Active camouflage: Difference between revisions

From Halopedia, the Halo wiki

m (1 revision(s))
Line 9: Line 9:
The coverage does not extend to the entirety of the user's equipment. Lights like on the [[Plasma Pistol]] and [[Plasma Rifle]] can be seen, as can the [[Energy Sword]], giving away the user's position.
The coverage does not extend to the entirety of the user's equipment. Lights like on the [[Plasma Pistol]] and [[Plasma Rifle]] can be seen, as can the [[Energy Sword]], giving away the user's position.


In [[Halo 2]], it is noted that the Arbiter's armour, while possessing an in-built active camouflage generator, is not permanent until turned off, unlike the more modern generators used by the SpecOps [[Grunts]] and [[Elites]]. There is a circle on the player's [[HUD]] that shows the amount of time left for both the usage of the active camouflage and the recharging sequence. The Master Chief can gain this ability with the Envy Skull.
In [[Halo 2]], it is noted that the Arbiter's armour, while possessing an in-built active camouflage generator, is not permanent until turned off, unlike the more modern generators used by SpecOps [[Elites]]. There is a circle on the player's [[HUD]] that shows the amount of time left for both the usage of the active camouflage and the recharging sequence. The Master Chief can gain this ability with the Envy Skull.


Unlike in [[Halo: Combat Evolved]] where one could attack without breaking active camouflage permanently, in [[Halo 2]] usage of a weapon causes active camouflage to deactivate until it is recharged and can be used again.
Unlike in [[Halo: Combat Evolved]] where one could attack without breaking active camouflage permanently, in [[Halo 2]] usage of a weapon causes active camouflage to deactivate until it is recharged and can be used again.

Revision as of 12:56, July 29, 2006

Summary

The active camouflage light-bending energy is stored in much the same way as the Covenant Overshield. When the user breaks the active camouflage container, the energy envelops the wearer and bends light around the skin, armor, or shielding, conforming to it's user's form, rendering him invisible. This effect wears off as the energy dissipates.

When any projectiles pass through this shielding, it is temporarily deactivated causing the user to become visible. It should be noted that this is speculation based on field reports, and has not been proven because no one has yet captured an intact device.

Combat Usage

The coverage does not extend to the entirety of the user's equipment. Lights like on the Plasma Pistol and Plasma Rifle can be seen, as can the Energy Sword, giving away the user's position.

In Halo 2, it is noted that the Arbiter's armour, while possessing an in-built active camouflage generator, is not permanent until turned off, unlike the more modern generators used by SpecOps Elites. There is a circle on the player's HUD that shows the amount of time left for both the usage of the active camouflage and the recharging sequence. The Master Chief can gain this ability with the Envy Skull.

Unlike in Halo: Combat Evolved where one could attack without breaking active camouflage permanently, in Halo 2 usage of a weapon causes active camouflage to deactivate until it is recharged and can be used again.