). |
| *''[[Halo 2]]''
| | [[Category:Technology]] |
| *''[[Halo: Ghosts of Onyx]]''
| | [[Category:Halo 2]] |
| *''[[Halo 3]]''
| | [[Category:Halo 3]] |
| *''[[Halo Legends]]''
| | [[Category:Halo: Reach]] |
| **''[[Prototype]]''
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| **''[[The Package (animated short)|The Package]]''
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| *''[[Remember Reach]]''
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| **''[[Deliver Hope]]''
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| *''[[Halo: Reach]]''
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| *''[[Halo: Combat Evolved Anniversary]]''
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| *''[[Halo 4: Forward Unto Dawn]]''
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| *''[[Halo 4]]''
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| **''[[Spartan Ops]]''
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| *''[[Halo: Spartan Assault]]''
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| *''[[Halo: Escalation]]''
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| *''[[Halo 2: Anniversary]]''
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| *''[[Hunt the Truth]]''
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| **''[[All Hail]]''
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| **''[[The Cost]]''
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| *''[[Halo 5: Guardians]]''
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| *''[[Halo: Shadow of Intent]]''
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| *''[[Halo Wars 2]]''
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| *''[[Halo Infinite]]''
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| ==Sources==
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| {{Ref/Sources}}
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| [[Category:Sensors]]
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