Flare: Difference between revisions

From Halopedia, the Halo wiki

(Various changes of phrase, additions of links, etc.)
Line 9: Line 9:
*Weight : 3.1 kilograms (6.82 pounds)<ref>http://carnage.bungie.org/haloforum/halo.forum.pl?read=877576</ref>
*Weight : 3.1 kilograms (6.82 pounds)<ref>http://carnage.bungie.org/haloforum/halo.forum.pl?read=877576</ref>
}}
}}
The '''Flare''' is a piece of [[equipment]] in [[Halo 3]].
The '''Flare''' is a piece of [[equipment]] in ''[[Halo 3]]''. It is used to blind enemy personnel.


==Overview==
==Overview==
[[Image:H3 Flare.jpg|left|thumb|200px|An unarmed Flare in bright light.]]
[[Image:H3 Flare.jpg|left|thumb|200px|An unarmed Flare in bright light.]]
The Flare [[equipment]] type is similar in appearance to the [[Radar Jammer]] and [[Power Drain]] and makes its debut in [[Halo 3]]. It functions in a similar manner to a flashbang [[grenade]], blinding foes and allies alike.<ref>Leaked scans of September issue of EGM.</ref> Its symbol in the [[HUD]] is a circle with multiple rays coming from it. This equipment type was only featured in two [[multiplayer]] maps by default, [[Guardian (Level)|Guardian]] and [[Isolation (Level)|Isolation]]. Both have been removed by an update. It is mainly used to surprise and blind your opponents. However, a planned strategy and a close range weapon or a type of one-shot kill weapon can be used to almost certainly dispatch an enemy in conjunction with a flare. Without a very effective weapon, it is just a nuisance, hindering you just as much as your opponent and is useful for planning your escape from your enemies.
Flares are visually identical to [[Radar Jammer]]s and [[Power Drain]]s save for their varying colors; flares have a yellow glow. When a player picks up a Flare, the equipment piece is represented on the [[HUD]] by a circle with multiple rays coming from it.


[[Image:Flare in Action.jpg|right|thumb|300px|Flare in blinding action from medium distance.]](In reference to the Flare Equipment by Griesemer): The Flare merely creates a blinding white light rather than hurts, anyone friend or foe alike who sees it-and that's OK. "If you have a short range [[weapon]], the flare will blind foes long enough for you to get close" says Griesemer. His favorite strategy? "See a bunch of people guarding the flag? Throw the flare down." He says "By the time the Flare's gone, their flag is too." Just take care to divert your own eyes-the Flare will blind the player who throws it, too. - EGM September 2007 Issue
Though Flares can be [[Forge]]d into every map in the game, they do not appear in any maps by default. They used to spawn in [[Guardian (Level)|Guardian]] and [[Isolation (Level)|Isolation]], but were removed during a title update as a result of the [[Equipment Jumping]] glitch, which allowed players to use Flares and other items to reach inordinate heights in [[Matchmaking]]. Because of this, Flares are only useful in modified map variants and some [[Campaign]] levels.


== Disadvantages ==
It functions in a similar manner to a [[Wikipedia:Hand grenade#Stun|stun grenade]], blinding foes and allies alike.<ref>Leaked scans of September issue of EGM.</ref> Unlike stun grenades, however, Flares do not "pause" the vision of affected players. Instead, Flares only blind players who look at them and players within close proximity -- in other words, the Flare exhibits a temporary but continuous [[Wikipedia:area of effect|area of effect]]. (It could be considered to have ''two'' areas of effect: players in extremely close proximity are completely blinded, whereas players who are a few feet away can restore their vision by simply looking away.)
The player ''cannot'' see within the Flare's proximity and confines as well as the battlefield even if he or she deploys it in open combat. There is a way to counter it, but is quite difficult. The Flare will blind you, but your HUD, and more importantly, your reticule, is unaffected by it. If you're blinded, swing your view around until it turns red, and open fire. Many players have stated getting "lucky kills" by noticing and taking advantage of this.


The other easy way of avoiding being blinded by your own flares is to throw it towards an enemy and then quickly turn around before it goes off.  This will damage your vision slightly but won't completely blind you. The same thing works with enemy flares; if you look away as soon as the enemy throws it, it will only have a weakened effect and you can still see well enough to shoot your opponents into oblivion while they remain oblivious to your location. Use the fact that flares can affect anyone who sees the blast. Make sure this effect does not backfire so an opponent can just kill you while you are blinded.
It is mainly used to surprise and blind your opponents. However, a planned strategy and a close range weapon or a type of one-shot kill weapon can be used to almost certainly dispatch an enemy in conjunction with a flare. Without a very effective weapon, it is just a nuisance, hindering you just as much as your opponent and is useful for planning your escape from your enemies. Flares serve as effective distractions. [[Bungie]] employee [[Jaime Griesemer]] described one strategy: "See a bunch of people guarding the [[flag]]? Throw the flare down. By the time the Flare's gone, their flag is too."<ref>EGM September 2007 Issue</ref>


Of course, such strategies will work better on those who are unfamiliar with the tactics discussed here.
== Disadvantages ==
When deploying a Flare, a player will almost always find themselves within the Flare's area of effect; this causes the user to be blinded. A blinded player's [[HUD]], [[Motion Tracker]], and [[reticule]], however, are unaffected. This allows a target to simply look around rapidly, shooting when the reticule turns red. Similarly, both the user and the target of a Flare can turn around rapidly before or as it activates, mitigating the resulting loss of vision. These traits serve as both disadvantages and advantages, depending on who uses them. Such strategies work best when used against people who are unfamiliar with them.


==Strategy==
==Strategy==
 
*In [[CTF]], the user can throw the Flare in the flag room, run in, and collect the flag (if the user can take the flag and run away in the right direction).
 
*In [[CTF]], the user can throw the Flare in the flag room and run in and collect the flag (if the user can take the flag and run away in the right direction).
*When deployed in narrow corridors, its very useful for blinding everyone in it.
*When deployed in narrow corridors, its very useful for blinding everyone in it.
*If used in small areas in [[Infection]], its good for making quick escapes.
*If used in small areas in [[Infection]], its good for making quick escapes.
*Useful in conjunction with a short range weapon against a sniper, throwing the flare at the sniper makes it impossible to see you.
*Useful in conjunction with a short range weapon against a sniper, throwing the Flare at the sniper makes it impossible to see you.
*A simple but annoying tactic, is in Forge, to set the Flare to respawn instantly after being picked up. The player can then continue to throw flares in the same place and create a miniature sun. The normal extreme light of the Flare is amplified and the entire screen goes completely white, with the exception of the motion tracker and HUD, of course. It can be used to simply annoy other players, or if used with a partner, a sniping asset. Silhouettes of the players in the Flare's radius are visible, and for a sniper located farther away, its an easy way to rack up kills. However, the Flare-dropper can also be killed by accident by the sniper, thus ending the "flashlight of death".
*A simple but annoying tactic, is in Forge, to set the Flare to [[Forge/Tricks#Instant Respawn|respawn instantly]] after being picked up. The player can then continue to throw Flares in the same place and create a miniature sun. The normal extreme light of the Flare is amplified and the entire screen goes completely white, with the exception of the motion tracker and HUD, of course. It can be used to simply annoy other players, or if used with a partner, a sniping asset. Silhouettes of the players in the Flare's radius are visible, and for a sniper located farther away, its an easy way to rack up kills. However, the Flare-dropper can also be killed by accident by the sniper, thus ending the "flashlight of death".
*On the level [[High Ground]], the Flare can be used with the [[Portable Gravity Lift]] to penetrate the Turret/Sniper Guards.
*On the level [[High Ground]], a Flare can be used with the [[Portable Gravity Lift]] to penetrate the Turret/Sniper Guards.
*Best used on the level [[Guardian (Level)|Guardian]], since it has many small rooms and hallways.
*Best used on the level [[Guardian (Level)|Guardian]], since it has many small rooms and hallways.
*Lay down a flare if you are trying to tell a friend your position (Note that enemies can see you too)
*A Flare can be used to draw both allies and enemies to a location.


== Trivia ==
== Trivia ==
*In [[Campaign]], the Flare has no effect whatsoever on enemies. They will be able to shoot you regardless because the game just gives the enemies the player's coordinates to shoot at. It seems as if the Flare's sole purpose for existing in Campaign is for enemies to use them against you. However, at some point, it will sometimes make [[Grunts]] and [[Brutes]] dodge or panic, the [[Grunts]] flee and the [[Brutes]] go berserk.
*In Campaign, the Flare has no effect whatsoever on enemies. They will be able to shoot you regardless; this is because AI-controlled NPCs use a raytracing-like algorithm to detect targets, and this algorithm does not take light or color into account. It seems as if the Flare's sole purpose for existing in Campaign is for enemies to use them against you. However, at some point, it will sometimes make [[Grunts]] and [[Brutes]] dodge or panic, the Grunts flee and the Brutes go berserk.
*The Flare shares many physical similarities with the [[Radar Jammer]] and [[Power Drain]], with the exception of a yellow glow instead a of red or blue glow.
*The Flare is visually identical to the Radar Jammer and Power Drain save for its yellow glow. The Flare's color denotes its purpose, as a bright yellow is commonly associated with light or the Sun.
*Although the Flare blinds you completely, it does not get rid of your motion sensor, allowing you to still know where you and your enemies are.
*Although the Flare blinds targets completely, they can still see their HUD, Motion Trackers, and reticules. For [[Spartans]], this may be because such images are [[Neural Interface|uploaded directly into their brain, bypassing their eyes]].
*If one is attentive, even when blinded by a Flare you can see the red names of your enemies. Paying attention to your reticule will allow you to find targets as well.
*If one is attentive, even when blinded by a Flare you can see the red names of your enemies. Paying attention to your reticule will allow you to find targets as well.
*One of the best tactics for capture the flag is someone having the Flare and an ally having a Radar Jammer. That way, enemies are completely unaware of your position including yourself.
*Two players can cooperate, using a Flare and a Radar Jammer to capture a flag with ease.
*If the player accidentally looks at an active flare, looking away will not completely get rid of the effects.
*If a player accidentally looks at an active flare, looking away will not completely get rid of the effects.
*The flare was cut from matchmaking, due to the "Double jump" which allows players to get to hard-to-reach or glitched places.
*The flare was cut from Matchmaking as a result of the [[Equipment Jumping]] glitch.
*In reality, the Flare's effects would not blind a fully armored Spartan, as the MJOLNIR armor's visor automatically polarizes in extreme light. it is possible that it uses a neural brain wave attack on visual section of the brain because it will blind you even if you are behind a wall or looking away.
*In reality, the Flare's effects would not blind a fully armored Spartan, as the [[MJOLNIR]] armor's visor automatically polarizes in extreme light. It is possible that it uses a neural brain wave attack on visual section of the brain, because it will blind you even if you are behind a wall or looking away; this would not, however, explain a Spartan's ability to see their HUD while blinded by a Flare.


==Images==
==Images==

Revision as of 16:43, September 6, 2009

Template:Ratings

Template:Weapon The Flare is a piece of equipment in Halo 3. It is used to blind enemy personnel.

Overview

An unarmed Flare in bright light.

Flares are visually identical to Radar Jammers and Power Drains save for their varying colors; flares have a yellow glow. When a player picks up a Flare, the equipment piece is represented on the HUD by a circle with multiple rays coming from it.

Though Flares can be Forged into every map in the game, they do not appear in any maps by default. They used to spawn in Guardian and Isolation, but were removed during a title update as a result of the Equipment Jumping glitch, which allowed players to use Flares and other items to reach inordinate heights in Matchmaking. Because of this, Flares are only useful in modified map variants and some Campaign levels.

It functions in a similar manner to a stun grenade, blinding foes and allies alike.[1] Unlike stun grenades, however, Flares do not "pause" the vision of affected players. Instead, Flares only blind players who look at them and players within close proximity -- in other words, the Flare exhibits a temporary but continuous area of effect. (It could be considered to have two areas of effect: players in extremely close proximity are completely blinded, whereas players who are a few feet away can restore their vision by simply looking away.)

It is mainly used to surprise and blind your opponents. However, a planned strategy and a close range weapon or a type of one-shot kill weapon can be used to almost certainly dispatch an enemy in conjunction with a flare. Without a very effective weapon, it is just a nuisance, hindering you just as much as your opponent and is useful for planning your escape from your enemies. Flares serve as effective distractions. Bungie employee Jaime Griesemer described one strategy: "See a bunch of people guarding the flag? Throw the flare down. By the time the Flare's gone, their flag is too."[2]

Disadvantages

When deploying a Flare, a player will almost always find themselves within the Flare's area of effect; this causes the user to be blinded. A blinded player's HUD, Motion Tracker, and reticule, however, are unaffected. This allows a target to simply look around rapidly, shooting when the reticule turns red. Similarly, both the user and the target of a Flare can turn around rapidly before or as it activates, mitigating the resulting loss of vision. These traits serve as both disadvantages and advantages, depending on who uses them. Such strategies work best when used against people who are unfamiliar with them.

Strategy

  • In CTF, the user can throw the Flare in the flag room, run in, and collect the flag (if the user can take the flag and run away in the right direction).
  • When deployed in narrow corridors, its very useful for blinding everyone in it.
  • If used in small areas in Infection, its good for making quick escapes.
  • Useful in conjunction with a short range weapon against a sniper, throwing the Flare at the sniper makes it impossible to see you.
  • A simple but annoying tactic, is in Forge, to set the Flare to respawn instantly after being picked up. The player can then continue to throw Flares in the same place and create a miniature sun. The normal extreme light of the Flare is amplified and the entire screen goes completely white, with the exception of the motion tracker and HUD, of course. It can be used to simply annoy other players, or if used with a partner, a sniping asset. Silhouettes of the players in the Flare's radius are visible, and for a sniper located farther away, its an easy way to rack up kills. However, the Flare-dropper can also be killed by accident by the sniper, thus ending the "flashlight of death".
  • On the level High Ground, a Flare can be used with the Portable Gravity Lift to penetrate the Turret/Sniper Guards.
  • Best used on the level Guardian, since it has many small rooms and hallways.
  • A Flare can be used to draw both allies and enemies to a location.

Trivia

  • In Campaign, the Flare has no effect whatsoever on enemies. They will be able to shoot you regardless; this is because AI-controlled NPCs use a raytracing-like algorithm to detect targets, and this algorithm does not take light or color into account. It seems as if the Flare's sole purpose for existing in Campaign is for enemies to use them against you. However, at some point, it will sometimes make Grunts and Brutes dodge or panic, the Grunts flee and the Brutes go berserk.
  • The Flare is visually identical to the Radar Jammer and Power Drain save for its yellow glow. The Flare's color denotes its purpose, as a bright yellow is commonly associated with light or the Sun.
  • Although the Flare blinds targets completely, they can still see their HUD, Motion Trackers, and reticules. For Spartans, this may be because such images are uploaded directly into their brain, bypassing their eyes.
  • If one is attentive, even when blinded by a Flare you can see the red names of your enemies. Paying attention to your reticule will allow you to find targets as well.
  • Two players can cooperate, using a Flare and a Radar Jammer to capture a flag with ease.
  • If a player accidentally looks at an active flare, looking away will not completely get rid of the effects.
  • The flare was cut from Matchmaking as a result of the Equipment Jumping glitch.
  • In reality, the Flare's effects would not blind a fully armored Spartan, as the MJOLNIR armor's visor automatically polarizes in extreme light. It is possible that it uses a neural brain wave attack on visual section of the brain, because it will blind you even if you are behind a wall or looking away; this would not, however, explain a Spartan's ability to see their HUD while blinded by a Flare.

Images

Sources

  1. ^ Leaked scans of September issue of EGM.
  2. ^ EGM September 2007 Issue

Template:Equipment List