Energy shielding: Difference between revisions
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(→Gameplay: Shield recharge speed from Halo 3 was not the 4.25/1.75 seconds as previously written, current map files for campaign and multiplayer show the values of 5/2 seconds respectively for stun time and recharge time.) |
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*In ''Halo: Combat Evolved'' under standard game settings, energy shields begin regenerating five seconds after last being hit and take four seconds to fully recharge from a total drain. | *In ''Halo: Combat Evolved'' under standard game settings, energy shields begin regenerating five seconds after last being hit and take four seconds to fully recharge from a total drain. | ||
*In ''Halo: Combat Evolved'', during the level [[Two Betrayals]], energy shielding was used to overload [[Installation 04]]'s pulse generators. | *In ''Halo: Combat Evolved'', during the level [[Two Betrayals]], energy shielding was used to overload [[Installation 04]]'s pulse generators. | ||
*In ''Halo 2'' and ''Halo 3'' under standard game settings, energy shields begin regenerating | *In ''Halo 2'' under standard game settings, energy shields begin regenerating 4.25 seconds after last being hit, and take 1.75 seconds to fully recharge from a total drain. | ||
*In ''Halo 3'' under standard game settings, energy shields begin regenerating 5 seconds after last being hit, and take 2 seconds to fully recharge from a total drain. | |||
*In ''Halo 4'', during the level [[Forerunner (level)|Forerunner]], energy shielding was used to enhance a [[Type-32 Ghost]]'s boosting. | *In ''Halo 4'', during the level [[Forerunner (level)|Forerunner]], energy shielding was used to enhance a [[Type-32 Ghost]]'s boosting. | ||
*In ''Halo 4'', during the level [[Shutdown]], energy shielding was used to generate an EMP which overloaded the communication network's carrier wave generator. | *In ''Halo 4'', during the level [[Shutdown]], energy shielding was used to generate an EMP which overloaded the communication network's carrier wave generator. |