Equipment: Difference between revisions

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==Halo: Combat Evolved==
'''Equipment''' are special items that can be used in ''[[Halo: Combat Evolved]]'', ''[[Halo 2]]'', and ''[[Halo 3]]''.
There were two types of equipment in [[Halo: Combat Evolved]], [[active camouflage]] and [[overshield]]. Active camouflage made you partially invisible to other players or enemies unless you were shot, which caused your shields to flare, making you visible momentarily. The overshield simply made your shield three times as strong. However, in multiplayer, it slowly degraded over time even if you were not taking damage.


==Halo 2==
All three games feature equipment that is immediately activated upon collection; these are known as '''power-ups'''. ''Halo 3'' introduced equipment items that can be collected and carried by a player; these items could be activated at any time with a button press. When the term "equipment" is used, it usually refers to the items introduced in ''Halo 3''.
In ''[[Halo 2]]'', the only available equipment was [[John-117|Master Chief]]'s flashlight and [[Thel 'Vadam|The Arbiter]]'s [[Active Camouflage|active camouflage]] (Though with a certain [[Halo_2_Skulls#Envy|skull]], Master Chief would gain camouflage as well). Although such equipment could not be collected or spent, they were always available for use (based on charge) being integrated into their respective armor.


==Halo 3==
== ''Halo: Combat Evolved'' ==
In ''[[Halo 3]]'', equipment items can be used by Human players and AI units in both [[Multiplayer]] and [[Campaign]].  They are placed throughout Campaign levels and Multiplayer maps to add a new strategic (and sometimes humorous) option to the Halo gameplay mix. While most of the equipment is Covenant manufactured, some is Human made, such as the [[TR/9 Antipersonnel Mine|Trip Mine]]. Others, such as the Auto Turret, are made by the Forerunners. While only one piece of Equipment can be carried at a time, they are usually worth their weight.
There were two powerups in ''Halo: Combat Evolved'': [[active camouflage]] and [[overshield]]. Active camo provides temporary invisibility to players, and Overshield temporarily triples the strength of a player's shield.
 
== ''Halo 2'' ==
''Halo 2'' featured power-ups as well. It also introduced two features that are (arguably) equipment. When playing the Campaign as the [[Master Chief]], players could activate a [[flashlight]]. When playing as the [[Thel 'Vadam|Arbiter]], players could activate active camouflage. Although such equipment could not be collected or spent, they were always available for use (based on charge), since they were integrated into the characters' armor.
 
== ''Halo 3'' ==
''Halo 3'' introduced a new kind of equipment item. These items are immediately picked up when a player walks over them. The player can carry these items, and deploy them at any time with a button press. Only one equipment item can be carried at a time, however (though power-ups do not count toward this limit). The items appear in both [[Multiplayer]] and [[Campaign]]; in the latter, [[Brutes]] can use Equipment as well.
 
While most of the equipment is [[Covenant Empire|Covenant]]-manufactured, some is [[human]]-made, such as the [[TR/9 Antipersonnel Mine|Trip Mine]]. Others, such as the Auto Turret, were made by the [[Forerunners]].


All playable characters are equipped with flashlights when used in Campaign. The Arbiter no longer has built-in cloaking.
All playable characters are equipped with flashlights when used in Campaign. The Arbiter no longer has built-in cloaking.


==Halo 3: ODST==
== ''Halo 3: ODST'' ==
In [[Halo 3: ODST]] equipment is not available for the player to use though brutes will activate it, it has been replaced with the [[VISR]] a night vision with a NAV database and target identification, highlighting enemies in red.
Players in ''Halo 3: ODST'' cannot use equipment. Brutes, however, can still carry and use it.


== Equipment ==
== Equipment ==

Revision as of 12:32, October 17, 2009

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Equipment are special items that can be used in Halo: Combat Evolved, Halo 2, and Halo 3.

All three games feature equipment that is immediately activated upon collection; these are known as power-ups. Halo 3 introduced equipment items that can be collected and carried by a player; these items could be activated at any time with a button press. When the term "equipment" is used, it usually refers to the items introduced in Halo 3.

Halo: Combat Evolved

There were two powerups in Halo: Combat Evolved: active camouflage and overshield. Active camo provides temporary invisibility to players, and Overshield temporarily triples the strength of a player's shield.

Halo 2

Halo 2 featured power-ups as well. It also introduced two features that are (arguably) equipment. When playing the Campaign as the Master Chief, players could activate a flashlight. When playing as the Arbiter, players could activate active camouflage. Although such equipment could not be collected or spent, they were always available for use (based on charge), since they were integrated into the characters' armor.

Halo 3

Halo 3 introduced a new kind of equipment item. These items are immediately picked up when a player walks over them. The player can carry these items, and deploy them at any time with a button press. Only one equipment item can be carried at a time, however (though power-ups do not count toward this limit). The items appear in both Multiplayer and Campaign; in the latter, Brutes can use Equipment as well.

While most of the equipment is Covenant-manufactured, some is human-made, such as the Trip Mine. Others, such as the Auto Turret, were made by the Forerunners.

All playable characters are equipped with flashlights when used in Campaign. The Arbiter no longer has built-in cloaking.

Halo 3: ODST

Players in Halo 3: ODST cannot use equipment. Brutes, however, can still carry and use it.

Equipment

Trivia

  • In the January 2008 issue of EGM, in an interview with Brian Jarrard and Tyson Green, it was revealed that there was a piece of equipment cut from the final game known as The Vortex.Template:Fact It was said to be deployed the same as a Power Drain, but would instead create a mini black hole that would "suck" in any object within range, and diverting its course into the black hole, and away from your face. It was even able to affect nearby objects such as the Fusion Coil and even other players. The design was cut due to the fact that it was too "expensive" from a networking and performance standpoint.
  • The Radar Jammer, Flare, and Deployable Cover are no longer usable in Matchmaking, as all three could be used to reach unfairly high places; the former two using the Equipment Jumping glitch, and the latter by simply jumping on it after deployment.
  • In the new 2009 Halo 3 Action Figures wave, there are equipments included, and it should be noted that they all can be moved in some way as if they were activated; for example, the Radar Jammer included with the Olive Security-permutation
  • Despite not being able to use them yourself, in Halo 3: ODST, Brutes will still continue to use equipment as they do in Halo 3.

Glitches

  • The Radar Jammer, Flare, and Power Drain can all be used to "double jump".
  • In Forge, players often set equipment items to Instant Respawn, resulting in various interesting effects. Among other things, Instant Respawn Trip Mines can be used to overload a map. Overloading makes some forged objects disappear and disables all stage elements such as lifts and guardian turrets.