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Armor abilities: Difference between revisions

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'''Armor Abilities''' are gameplay enhancements featured in ''[[Halo: Reach]]'' and ''[[Halo 4]]''.<ref>Game Informer May 2012 issue</ref>
'''Armor abilities''' are gameplay items featured in ''[[Halo: Reach]]'' and ''[[Halo 4]]''. Similar to Halo 3's [[equipment]] pieces, these items can be picked up and activated by players. Unlike Halo 3's equipment pieces however, they are reusable.


== Overview ==
== Overview ==
Armor Abilities are a refined version of ''[[Halo 3]]'s'' [[Equipment]] feature. Instead of being single-use, each ability is reusable, with a cooldown time between uses. In multiplayer, armor abilities can be chosen through [[Loadout]]s before a match is started or during a player's respawn time. For [[campaign]], the player begins with Sprint at the start of each level, and is able to swap it out with other armor abilities they may come across. Armor Abilities can be manipulated like weapons in Forge.<ref name="armor">[http://www.bungie.net/projects/reach/article.aspx?ucc=faq&cid=25850 '''Bungie.net''': ''Armor Abilities'']</ref>
Armor abilities are a refined gameplay feature of ''[[Halo 3]]''<nowiki />'s [[equipment]]. Instead of being single-use, each ability is reusable, with a cooldown time between uses. In [[campaign]], the player begins with the sprint armor ability at the start of each level, and is able to swap it with other armor abilities they may come across. In [[multiplayer]], armor abilities can be chosen through [[loadout]]s before a match is started or during a player's respawn time. Armor abilities can be manipulated like weapons in [[Forge]].<ref name="armor">[http://www.bungie.net/projects/reach/article.aspx?ucc=faq&cid=25850 '''Bungie.net''': ''Armor Abilities'']</ref>


Most armor abilities are enabled by a small device attached to the user's lower back, with each ability displaying a different color, most likely for friendly forces or players to tell which ability the person in question is using at the time. When not in use, these devices will project a hologram that displays the icon of the ability, allowing for quick recognition from a distance or when switching abilities.
Most armor abilities are enabled by a small device attached to the user's lower back, with each ability displaying a different color. When not in use, these devices will project a hologram that displays the icon of the ability, allowing for quick recognition from a distance or when switching abilities. When players are killed, the armor abilities will not be drop down.


All Armor Abilities are rendered useless to players when transporting objects such as [[Flag]]s and [[Oddball|Skulls]]. If players attempt to use an Ability, the object simply drops out of their hands. In custom games, the cooldown time can be altered and the ability to use armor abilities while holding objectives can be added.
All armor abilities are rendered useless to players when transporting objects such as [[Flag]]s and [[Oddball]]s. If players attempt to use an armor ability, the object simply drops out of their hands. In custom games, the cooldown time can be altered and the ability to use armor abilities while holding objectives can be added.  
 
Unfortunately, unlike Equipment, Armor Abilities do not drop when a player is killed. A group of players making their way through the Campaign on Legendary who are depending on the healing effect of the [[Drop shield]], for example, would be better off loading a checkpoint if the player carrying the Drop Shield is killed.


== ''Halo: Reach'' ==
== ''Halo: Reach'' ==
=== Active Camouflage ===
=== Active camouflage ===
[[File:ReachAA - Camouflage.png|thumb|100px|Active Camouflage icon]]
{{Article Quote|Go off the grid by engaging Active Camo. Your enemies can’t kill what they cannot see. Stalk, seek, and destroy.<ref name="armor"/>}}
{{Article Quote|Go off the grid by engaging Active Camo. Your enemies can’t kill what they cannot see. Stalk, seek, and destroy.<ref name="armor"/>}}
''Active Camouflage'' provides players the ability of [[Active camouflage]] for a period of time, similar to the [[Thel 'Vadam|Arbiter]]'s active camo from ''[[Halo 2]]''.<ref name="trailer">'''[[Halo: Reach Multiplayer Trailer]]'''</ref> Its pick-up color is cyan.
''[[Active camouflage]]'' provides players temporary invisibility for a duration of 15 seconds, similar to the [[Thel 'Vadam|Arbiter]]'s active camouflage feature from ''[[Halo 2]]''.<ref name="trailer">'''[[Halo: Reach Multiplayer Trailer]]'''</ref> Its pick-up color is cyan and fully recharges from a complete depletion in 15 seconds. When activated, the player becomes invisible, with all sound heavily muffled for the duration of the effect. The ability loses its invisibility effect when the player moves at a certain pace: if the player starts running, they become more visible.


When activated, the player becomes invisible, with all sound heavily muffled for the duration of the effect. However, the invisibility becomes less complete when the player is moving, unless the player is walking slowly. If a player runs with Active Camouflage activated, they become much more visible and their Active camouflage will deplete completely in just 15 seconds. It fully recharges from a complete depletion in 15 seconds.
Active camouflage also includes a [[Radar jammer]] function where it will spawn a multitude of false dots on players' motion trackers within 25 meters.  


Active Camouflage also includes a [[Radar jammer]] function. A large number of moving red "hostile" dots will appear on the motion tracker of the user, as well as the motion trackers of any enemies within 25 meters.
=== Armor lock ===
 
[[File:ReachAA - ArmorLock.png|thumb|100px|Armor lock icon]]
=== Armor Lock ===
{{Article Quote|Become invincible, but immobile. While you're locked down, Elites can't touch you.<ref name="armor"/>}}
{{Article Quote|Become invincible, but immobile. While you're locked down, Elites can't touch you.<ref name="armor"/>}}
''[[Armor lock]]'', sometimes referred to as ''Armor Lockup'', is an ability that overcharges the player's energy shield, preventing the user from taking any damage. However, the player is immobile and cannot act while invulnerable. After the effect is expired, a short-range EMP blast occurs. The technology was first developed by the Covenant for use on [[Sangheili Combat Harness|Elite combat harnesses]], but was adapted for use by Spartan personnel.<ref name=Reach>'''[[Halo: Reach]]''' - ''Game Manual''</ref> In ''Halo: Reach'', the ability is usable by the Spartans, Elites and Brutes and is enabled through a shielding attachment found behind the user's armor. Its pick-up color is orange.
''[[Armor lock]]'', sometimes referred to as ''Armor Lockup'', is an ability that overcharges the player's energy shield, preventing the user from taking any damage. This ranges from repelling incoming explosive projectiles and removing [[plasma grenade]]s to disabling, damaging or even destroying incoming vehicles. However, in doing so, the player is immobile and cannot perform any act. Once depleted, the armor ability discharges a short-range EMP blast effect and pushes players away from the user.


The Armor Lock ability varies with how long the ability is used; the longer the player activates the ability, the farther the final EMP blast radius will be. When deactivated, it sends out an EMP blast to nearby enemies, and pushes them away from the player before emerging. Any [[Type-1 Antipersonnel Grenade|Plasma Grenades]] sticking to the user are removed upon activation.<ref name="GI"/> The ability is also capable of repelling incoming explosive projectiles to a certain extent, and disabling, damaging or even destroying incoming vehicles. Armor Lock can be engaged for a maximum of 5 seconds. After a delay of 3 seconds, the ability will recharge for 11 seconds to a fully recharged state.
Armor lock can be activated for a maximum duration of 5 seconds. After a delay of 3 seconds, the armor ability will rechage for 11 seconds to a fully-charged state. The armor ability varies with how long the ability is used; the longer the player activates the ability, the farther the final EMP blast radius will be.


Armor Lock will not protect a player from being killed if they enter an out of bounds zone.
The technology was first developed by the Covenant for use on [[Sangheili Combat Harness|Elite combat harnesses]], but was adapted for use by Spartan personnel.<ref name=Reach>'''[[Halo: Reach]]''' - ''Game Manual''</ref> In ''Halo: Reach'', the ability is usable by the Spartans, Elites and Brutes and is enabled through a shielding attachment found behind the user's armor. Its pick-up color is orange.


=== Drop Shield ===
=== Drop shield ===
[[File:ReachAA - Shield.png|thumb|100px|Drop shield icon]]
{{Article Quote|A temporary bubble of protection that heals those fortunate enough to be within its sphere of influence.<ref name="armor"/>}}
{{Article Quote|A temporary bubble of protection that heals those fortunate enough to be within its sphere of influence.<ref name="armor"/>}}
The ''[[Drop shield]]'' is a spherical energy shield that functions similarly to a [[Bubble Shield]],<ref>[http://xbox360.ign.com/articles/109/1098584p1.html '''IGN.com''': ''E3 2010: Firefight in Halo: Reach – Bigger & Better'']</ref> but it also allows players inside to regenerate their health. In [[Firefight]] and [[Multiplayer]] mode, the Drop Shield is available on the Medic loadout. Its pickup color is blue.
The ''[[drop shield]]'' provides players a spherical energy shield that also regenerates their health. In a way, it functions similarly to a [[bubble shield]],<ref>[http://xbox360.ign.com/articles/109/1098584p1.html '''IGN.com''': ''E3 2010: Firefight in Halo: Reach – Bigger & Better'']</ref>, a [[deployable cover]] and a [[regenerator]]. While having similar appearance as the bubble shield, the drop shield is not entirely invincible - the strength of the shield is approximately three times that of a standard energy shielding system - and will deactivate when the damage reaches a certain threshold. The damage is represented in color stages from blue to red, similar to the deployable cover. Additionally, unlike the bubble shield however, plasma grenades will stick to the surface of the shield.<ref>[http://www.bungie.net/News/content.aspx?type=topnews&cid=28515 '''Bungie.net''': ''Bungie Weekly Update: 09/10/10'']</ref>


The Drop Shield expires and deactivates once the Armor Ability meter is at 3/4 full, after 15 seconds, unless it is prematurely deactivated from damage.<ref>[http://www.youtube.com/watch?v=rZot6VpfRnY '''YouTube''': ''Halo: Reach Firefight Introduction and trailer at the Reach Press Event June 15, 2010'']</ref> While having similar appearance as the Bubble Shield, the Drop Shield is not entirely invincible to all attacks; when the damage reaches a certain threshold, the ability will deactivate and the user will be exposed. The damage is represented in color stages from blue to red, similar to the [[Deployable Cover]].<ref>[http://www.gametrailers.com/video/e3-2010-halo-reach/700445 '''GameTrailers''': ''E3 2010: Multiplayer Walkthrough Pt 2 HD'']</ref> Additionally, unlike the Bubble Shield, plasma grenades will stick to the surface of the shield.<ref>[http://www.bungie.net/News/content.aspx?type=topnews&cid=28515 '''Bungie.net''': ''Bungie Weekly Update: 09/10/10'']</ref> The strength of the shield is approximately three times that of a standard energy shielding system. A new Drop Shield can be deployed 20 seconds after the first one was deployed, giving a 5 second window where the player is exposed. Damaging a Drop Shield will not reduce its lifespan unless it is completely destroyed. Also, a damaged Drop Shield will, if no further damage is done, repair the damage and return to full strength.
The Drop Shield does not regenerate players' health any faster than normal. Rather, it simply enables the player to regenerate his/her health to full at a similar rate to the base health regeneration rate. Thus, the faster the player's base health regeneration is, the faster the Drop Shield regenerates it. If the health recharge rate is set to 0%, then the armor ability will not regenerate players' health at all.


The Drop Shield does not actually heal players any faster than normal. Rather, it simply enables the player to recharge his/her health to full at a similar rate to the base health recharge rate. The faster the player's base health regeneration is, the faster the Drop Shield regenerates it. If the health recharge rate is set to 0%, then the shield will not heal the player at all.
The drop shield expires and deactivates once the armor ability meter is at 3/4 full, after 15 seconds, unless it is prematurely deactivated from damage as previously stated.<ref>[http://www.youtube.com/watch?v=rZot6VpfRnY '''YouTube''': ''Halo: Reach Firefight Introduction and trailer at the Reach Press Event June 15, 2010'']</ref> A new drop shield can be deployed 20 seconds after the first one was deployed, giving a 5-second window where the player is exposed. Damaging a drop shield will not reduce its lifespan unless it is completely destroyed. Also, a damaged drop shield will, if no further damage is done, repair the damage and return to full strength. The drop shield is available on the Medic loadout. Its pickup color is blue.


=== Evade ===
=== Evade ===
[[File:ReachAA - Evade.png|thumb|100px|Evade icon]]
{{Article Quote|Play with your food! As an Elite, you'll be able to bob, weave, and juke to get into the most effective combat position.<ref name="armor"/>}}
{{Article Quote|Play with your food! As an Elite, you'll be able to bob, weave, and juke to get into the most effective combat position.<ref name="armor"/>}}
The ''Evade'' ability allows the player to roll in any direction to avoid danger, breaking enemy lock-ons and tracking in the process. Players can evade two times before having to wait 4 seconds for the ability to recharge. Its pickup color is purple.
The ''Evade'' ability allows the player to roll in any direction to avoid danger, breaking enemy lock-ons and tracking in the process. Players can evade two times before having to wait 4 seconds for the ability to recharge. Its pickup color is purple.
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The Evade ability is provided by a "plug" attached to an Elite's armor, described as a "dummy module" or "terminator plug" whose precise function is unknown. In any case, it appears to enhance the mobility of the wearer and is compatible with both Sangheili and MJOLNIR armor systems.
The Evade ability is provided by a "plug" attached to an Elite's armor, described as a "dummy module" or "terminator plug" whose precise function is unknown. In any case, it appears to enhance the mobility of the wearer and is compatible with both Sangheili and MJOLNIR armor systems.


The ability was exclusive only to [[Sangheili|Elites]] in the ''[[Halo: Reach Multiplayer Beta]]'', but later changed in the final product to be made available to both Spartans and Elites.<ref>[http://www.bungie.net/projects/reach/vidaudio.aspx?c=58&i=27384 here] at 4:50</ref><ref name="GI">[http://gameinformer.com/b/features/archive/2010/03/31/exclusive-interview-on-the-halo-reach-sandbox.aspx '''GameInformer''' - ''Interview on Halo: Reach sandbox]</ref> It should be noted that Elites evade faster and farther than Spartans. Additionally, this ability is not available in the campaign to the player and will remain exclusive for Elite warriors.<ref name=Reach/>
The ability was exclusive only to Elites in the ''[[Halo: Reach Multiplayer Beta]]'', but later changed in the final product to be made available to both Spartans and Elites.<ref name="GI">[http://gameinformer.com/b/features/archive/2010/03/31/exclusive-interview-on-the-halo-reach-sandbox.aspx '''GameInformer''' - ''Interview on Halo: Reach sandbox]</ref>  


The Evasion speed scales with the movement speed of the player; the faster the player moves, the further he/she evades. In any custom game with speed set to high numbers such as 300%, the player will dash forward so quickly that they can traverse [[Forge World/Hemorrhage|Hemorrhage]] in a matter of seconds. When used against a reasonably flat surface, it is possible to splatter oneself. Likewise, the base settings can be used to do various jumps that occur from impacting an object at high-speed, giving the player enough force to lift off the ground.
The Evasion speed scales with the movement speed of the player; the faster the player moves, the further he/she evades. In any custom game with speed set to high numbers such as 300%, the player will dash forward so quickly that they can traverse [[Forge World/Hemorrhage|Hemorrhage]] in a matter of seconds. When used against a reasonably flat surface, it is possible to splatter oneself. Likewise, the base settings can be used to do various jumps that occur from impacting an object at high-speed, giving the player enough force to lift off the ground. It should be noted that Elites evade faster and farther than Spartans. Additionally, this ability is not available in the campaign to the player and will remain exclusive for Elite warriors.<ref name=Reach/>


=== Hologram ===
=== Hologram ===
[[File:ReachAA - Hologram.png|thumb|100px|Hologram icon]]
{{Article Quote|Create a virtual doppelganger of yourself to draw enemy fire or lure unsuspecting opponents out into the open.<ref name="armor"/>}}
{{Article Quote|Create a virtual doppelganger of yourself to draw enemy fire or lure unsuspecting opponents out into the open.<ref name="armor"/>}}
''Hologram'', sometimes referred to as ''Holographic Decoy'', is an armor ability that produces an identical [[Holography|holographic]] [[Type-27 Responsive Holographic Form Emulator|copy of the user]].<ref>[http://www.youtube.com/watch?v=mgFy83gAL1Y '''Youtube''': ''RvB Deja View'']</ref><ref>[[w:c:rvb:Deja View|'''RvB Wiki''': ''Deja View'']]</ref> Its pickup color is yellow.
''Hologram'', sometimes referred to as ''Holographic Decoy'', is an armor ability that produces an identical [[Holography|holographic]] [[Type-27 Responsive Holographic Form Emulator|copy of the user]].<ref>[http://www.youtube.com/watch?v=mgFy83gAL1Y '''Youtube''': ''RvB Deja View'']</ref><ref>[[w:c:rvb:Deja View|'''RvB Wiki''': ''Deja View'']]</ref> Its pickup color is yellow.


The Holographic Decoy ability is designed to confuse or distract the enemies' attention. To allies, the holographic copy would appear as a white dot on their radar. The ability functions by pointing the targeting reticule at a destination and deploying it like other armor abilities. When activated, the hologram will run in a straight line to the destination and stop once it reaches its designated location. The hologram will flicker away if it is either damaged enough or if it reaches its lifespan limit (10 seconds).<ref>[http://twitter.com/Ken_Taya/status/17957615945 '''Twitter''': ''Ken Taya's Twitter'']</ref> However, a new hologram can be produced after just 7 seconds, which would immediately dissipate the old one.
The hologram ability is designed to confuse or distract the enemies' attention. To allies, the holographic copy would appear as a white dot on their radar. The ability functions by pointing the targeting reticule at a destination and deploying it like other armor abilities. When activated, the hologram will run in a straight line to the destination and stop once it reaches its designated location. The hologram will flicker away if it is either damaged enough or if it reaches its 10 seconds lifespan.<ref>[http://twitter.com/Ken_Taya/status/17957615945 '''Twitter''': ''Ken Taya's Twitter'']</ref> A new hologram can be produced after just 7 seconds, which would immediately dissipate the old one.


The hologram will NOT inherit your movement traits. It has the same movement speed and gravity as a normal player. This can be a disadvantage, especially if your movement traits are set to extremes (ex. having 300% movement speed).
The hologram has a default movement trait (speed and gravity) and, as such, does not inherit the player's movement trait.


=== Jet Pack ===
=== Jet Pack ===
[[File:ReachAA - Jetpack.png|thumb|100px|Jet Pack icon]]
{{Article Quote|Fly like a bird. Target your opponents. Laugh maniacally.<ref name="armor"/>}}
{{Article Quote|Fly like a bird. Target your opponents. Laugh maniacally.<ref name="armor"/>}}
The ''Jet Pack'' ability allows players to maneuver in mid-air, with the use of [[portable jump-jet]] (UNSC) or an [[Antigravity pack|Antigravity Pack]] (Covenant).<ref>[http://www.gametrailers.com/episode/gametrailers-tv/89&ch=1&sd=0?ep=89&ch=1&sd=0 '''Gametrailers''': ''Gametrailers TV with Geoff Keighley'', 12:08]</ref> Its pickup color is white.
The ''Jet Pack'' ability allows players to maneuver in mid-air, with the use of [[portable jump-jet]] (UNSC) or an [[Covenant thruster pack|thruster pack]] (Covenant).<ref>[http://www.gametrailers.com/episode/gametrailers-tv/89&ch=1&sd=0?ep=89&ch=1&sd=0 '''Gametrailers''': ''Gametrailers TV with Geoff Keighley'', 12:08]</ref> Its pickup color is white.


The ''Jet Pack'' ability varies with how long the ability is used. The longer the player activates the ability, the longer the player would be able to remain in the air but at the consequence of having the ability depleting faster. Thus, it is recommended that the player use the ability in bursts, which would deplete the ability less than a sustained flight. Additionally, fall damage still applies to Jet Pack users should they fall from the air. The Jet Pack ability is a useful tool for evading vehicles, [[grenade]]s, and navigating maps.<ref name="armor"/><ref>[http://www.bungie.net/News/content.aspx?type=topnews&link=BWU_041610 '''Bungie.net''': ''Bungie Weekly Update: 4/16/10''] (''"And if you were worried about players flying with the flag via Jet Pack, I can assuage those fears. Won’t happen. If you have hold of the flag, using an Armor Ability will cause you to drop it instantly. Pick it back up, and the effects from your Armor Ability will vanish. Same goes for any multiplayer specific object you can hold in your hot little hands."'')</ref>
The ''Jet Pack'' ability varies with how long the ability is used. The longer the player activates the ability, the longer the player would be able to remain in the air but at the consequence of having the ability depleting faster. Thus, it is recommended that the player use the ability in bursts, which would deplete the ability less than a sustained flight. Additionally, fall damage still applies to Jet Pack users should they fall from the air. The Jet Pack scales with the set gravity; so the less gravity is set, the higher the jet pack can lift the player.


The Jet Pack scales with the set gravity; so the less gravity is set, the higher the jet pack can lift the player.
The Jet Pack ability is a useful tool for evading vehicles, [[grenade]]s, and navigating maps.<ref name="armor"/><ref>[http://www.bungie.net/News/content.aspx?type=topnews&link=BWU_041610 '''Bungie.net''': ''Bungie Weekly Update: 4/16/10''] (''"And if you were worried about players flying with the flag via Jet Pack, I can assuage those fears. Won’t happen. If you have hold of the flag, using an Armor Ability will cause you to drop it instantly. Pick it back up, and the effects from your Armor Ability will vanish. Same goes for any multiplayer specific object you can hold in your hot little hands."'')</ref>


=== Sprint ===
=== Sprint ===
[[File:ReachAA - Sprint.png|thumb|100px|Sprint icon]]
{{Article Quote|Feel the need? Engage this Ability for a burst of speed that's great for quickly covering ground or escaping sticky situations.<ref name="armor"/>}}
{{Article Quote|Feel the need? Engage this Ability for a burst of speed that's great for quickly covering ground or escaping sticky situations.<ref name="armor"/>}}
The ''Sprint'' ability allows the player to lower their weapon and move at an increased speed for approximately four seconds. It is the default Armor Ability in the campaign and its pickup color is green. When activated, the player's character model will pant heavily. Canonically, the "Sprint" function operates by bypassing the safety limiters of the MJOLNIR actuators and "muscles", allowing better performance at the expense of heat regulation, overheating the user if used for prolonged periods.<ref name=Reach/> Though used at times by most of Noble Team, it was developed by [[Catherine-B320]].<ref name=Reach/> It takes four seconds to fully recharge from any level of depletion.
The ''Sprint'' ability allows the player to move at an increased speed for approximately four seconds. In campaign, it is the default armor ability. Its pickup color is green. When activated, the player's character model will pant heavily. The sprinting scales with the player's movement speed; the faster the player moves, the faster the player sprints.


The Sprinting scales with the player's movement speed, so the faster he/she moves, the faster he/she sprints.
Canonically, the "Sprint" function operates by bypassing the safety limiters of the MJOLNIR actuators and "muscles", allowing better performance at the expense of heat regulation, overheating the user if used for prolonged periods.<ref name=Reach/> This "hack" was developed by [[Catherine-B320]].<ref name=Reach/>


== ''Halo 4'' ==
== ''Halo 4'' ==
=== Active Camouflage ===
=== Active Camouflage ===
The [[Active camouflage|T-3 Active Camouflage]] system bends light around a structure, hiding it via advanced pattern realignment.
The [[Active camouflage|T-3 Active Camouflage]] system bends light around a structure, hiding it via advanced pattern realignment.
{{Expand-section}}


=== Autosentry ===
=== Autosentry ===
The [[Z-2500 Automated Protection Drone|Autosentry]] is a support drone used by the UNSC military to suppress enemy combatants.
The [[Z-2500 Automated Protection Drone|Autosentry]] is a support drone used by the UNSC military to suppress enemy combatants.
{{Expand-section}}


=== Hardlight Shield ===
=== Hardlight Shield ===
The [[Z-90 Photonic Coalescence Emitter/Aegis|Hardlight Shield]] fuses particles of light into a powerful barrier. The shield is deployed in front of the individual.
The [[Z-90 Photonic Coalescence Emitter/Aegis|Hardlight Shield]] fuses particles of light into a powerful barrier. The shield is deployed in front of the individual.
{{Expand-section}}


=== Hologram ===
=== Hologram ===
The [[T-27 Responsive Holographic Form Emulator|Holographic Decoy]] is designed to confuse or distract the enemies' attention.
The [[T-27 Responsive Holographic Form Emulator|Holographic Decoy]] is designed to confuse or distract the enemies' attention.
{{Expand-section}}


=== Jet Pack ===
=== Jet Pack ===
The [[Portable jump-jet|S-12 Jump-Jet Pack]] mitigates gravity, allowing mobility in challenging terrain. It was designed specifically for [[SPARTAN-IV]] personnel.
The [[Portable jump-jet|S-12 Jump-Jet Pack]] mitigates gravity, allowing mobility in challenging terrain. It was designed specifically for [[SPARTAN-IV]] personnel.
{{Expand-section}}


=== Promethean Vision ===
=== Promethean Vision ===
The short-range full-spectrum enhancement armor ability, or "[[Z-5080 Short-Range Spectrum Augmenter/Vision|Promethean Vision]]" allows a person to see through solid objects, keeping them apprised of approaching enemies from any direction.
The short-range full-spectrum enhancement armor ability, or "[[Z-5080 Short-Range Spectrum Augmenter/Vision|Promethean Vision]]" allows a person to see through solid objects, keeping them apprised of approaching enemies from any direction.
{{Expand-section}}


=== Regeneration Field ===
=== Regeneration Field ===
The [[M2705 Regenerative Kinetic Dispersal Field]] first applies a force to remove hostiles from the presence of the user and then temporarily appropriates armor system functions, targeting biological and combat vitality oriented armor functions in order to repair the user.
The [[M2705 Regenerative Kinetic Dispersal Field]] first applies a force to remove hostiles from the presence of the user and then temporarily appropriates armor system functions, targeting biological and combat vitality oriented armor functions in order to repair the user.
{{Expand-section}}


=== Thruster Pack ===
=== Thruster Pack ===
The [[M805X Forward Acceleration System/Fulcrum Mitigating|thruster pack]] allows Spartans equipped with the [GEN2] MJOLNIR armor to navigate easily across any terrain.
The [[M805X Forward Acceleration System/Fulcrum Mitigating|thruster pack]] allows Spartans equipped with the [GEN2] MJOLNIR armor to navigate easily across any terrain.
{{Expand-section}}


==Trivia==
== Trivia ==
===Tips===
===Tips===
*Hologram is a great ability to use during [[Infection]] gametypes as it will confuse the zombies.
*Hologram and Active Camouflage are great armor abilities to use during [[Infection]] gametypes as it will confuse the zombies.
:*As is Active Camo. Zombies rarely have time to look for a ripple, and when they do, it'll take them enough time that you can take the shot.
*It is often advantageous to have a teammate using the Drop Shield ability in both Firefight and standard Multiplayer modes. This is due to the fact that this ability will heal wounded teammates without wasting [[health pack]]s.
*It is often advantageous to have a teammate using the Drop Shield ability in both Firefight and standard Multiplayer modes. This is due to the fact that this ability will heal wounded teammates without wasting [[health pack]]s.
*When using the Active Camouflage, try "crouch walking." This will allow the invisibility to last longer and make it harder for the opponents to see the player while he/she is still moving.
*When using the Active Camouflage, try "crouch walking." This will allow the invisibility to last longer and make it harder for the opponents to see the player while he/she is still moving.
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*Active Camo can be useful during Generator Defense matches. While enemies are focused on the generators, one can sneak up on each one and assassinate or stick them.
*Active Camo can be useful during Generator Defense matches. While enemies are focused on the generators, one can sneak up on each one and assassinate or stick them.
*Promethean Vision is the only armor ability which can be used while carrying a detached turret. Using any other armor ability will cause the player to drop the turret.
*Promethean Vision is the only armor ability which can be used while carrying a detached turret. Using any other armor ability will cause the player to drop the turret.
*Armor abilities are weakened in War Games, in relativity to Campaign or Spartan Ops. This means that armor abilities have a shorter use time(Hardlight Shield, Autosentry, etc.) or have a weaker effect (thruster pack has shorter travel distance, players cannot jump while deploying the Hardlight Shield).
*Armor abilities are weakened in War Games, in relativity to Campaign or Spartan Ops. This means that armor abilities have a shorter use time (Hardlight Shield, Autosentry, etc.) or have a weaker effect (thruster pack has shorter travel distance, players cannot jump while deploying the Hardlight Shield).
*In Halo Reach, take advantage of the jammer on Active Camo. You can use it to move at top speed and get into position while the enemies can't be sure of what you're doing because of the jammer.
*In Halo Reach, take advantage of the jammer on Active Camo. You can use it to move at top speed and get into position while the enemies can't be sure of what you're doing because of the jammer.
*The Hologram Fake Out. Hide in a corner or out of sight, wait for an enemy to be about to pass you, then send out your hologram ahead of them. If done well, they'll think it's a player, go past you, try to assasinate the hologram, and then you can come up behind them and get an assasination yourself.
*Pop and Lock. When someone tries to melee you, armor lock for just long enough to get an EMP, and pop out, the EMP knocks out their shields, and finish them with a melee.


===Miscellaneous===
===Miscellaneous===
Line 123: Line 130:


===Glitches===
===Glitches===
{{main|Glitches}}
*Any weapons that are stored on the back when not in use clip right through the jetpack.
*Any weapons that are stored on the back when not in use ([[MA37 Individual Combat Weapon System|Assault Rifle]], [[M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon|Rocket Launcher]]), clip right through the Jetpack.
*Holograms cannot use the mechanical lift on [[Reflection]] or the large tubular gravity lifts on [[Spire]], even though they are affected by all other kinds of gravity lift or human-made lift, such as man cannons or the air lifts on Reflection.
*Holograms cannot use the mechanical lift on Reflection or the large tubular gravity lifts on Spire, even though they are affected by all other kinds of gravity lift or human-made lift, such as man cannons or the air lifts on Reflection.
*Armor abilities are often used to produce glitches. A few examples of armor abilities-related glitches are the [[Armor Permutation Glitch]] and the [[Infinite Armor Lock glitch]].
*Armor Abilities are often used to produce glitches. A few examples of Armor Abilities-related glitches are the [[Armor Permutation Glitch]] and the [[Infinite Armor Lock glitch]].
*While the armor ability type indicator holograms should only appear on the abilities that are not worn by the players, the indicators can sometimes appear on the players briefly when they spawn or respawn, and they can sometimes appear on dead players. In situations like these, the type indicators appear to stick out of the players' backs. This is usually the result of [[Lag]].


==Gallery==
==Gallery==
<gallery>
<gallery>
File:Jetpack.png|The Jetpack equipment.
File:Powerup_mount.jpg|Concept art of the armor ability item.
File:Reach MPBeta Jetpack02.png|A SPARTAN taking flight with the Jetpack.
File:Halo 4 Armor Abilities pods.jpg|Concept art of armor ability pods in ''Halo 4''.
File:Halo_Reach_Jetpack.jpg|The Jetpack armor ability loadout featured in the ''Halo: Reach Multiplayer Beta''.
File:hologram.jpg|A player about to swap Sprint for the Hologram armor ability in the campaign level [[Nightfall]].
File:Halo_Reach_Sprinting.jpg|A first-person view of a [[SPARTAN-III Program|SPARTAN-III]] using the Sprint armor ability in the ''Halo: Reach Multiplayer Beta''. The Sprint icon can be seen above the motion sensor to the left.
File:Halo_Reach_Sprinting.jpg|In-game screenshot of a SPARTAN using the Sprint armor ability in ''Halo: Reach Multiplayer Beta''.
File:Active_Camo.jpg|A first-person view of the [[Active camouflage]] armor ability being used in the ''Halo: Reach Multiplayer Beta''.
File:Active_Camo.jpg|In-game screenshot of a SPARTAN using the active camouflage armor ability being used in the ''Halo: Reach Multiplayer Beta''.
File:Armour_Lock.png|A render of Armor Lock in use.
File:HaloReach-ArmorLockDevice.png|A view of the Armor Lock Device in ''Halo: Reach''.
File:Halo_Reach_Elite_Evade.jpg|An Elite uses the Evade armor ability which can launch the player into the air if performed up an incline.
File:Halo_Reach_Elite_Evade.jpg|An Elite uses the Evade armor ability which can launch the player into the air if performed up an incline.
File:Reach_E310_Firefight_Beachhead06.jpg|Three SPARTAN-IIIs in a Drop Shield.
File:Hologram_in_Reach_RvB.png|The Hologram armor Ability.
File:HologramInline.jpg|The stages of the Hologram armor Ability.
File:HologramInline.jpg|The stages of the Hologram armor Ability.
File:hologram.jpg|A player about to swap Sprint for the Hologram armor ability in the campaign level [[Nightfall]].
File:Drop_Shield.jpg|The Drop Shield in use.
File:Drop_Shield.jpg|The Drop Shield in use.
File:Reach 5704518 Medium.jpg|A glitch that caused the Elite hologram to spawn with no armor.
File:Evade.jpg|Third-person view of an Elite evading.
File:Evade.jpg|Third-person view of an Elite evading.
File:Reach 1411544 Medium.jpg|Players using the Sprint armor ability in the ''Halo: Reach Multiplayer Beta''.
File:Powerup_mount.jpg|Concept art of the standard armor ability powerup.
File:Halo 4 Armor Abilities pods.jpg|Concept art of armor ability pods in ''Halo 4''.
File:Armor ability lag.jpg|Lag-related glitch where the armor abilities momentarily appear on players when they spawn.
File:Armor ability lag.jpg|Lag-related glitch where the armor abilities momentarily appear on players when they spawn.
File:Reach 5704518 Medium.jpg|A glitch that caused the Elite hologram to spawn with no armor.
</gallery>
</gallery>



Revision as of 02:50, February 14, 2013

Armor abilities are gameplay items featured in Halo: Reach and Halo 4. Similar to Halo 3's equipment pieces, these items can be picked up and activated by players. Unlike Halo 3's equipment pieces however, they are reusable.

Overview

Armor abilities are a refined gameplay feature of Halo 3's equipment. Instead of being single-use, each ability is reusable, with a cooldown time between uses. In campaign, the player begins with the sprint armor ability at the start of each level, and is able to swap it with other armor abilities they may come across. In multiplayer, armor abilities can be chosen through loadouts before a match is started or during a player's respawn time. Armor abilities can be manipulated like weapons in Forge.[1]

Most armor abilities are enabled by a small device attached to the user's lower back, with each ability displaying a different color. When not in use, these devices will project a hologram that displays the icon of the ability, allowing for quick recognition from a distance or when switching abilities. When players are killed, the armor abilities will not be drop down.

All armor abilities are rendered useless to players when transporting objects such as Flags and Oddballs. If players attempt to use an armor ability, the object simply drops out of their hands. In custom games, the cooldown time can be altered and the ability to use armor abilities while holding objectives can be added.

Halo: Reach

Active camouflage

Active Camouflage icon

Template:Article Quote Active camouflage provides players temporary invisibility for a duration of 15 seconds, similar to the Arbiter's active camouflage feature from Halo 2.[2] Its pick-up color is cyan and fully recharges from a complete depletion in 15 seconds. When activated, the player becomes invisible, with all sound heavily muffled for the duration of the effect. The ability loses its invisibility effect when the player moves at a certain pace: if the player starts running, they become more visible.

Active camouflage also includes a Radar jammer function where it will spawn a multitude of false dots on players' motion trackers within 25 meters.

Armor lock

Armor lock icon

Template:Article Quote Armor lock, sometimes referred to as Armor Lockup, is an ability that overcharges the player's energy shield, preventing the user from taking any damage. This ranges from repelling incoming explosive projectiles and removing plasma grenades to disabling, damaging or even destroying incoming vehicles. However, in doing so, the player is immobile and cannot perform any act. Once depleted, the armor ability discharges a short-range EMP blast effect and pushes players away from the user.

Armor lock can be activated for a maximum duration of 5 seconds. After a delay of 3 seconds, the armor ability will rechage for 11 seconds to a fully-charged state. The armor ability varies with how long the ability is used; the longer the player activates the ability, the farther the final EMP blast radius will be.

The technology was first developed by the Covenant for use on Elite combat harnesses, but was adapted for use by Spartan personnel.[3] In Halo: Reach, the ability is usable by the Spartans, Elites and Brutes and is enabled through a shielding attachment found behind the user's armor. Its pick-up color is orange.

Drop shield

Drop shield icon

Template:Article Quote The drop shield provides players a spherical energy shield that also regenerates their health. In a way, it functions similarly to a bubble shield,[4], a deployable cover and a regenerator. While having similar appearance as the bubble shield, the drop shield is not entirely invincible - the strength of the shield is approximately three times that of a standard energy shielding system - and will deactivate when the damage reaches a certain threshold. The damage is represented in color stages from blue to red, similar to the deployable cover. Additionally, unlike the bubble shield however, plasma grenades will stick to the surface of the shield.[5]

The Drop Shield does not regenerate players' health any faster than normal. Rather, it simply enables the player to regenerate his/her health to full at a similar rate to the base health regeneration rate. Thus, the faster the player's base health regeneration is, the faster the Drop Shield regenerates it. If the health recharge rate is set to 0%, then the armor ability will not regenerate players' health at all.

The drop shield expires and deactivates once the armor ability meter is at 3/4 full, after 15 seconds, unless it is prematurely deactivated from damage as previously stated.[6] A new drop shield can be deployed 20 seconds after the first one was deployed, giving a 5-second window where the player is exposed. Damaging a drop shield will not reduce its lifespan unless it is completely destroyed. Also, a damaged drop shield will, if no further damage is done, repair the damage and return to full strength. The drop shield is available on the Medic loadout. Its pickup color is blue.

Evade

Evade icon

Template:Article Quote The Evade ability allows the player to roll in any direction to avoid danger, breaking enemy lock-ons and tracking in the process. Players can evade two times before having to wait 4 seconds for the ability to recharge. Its pickup color is purple.

The Evade ability is provided by a "plug" attached to an Elite's armor, described as a "dummy module" or "terminator plug" whose precise function is unknown. In any case, it appears to enhance the mobility of the wearer and is compatible with both Sangheili and MJOLNIR armor systems.

The ability was exclusive only to Elites in the Halo: Reach Multiplayer Beta, but later changed in the final product to be made available to both Spartans and Elites.[7]

The Evasion speed scales with the movement speed of the player; the faster the player moves, the further he/she evades. In any custom game with speed set to high numbers such as 300%, the player will dash forward so quickly that they can traverse Hemorrhage in a matter of seconds. When used against a reasonably flat surface, it is possible to splatter oneself. Likewise, the base settings can be used to do various jumps that occur from impacting an object at high-speed, giving the player enough force to lift off the ground. It should be noted that Elites evade faster and farther than Spartans. Additionally, this ability is not available in the campaign to the player and will remain exclusive for Elite warriors.[3]

Hologram

Hologram icon

Template:Article Quote Hologram, sometimes referred to as Holographic Decoy, is an armor ability that produces an identical holographic copy of the user.[8][9] Its pickup color is yellow.

The hologram ability is designed to confuse or distract the enemies' attention. To allies, the holographic copy would appear as a white dot on their radar. The ability functions by pointing the targeting reticule at a destination and deploying it like other armor abilities. When activated, the hologram will run in a straight line to the destination and stop once it reaches its designated location. The hologram will flicker away if it is either damaged enough or if it reaches its 10 seconds lifespan.[10] A new hologram can be produced after just 7 seconds, which would immediately dissipate the old one.

The hologram has a default movement trait (speed and gravity) and, as such, does not inherit the player's movement trait.

Jet Pack

Jet Pack icon

Template:Article Quote The Jet Pack ability allows players to maneuver in mid-air, with the use of portable jump-jet (UNSC) or an thruster pack (Covenant).[11] Its pickup color is white.

The Jet Pack ability varies with how long the ability is used. The longer the player activates the ability, the longer the player would be able to remain in the air but at the consequence of having the ability depleting faster. Thus, it is recommended that the player use the ability in bursts, which would deplete the ability less than a sustained flight. Additionally, fall damage still applies to Jet Pack users should they fall from the air. The Jet Pack scales with the set gravity; so the less gravity is set, the higher the jet pack can lift the player.

The Jet Pack ability is a useful tool for evading vehicles, grenades, and navigating maps.[1][12]

Sprint

Sprint icon

Template:Article Quote The Sprint ability allows the player to move at an increased speed for approximately four seconds. In campaign, it is the default armor ability. Its pickup color is green. When activated, the player's character model will pant heavily. The sprinting scales with the player's movement speed; the faster the player moves, the faster the player sprints.

Canonically, the "Sprint" function operates by bypassing the safety limiters of the MJOLNIR actuators and "muscles", allowing better performance at the expense of heat regulation, overheating the user if used for prolonged periods.[3] This "hack" was developed by Catherine-B320.[3]

Halo 4

Active Camouflage

The T-3 Active Camouflage system bends light around a structure, hiding it via advanced pattern realignment.

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Autosentry

The Autosentry is a support drone used by the UNSC military to suppress enemy combatants.

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Hardlight Shield

The Hardlight Shield fuses particles of light into a powerful barrier. The shield is deployed in front of the individual.

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Hologram

The Holographic Decoy is designed to confuse or distract the enemies' attention.

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Jet Pack

The S-12 Jump-Jet Pack mitigates gravity, allowing mobility in challenging terrain. It was designed specifically for SPARTAN-IV personnel.

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Promethean Vision

The short-range full-spectrum enhancement armor ability, or "Promethean Vision" allows a person to see through solid objects, keeping them apprised of approaching enemies from any direction.

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Regeneration Field

The M2705 Regenerative Kinetic Dispersal Field first applies a force to remove hostiles from the presence of the user and then temporarily appropriates armor system functions, targeting biological and combat vitality oriented armor functions in order to repair the user.

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Thruster Pack

The thruster pack allows Spartans equipped with the [GEN2] MJOLNIR armor to navigate easily across any terrain.

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Trivia

Tips

  • Hologram and Active Camouflage are great armor abilities to use during Infection gametypes as it will confuse the zombies.
  • It is often advantageous to have a teammate using the Drop Shield ability in both Firefight and standard Multiplayer modes. This is due to the fact that this ability will heal wounded teammates without wasting health packs.
  • When using the Active Camouflage, try "crouch walking." This will allow the invisibility to last longer and make it harder for the opponents to see the player while he/she is still moving.
  • When one's Energy Shields are low or completely depleted, use Armor Lock until the energy shields recharge as much as they can before Armor Lock de-activates. This will ensure that a sudden ambush after a battle that left the shields depleted will not overwhelm one.
  • Active Camo can be useful during Generator Defense matches. While enemies are focused on the generators, one can sneak up on each one and assassinate or stick them.
  • Promethean Vision is the only armor ability which can be used while carrying a detached turret. Using any other armor ability will cause the player to drop the turret.
  • Armor abilities are weakened in War Games, in relativity to Campaign or Spartan Ops. This means that armor abilities have a shorter use time (Hardlight Shield, Autosentry, etc.) or have a weaker effect (thruster pack has shorter travel distance, players cannot jump while deploying the Hardlight Shield).
  • In Halo Reach, take advantage of the jammer on Active Camo. You can use it to move at top speed and get into position while the enemies can't be sure of what you're doing because of the jammer.

Miscellaneous

  • In campaign, the player almost always starts, and can complete the level, with the Sprint Armor Ability. The only exceptions to this are in Exodus Rally Point Alpha, where a player must have a Jetpack to advance the level, and during a short sequence in the Pillar of Autumn (where the player pushes through the UNSC Commonwealth), in which the player will spawn with Armor Lock. As there is no additional need for Armor Lock at this point, this was likely an oversight.
  • Before, it was previously thought that each species can only use certain armor abilities (Elites were thought to be the only ones able to use Evade, and Spartans were the only ones thought to be able to use Armor Lock and Sprint).[13] In the final product, this is not the case as both species can use all seven Armor Abilities.[14]
  • In the early stages of the game development, Elites using the Armor Lock ability were shown with a red aura instead of blue, while Spartans had a large and bulky attachment to their backs. However, these changes were erased before the game was released, so now both Elites and Spartans use the same blue armor lock.
  • Skirmishers have the ability to use the Hologram armor ability.[15]
  • Armor Abilities will change form depending on whether a Elite or Spartan is using them. That is, Elite will have Armor Abilities made from purple metal, while Spartans have Armor Abilities which appear dull silver and rectangular. If a player drops an Armor Ability, it will take the form of the way it appeared on the player's back. The only exception is Evade, even if a Spartan drops it, it will still appear like a Covenant ability. This is odd as while on the Spartan's back, it can clearly be seen to share a design to other Spartan Armor Abilities (dull silver and rectangular).
  • In canon terms, the Armor Abilities have only been seen in use during the Fall of Reach, due to the fact they were introduced in Halo: Reach as a gameplay element. As Reach was the UNSC's primary military complex, prototype technologies such as Armor Abilities may have been developed and tested exclusively on the planet, thus explaining their absence in the other games. In addition, other Halo games occur in the time period after Reach falls, having John-117 as the only Spartan working alongside regular UNSC forces with limited military assets due to the Fall of Reach. Halo: Reach is centered around a Spartan team on a UNSC fortress world, with support and equipment more readily available.
  • Noble Team (aside from the player) can be seen sprinting or using Armor Lock without the required attachments. Likewise, Brutes and AI Elites use their Armor Abilities (Armor Lock or Evade) without the necessary external attachment. Brutes aren't even wearing any sort of Energy Shielding that could be supercharged with Armor Lock.
  • If one were to use Hologram and walk into the projection, they would notice that no matter what helmet they are wearing, the inside of the helmet of the hologram will always be the same. One can see this at the beginning of Noble Actual when Noble Six puts on his/her helmet. This was likely done to save time and resources.
  • There are a total of seven Armor Abilities in Halo: Reach, another reference to Bungie's favorite number.
  • In the game Crysis 2, there is a Hologram ability almost exactly identical in function to that of Halo: Reach's. However, it is a weapon attachment rather than an armor ability.
  • If a player's Energy Sword is depleted, the blade can still be seen when Active Camouflage is activated.
  • In Halo 4, a player's Hologram will not show any customized weapon skins, nor any customized emblem.

Glitches

  • Any weapons that are stored on the back when not in use clip right through the jetpack.
  • Holograms cannot use the mechanical lift on Reflection or the large tubular gravity lifts on Spire, even though they are affected by all other kinds of gravity lift or human-made lift, such as man cannons or the air lifts on Reflection.
  • Armor abilities are often used to produce glitches. A few examples of armor abilities-related glitches are the Armor Permutation Glitch and the Infinite Armor Lock glitch.

Gallery

List of appearances

Sources

  1. ^ a b Bungie.net: Armor Abilities
  2. ^ Halo: Reach Multiplayer Trailer
  3. ^ a b c d Halo: Reach - Game Manual
  4. ^ IGN.com: E3 2010: Firefight in Halo: Reach – Bigger & Better
  5. ^ Bungie.net: Bungie Weekly Update: 09/10/10
  6. ^ YouTube: Halo: Reach Firefight Introduction and trailer at the Reach Press Event June 15, 2010
  7. ^ GameInformer - Interview on Halo: Reach sandbox
  8. ^ Youtube: RvB Deja View
  9. ^ RvB Wiki: Deja View
  10. ^ Twitter: Ken Taya's Twitter
  11. ^ Gametrailers: Gametrailers TV with Geoff Keighley, 12:08
  12. ^ Bungie.net: Bungie Weekly Update: 4/16/10 ("And if you were worried about players flying with the flag via Jet Pack, I can assuage those fears. Won’t happen. If you have hold of the flag, using an Armor Ability will cause you to drop it instantly. Pick it back up, and the effects from your Armor Ability will vanish. Same goes for any multiplayer specific object you can hold in your hot little hands.")
  13. ^ Halo: Reach Multiplayer Beta
  14. ^ Bungie.net: Bungie Weekly Update 06.18.10
  15. ^ Bungie.net: Skirmisher hologram?!?


Related pages