Covenant comm node: Difference between revisions
From Halopedia, the Halo wiki
SPARTAN-347 (talk | contribs) (→Trivia) |
SPARTAN-347 (talk | contribs) No edit summary |
||
Line 5: | Line 5: | ||
[[Covenant]] '''Communication Nodes''' are mobile communication antennas used by the Covenant on the battlefield. | [[Covenant]] '''Communication Nodes''' are mobile communication antennas used by the Covenant on the battlefield. | ||
== | == History == | ||
The Comm Node has been a part of the Covenant for a relatively long time. Wherever Covenant are encamped, a comm node can be seen nearby. Often, they tend to serve as obstacles for the player, should they be driving a Warthog. However this is balanced by the excellent cover they provide (however, bullets from the Warthogs' mounted gun can be seen to pierce Comm Nodes, hitting objects and characters behind them). They are seen in the proximity of [[The Silent Cartographer]] and even the [[Flood Containment Facility]]. This denotes their importance to the continuity and smooth operation of ground and naval forces within the Covenant. | |||
It appears that the Comm Nodes have undergone a series of refits, seeing as how the shape, color, and height of the units vary between games. They most likely are similar to human technology, where when one model becomes outdated, another, more updated model takes its place. These differences between games is most probably because in different areas, different variants are utilized with varying distance and functionality belonging to the different models. | |||
=== Appearance and Function === | === Appearance and Function === | ||
Line 14: | Line 15: | ||
In ''Halo: Combat Evolved'', the Comm Node is impervious to all forms of firepower or impact. They can be neither damaged nor moved, for which reason they make excellent cover. They are never seen knocked over or even tipped in any of the levels, suggesting the [[Flood]] are either capable of utilizing them, or cannot move their bulk.<ref>''[[Halo: Combat Evolved]]'', [[343 Guilty Spark (Level)]]</ref> However, the first possibility seems more likely, as Flood are able to effortlessly move heavy machinery, up to and including armored vehicles. Nonetheless, the [[John-117|Master Chief]], who can flip over an [[M12 LRV]], is unable to budge the nodes an inch, suggesting that they are either fixed to the ground in some way or far heavier than they look. Even a direct impact from the 90mm shell of a [[Scorpion Tank]] can not scratch the heavily engraved metal alloy that protects the machine. In fact, a [[Warthog]] may even flip over on impact with a crate, thus making them rather dangerous obstacles. It is also possible that this could just be game mechanics because the nodes could be modified [[Covenant Supply Case|Supply Cases]], which are also immobile. The objects are also considered scenery objects by the game, just as rocks and the like are, and are therefore made immobile by the game itself. | In ''Halo: Combat Evolved'', the Comm Node is impervious to all forms of firepower or impact. They can be neither damaged nor moved, for which reason they make excellent cover. They are never seen knocked over or even tipped in any of the levels, suggesting the [[Flood]] are either capable of utilizing them, or cannot move their bulk.<ref>''[[Halo: Combat Evolved]]'', [[343 Guilty Spark (Level)]]</ref> However, the first possibility seems more likely, as Flood are able to effortlessly move heavy machinery, up to and including armored vehicles. Nonetheless, the [[John-117|Master Chief]], who can flip over an [[M12 LRV]], is unable to budge the nodes an inch, suggesting that they are either fixed to the ground in some way or far heavier than they look. Even a direct impact from the 90mm shell of a [[Scorpion Tank]] can not scratch the heavily engraved metal alloy that protects the machine. In fact, a [[Warthog]] may even flip over on impact with a crate, thus making them rather dangerous obstacles. It is also possible that this could just be game mechanics because the nodes could be modified [[Covenant Supply Case|Supply Cases]], which are also immobile. The objects are also considered scenery objects by the game, just as rocks and the like are, and are therefore made immobile by the game itself. | ||
==Changes Between Halo Games== | |||
=== Halo: Combat Evolved === | |||
[[File:Mugshot.jpg||thumb|200px|The controls on a Comm Node as seen in ''Halo PC'']] | |||
One type of communication node was seen on Alpha Halo, and greatly resembled a [[Covenant Supply Case]] with three antennae. The Covenant used these large portable crates to connect to the [[Battlenet]] for communication. Although extremely similar in appearance to the supply case, their sides appear to have folded outwards, producing a small screen and keyboard for Battlenet interface. | |||
=== Dimensions === | |||
Height: 13.8 feet | |||
=== Appearances === | === Appearances === | ||
Line 19: | Line 30: | ||
*[[343 Guilty Spark (Level)|343 Guilty Spark]] - In the swamp, they broadcast the same message as [[Victor 933]]'s crash message, suggesting that V933's pilot was desperate enough to broadcast on all channels, even those occupied by the Covenant Battlenet. | *[[343 Guilty Spark (Level)|343 Guilty Spark]] - In the swamp, they broadcast the same message as [[Victor 933]]'s crash message, suggesting that V933's pilot was desperate enough to broadcast on all channels, even those occupied by the Covenant Battlenet. | ||
*The multiplayer map [[Death Island]], based on Silent Cartographer, contains several. Also, several may be found in the multi-player map [[Damnation]]; this makes sense, as Damnation takes place in a Covenant hydro-processing facility. | *The multiplayer map [[Death Island]], based on Silent Cartographer, contains several. Also, several may be found in the multi-player map [[Damnation]]; this makes sense, as Damnation takes place in a Covenant hydro-processing facility. | ||
== Halo 2 == | == Halo 2 == | ||
In ''Halo 2'', they are similar to Covenant visual recording devices, but have large metal antennae protruding from the top of the casing. If the Crate is functioning, the antenna will be encased in a purple energy field. However, if the player shoots the crate, the charge over the antenna will flicker and disappear.<ref>''[[Halo 2]]'', level [[Delta Halo (Level)|Delta Halo]]</ref> | In ''Halo 2'', they are similar to Covenant visual recording devices, but have large metal antennae protruding from the top of the casing. If the Crate is functioning, the antenna will be encased in a purple energy field. However, if the player shoots the crate, the charge over the antenna will flicker and disappear.<ref>''[[Halo 2]]'', level [[Delta Halo (Level)|Delta Halo]]</ref> | ||
=== Appearances === | === Appearances === | ||
Line 38: | Line 43: | ||
== Halo 3 == | == Halo 3 == | ||
In ''Halo 3'', the Communication Nodes were redesigned to have a more elegant shape. Again, they can be destroyed, in which case the bluish energy field will disappear. | In ''Halo 3'', the Communication Nodes were redesigned to have a more elegant shape. Again, they can be destroyed, in which case the bluish energy field will disappear. They now have a more rounded and updated look. It still has the same basic shape as the ''Halo 2'' model, with a device at the bottom and antennae at the top. It is now seen more frequently. | ||
They now have a more rounded and updated look. It still has the same basic shape as the ''Halo 2'' model, with a device at the bottom and antennae at the top. It is now seen more frequently. | |||
=== Appearances === | === Appearances === | ||
Line 56: | Line 58: | ||
[[File:Reach_Comm_Node.png|thumb|250px|A larger Communication Node in ''[[Halo: Reach]]''.]] | [[File:Reach_Comm_Node.png|thumb|250px|A larger Communication Node in ''[[Halo: Reach]]''.]] | ||
Two different communication nodes are featured in ''[[Halo: Reach]]''. The default version is near-identical to the ''Halo 3'' iteration, while the larger one has three vertical antennas covered in energy fields. | Two different communication nodes are featured in ''[[Halo: Reach]]''. The default version is near-identical to the ''Halo 3'' iteration, while the larger one has three vertical antennas covered in energy fields. | ||
== Trivia == | == Trivia == |
Revision as of 18:03, December 28, 2010
This article does not meet the wiki's general standards and/or standards on layouts. You can help by cleaning this article. |
Covenant Communication Nodes are mobile communication antennas used by the Covenant on the battlefield.
History
The Comm Node has been a part of the Covenant for a relatively long time. Wherever Covenant are encamped, a comm node can be seen nearby. Often, they tend to serve as obstacles for the player, should they be driving a Warthog. However this is balanced by the excellent cover they provide (however, bullets from the Warthogs' mounted gun can be seen to pierce Comm Nodes, hitting objects and characters behind them). They are seen in the proximity of The Silent Cartographer and even the Flood Containment Facility. This denotes their importance to the continuity and smooth operation of ground and naval forces within the Covenant.
It appears that the Comm Nodes have undergone a series of refits, seeing as how the shape, color, and height of the units vary between games. They most likely are similar to human technology, where when one model becomes outdated, another, more updated model takes its place. These differences between games is most probably because in different areas, different variants are utilized with varying distance and functionality belonging to the different models.
Appearance and Function
The Comm Node appears to be either a modified storage crate or a similar device based on the same framework. It stands approximately eight feet tall and the three antennae on top add about five feet of height. It has several fold out controls on it, but they are in the Covenant language and are completely useless to the player. It is notable however, that the screens on uplink crates usually contain readouts on a planetary surface, likely the nearby planet Thresold, and links to orbiting spacecraft. The uplink crate emits a loud, random chirping noise and static when active. Its dark purple color affords it no camouflage whatsoever, tending to make it stand out. The only exception to this rule is when they are located in the interiors of Covenant vessels for transport. In this event, they provide extremely good cover, often blending into the background.
In Halo: Combat Evolved, the Comm Node is impervious to all forms of firepower or impact. They can be neither damaged nor moved, for which reason they make excellent cover. They are never seen knocked over or even tipped in any of the levels, suggesting the Flood are either capable of utilizing them, or cannot move their bulk.[1] However, the first possibility seems more likely, as Flood are able to effortlessly move heavy machinery, up to and including armored vehicles. Nonetheless, the Master Chief, who can flip over an M12 LRV, is unable to budge the nodes an inch, suggesting that they are either fixed to the ground in some way or far heavier than they look. Even a direct impact from the 90mm shell of a Scorpion Tank can not scratch the heavily engraved metal alloy that protects the machine. In fact, a Warthog may even flip over on impact with a crate, thus making them rather dangerous obstacles. It is also possible that this could just be game mechanics because the nodes could be modified Supply Cases, which are also immobile. The objects are also considered scenery objects by the game, just as rocks and the like are, and are therefore made immobile by the game itself.
Changes Between Halo Games
Halo: Combat Evolved
One type of communication node was seen on Alpha Halo, and greatly resembled a Covenant Supply Case with three antennae. The Covenant used these large portable crates to connect to the Battlenet for communication. Although extremely similar in appearance to the supply case, their sides appear to have folded outwards, producing a small screen and keyboard for Battlenet interface.
Dimensions
Height: 13.8 feet
Appearances
- Silent Cartographer - A pair of comm crates may be found in both the security sub system and in the Silent Cartographer itself. Additionally, several of them are found at the Pelicans' landing zone, mixed in with the normal supply crates.
- 343 Guilty Spark - In the swamp, they broadcast the same message as Victor 933's crash message, suggesting that V933's pilot was desperate enough to broadcast on all channels, even those occupied by the Covenant Battlenet.
- The multiplayer map Death Island, based on Silent Cartographer, contains several. Also, several may be found in the multi-player map Damnation; this makes sense, as Damnation takes place in a Covenant hydro-processing facility.
Halo 2
In Halo 2, they are similar to Covenant visual recording devices, but have large metal antennae protruding from the top of the casing. If the Crate is functioning, the antenna will be encased in a purple energy field. However, if the player shoots the crate, the charge over the antenna will flicker and disappear.[2]
Appearances
- Delta Halo - There are several of these scattered throughout the level.
- Gravemind
- Uprising - Some are seen across the battlefield and especially at the Brute encampment.
- Sacred Icon - Right at the beginning of the level.
- High Charity
- The Great Journey - One can be seen on the bridge where you fight Jackals.
Halo 3
In Halo 3, the Communication Nodes were redesigned to have a more elegant shape. Again, they can be destroyed, in which case the bluish energy field will disappear. They now have a more rounded and updated look. It still has the same basic shape as the Halo 2 model, with a device at the bottom and antennae at the top. It is now seen more frequently.
Appearances
Campaign:
- Tsavo Highway
- The Ark - Several can be seen scattered across the battlefield.
- The Covenant - They are especially noticeable on this level, and many can be seen across the battlefield.
Multiplayer:
Note: They are also one of the available items in Forge on Snowbound and Heretic.
Halo: Reach
Two different communication nodes are featured in Halo: Reach. The default version is near-identical to the Halo 3 iteration, while the larger one has three vertical antennas covered in energy fields.
Trivia
- If you were to break off one of its legs, the comm will still be active, and you can still pick it up in Forge. To fully destroy it, you must break the tower off the base.
- On the main body of the node, something resembling the marathon symbol can clearly be seen.
- The Halo: Combat Evolved communication nodes not only appear to be modified supply cases, but supply cases that are upside-down.