Heads-up display: Difference between revisions

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== Summary ==
== Summary ==


The Head-Up Display is the main source for information in-game on [[Halo: Combat Evolved]], [[Halo 2]] and [[Halo 3]], though the appearance of the HUD has changed dramatically from its predecessors<ref>[[Halo: Combat Evolved]]</ref><ref>[[Halo 2]]</ref><ref>[[Halo 3]]</ref>. The sensors augmented into the Spartan's body display the soldier's vital signs, which include a measure of their overall health in the form of bars. Note that this "health bar" has been removed from Halo 2 and Halo 3, with the reason being the insertion of automatic bio-foam injectors into the [[Mark VI]] armor.<ref>Halo 2 Instruction Manual</ref>. In Halo 3, there a slight convex appearance to simulate looking through a real visor. Also, the MJOLNIR shields flare up in a grid-shaped pattern, to simulate the player is taking damage. Additionally, the HUD also reports the strength of the wearer's shields through the energy signatures it emanates. Weapons heat and ammunition levels, as well as grenade type and count are also detected through sensors placed in the Spartan's gloves. In Halo 2 and 3, the Mark VI armor is able to register two weapons when the Spartan is dual-wielding.
The Head-Up Display is the main source for information in-game on ''[[Halo: Combat Evolved]]'', ''[[Halo 2]]'' and ''[[Halo 3]]'', though the appearance of the HUD has changed dramatically from its predecessors<ref>[[Halo: Combat Evolved]]</ref><ref>[[Halo 2]]</ref><ref>[[Halo 3]]</ref>. The sensors augmented into the Spartan's body display the soldier's vital signs, which include a measure of their overall health in the form of bars. Note that this "health bar" has been removed from ''Halo 2'' and ''Halo 3'', with the reason being the insertion of automatic bio-foam injectors into the [[Mark VI]] armor.<ref>Halo 2 Instruction Manual</ref>. In ''Halo 3'', there a slight convex appearance to simulate looking through a real visor. Also, the MJOLNIR shields flare up in a grid-shaped pattern, to simulate the player is taking damage. Additionally, the HUD also reports the strength of the wearer's shields through the energy signatures it emanates. Weapons' heat and ammunition levels, as well as grenade type and count are also detected through sensors placed in the Spartan's gloves. In ''Halo 2'' and ''3'', the Mark VI armor is able to register two weapons when the Spartan is dual-wielding.


Another notable feature on the HUD is that each type of weapon that the gloves detect has it's own unique aiming reticule in relation to the type of ammo that it projects and it's statistics. Even vehicles and known heavy weapons have their own reticules. For example, the open circle reticule on the shotgun tells you that although the shell will land somewhere in the directed area,  the distance and position are rather unpredictable. Or  the Ghost's reticule tells you that the plasma shots will travel as far as the two dots show, but can drift off left or right a little. The reticule is also compatible with the scope of ranged weapons when installed. However, do remember that it is a reticule that is designed to AID the person in pinpointing where the shot will end up, while an aiming cursor shows exactly where the shot will end up.   
Another notable feature on the HUD is that each type of weapon that the gloves detect has it's own unique aiming reticule in relation to the type of ammo that it projects and it's statistics. Even vehicles and known heavy weapons have their own reticules. For example, the open circle reticule on the shotgun tells you that although the shell will land somewhere in the directed area,  the distance and position are rather unpredictable. Or  the Ghost's reticule tells you that the plasma shots will travel as far as the two dots show, but can drift off left or right a little. The reticule is also compatible with the scope of ranged weapons when installed. However, do remember that it is a reticule that is designed to AID the person in pinpointing where the shot will end up, while an aiming cursor shows exactly where the shot will end up.   


The [[Motion Sensor]] is another important feature displayed on the HUD. It can sense and track movement in a 15 meter radius (Halo 1), a 20 meter radius (Halo 2) and a 25 meter radius (Halo 3). Due to the insertion of IFF tags in UNSC soldiers, the radar can distinguish friend (yellow) from foe (red). Finally, the way point indicators are an on-screen directive that point out important objectives or locations in the Spartan's mission, and are extremely useful, measuring the distance the Spartan is from the objective.
The [[Motion Sensor]] is another important feature displayed on the HUD. It can sense and track movement in a 15 meter radius (''Halo: CE''), a 20 meter radius (''Halo 2'') and a 25 meter radius (''Halo 3''). Due to the insertion of IFF tags in UNSC soldiers, the radar can distinguish friend (yellow) from foe (red). Finally, the way point indicators are an on-screen directive that point out important objectives or locations in the Spartan's mission, and are extremely useful, measuring the distance the Spartan is from the objective.


A HUD display is also featured on [[SPI Armor]], [[MJOLNIR armor]], [[ODST]] [[Body Suit]]s, [[Marine]] Body Armor, and even the [[Elite armor]].
A HUD display is also featured on [[SPI Armor]], [[MJOLNIR armor]], [[ODST]] [[Body Suit]]s, [[Marine]] Body Armor, and even the [[Elite armor]].