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== Summary ==
{{Era|H1|H2|H3|H3R|HW|RE|TF|FS|HE}}
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.
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<center>''This article describes the cloaking technology. For other uses, see [[Camouflage|Camouflage (Disambiguation)]].''</center>
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.


The term '''Active Camouflage''' (often shortened to '''Active Camo''') refers to various light-bending technologies, both [[UNSC]]<ref name="evo">'''[[Halo: Evolutions - Essential Tales of the Halo Universe]]''' - ''[[The Impossible Life and the Possible Death of Preston J. Cole]]'', page 477</ref> and [[Covenant Empire|Covenant]]. Most commonly, the term is applied to Covenant-developed cloaking equipment that is generally stored in small, deliberately fragile containers.
== 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.


==Description==
In [[Halo 2]], it is noted that the [[Arbiter|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 [[Grunt|Grunts]] and [[Elite|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 [[Halo_2_Skulls#Envy_Skull|Envy Skull]].
In ''[[Halo: Combat Evolved]]'' and ''[[Halo 2]]'', it is stored in a small, glass-like pyramid; in ''[[Halo 3]]'' it is suspended in a spherical force-field. A person can use the light-bending energy by merely coming into physical contact with the container, which will cause it to break and release its contents. Upon release, the energy envelops the wearer and bends light around their skin, [[armor]], or [[shielding]], conforming to their form and rendering them almost invisible. At that point, the energy will gradually dissipate and wear off, slowly revealing its user.


The effect lasts only for ten seconds, and only prevents visual detection; those using Active Camo can be observed by other means, including motion tracking, noise, and enviromental disturbances (things like footprints on soft terrain).
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.


Being a Covenant device, Active Camo is most commonly used by [[Special Operations Elites]], [[Stealth Elites]], and [[Brute Stalker]]s. However, all varieties of [[MJOLNIR]] armor that is [[Mark V]] and beyond can use it.
== Images ==
[[File:Activecamoelite2ag.jpg|200px|Active Camouflage]] [[File:Activecamo7iu.jpg|180px|Active Camouflage]]


==Function==
[[Category:Covenant]] [[Category:Technology]]
Active Camo will easily cloak its user, but its effect does not completely extend to items in the user's possession; [[Human]] [[weapons]] are easily cloaked, but Covenant weapons are visible even with Active Camo, as the light-bending energy cannot mask the glow of the weapons' plasma. In Halo: Combat Evolved, however, plasma glow is hidden quite well by the powerup.
 
Though Active Camouflage is quite effective from a distance, it can faintly be seen if an observer is close enough to the wearer. However, it is difficult to spot a camouflaged opponent from a distance using a scoped weapon -- actual physical proximity is required to reliably spot a person using Active Camo. It should be noted, though, that Active Camouflage does not mask environmental effects such as footprints, meaning that it is not as effective on soft terrain (such as the snow found in ''Halo 3''<nowiki>'</nowiki>s [[Snowbound]] and [[Avalanche]] [[Multiplayer]] maps).
 
The shielding provided by Active Camo can be disrupted if projectiles pass through it; such a disruption weakens the invisibility effect and temporarily reveals the wearer. The powerup can be disrupted if the wearer fires shots or if the wearer is hit. It also progressively worsens: the longer the wearer fires (or is hit), the more visible they become. Once the disruptions end, however, the wearer quickly regains their invisibility.
 
===Science===
Technically, Active Camouflage is not quite invisibility, though it is very similar. Rather, it is the term that is used to describe a broad range of [[technology|technologies]] that allows a wearer or object to blend in with its terrain, mimicking the environment around it perfectly, though in two dimensions. There are a variety of ways to do this, though the [[UNSC]] uses photo-reactive panels on its [[SPI|Semi-Powered Armor]] and [[UNSC Prowler|Prowler]] warships for optical camouflage, adapting to account for movement.
 
Though it has never been elaborated on in detail, it is suspected that [[Covenant]] versions of the concept use [[Wikipedia:Phased array optics|phased array optics]] to project a three-dimensional [[hologram]] of background scenery around the wearer of the system, effectively ''bending'' light, a task well within the [[Covenant|Covenant's]] [[Technological Achievement Tiers|tier two technology level]]. The technology can be utilized on [[Human]] armor systems, such as the [[MJOLNIR]] armor, but the [[UNSC]] has only developed a rough equivalent, the [[Camouflage Cloak]].<ref>'''[[Halo: The Fall of Reach]]'''</ref>
 
Talc powder and other atmospheric particles can disrupt the systems, causing the technology to overload and fail. <ref name="firststrike">'''[[Halo: First Strike]]'''</ref> The device also generates a considerable amount of heat, causing its user to be clearly visible on [[Human]] thermal goggles and some variations of the [[Sniper Rifle]]. <ref>'''[[Halo: The Flood]]'''</ref> The humans of [[Alpha Base]] on [[Installation 04]] used this advantage when their base was infiltrated by stealth [[Elites]], equipping their [[Fire Team]]s with infrared goggles allowing them to easily see the attackers. In addition, William and Kelly employed talc powder in order to overload the camouflage on [[Reach]] in order to find them<ref name="firststrike"/>, though this appears to have been altered in the games.
 
===UNSC===
{{Main|Camouflage Cloak}}
The UNSC has developed various technologies to conceal a soldier or any object from view. The most common form of this technology operates on a different principle than the Covenant active camo, using photo-reactive panels to impersonate the surrounding environment like a chameleon. A device known as the [[Camouflage Cloak]] can hide the wearer's infrared signature, beside serving as a form of camouflage. However, UNSC camouflage technology is inferior to Covenant active camouflage in many respects.
 
The [[Semi-Powered Infiltration Armor]] used by the [[SPARTAN-III Program|Spartan-IIIs]] utilizes photo-reactive panels to conceal the wearer's infrared signature and to blend in with the surrounding environment. When combined with their natural talent and training for stealth, it can be a very effective tool. Some [[Headhunters (Team)|Headhunters]] use a prototype camouflage almost identical to the Covenant version, rendering them almost invisible, except that it only lasts 3-5 minutes and other systems have their power drained while it recharged. This feature was tested by [[ODST]]s and saw very limited use in [[2552]].
 
Active Camouflage technology was later improved and even applied to the MJOLNIR armor system. This camouflage is able to function without ablative panels; the active camouflage is generated by a small device attached to the user's back. This technology has its drawbacks however; all sound is muffled while the active camo is in use, and the more the user moves, the more visible they become.<ref>'''[[Halo: Reach]]'''</ref>
 
Much like the SPI armor, [[UNSC Prowler]]s use ablative panels or "active camouflage skin" to conceal themselves from view in addition to masking their heat signatures. This camouflage isn't perfect however, and cannot keep up with a constantly changing background such as a gas giant's atmosphere.<ref name="evo"/> However, more advanced stealth ships were developed, such as an [[Unnamed Stealth Spacecraft]] using a form of cloak "bubble". This technology hasn't been observed in widespread use.<ref>'''[[Halo Legends]]''' - ''[[The Package]]''</ref>
 
==Changes Throughout ''Halo''==
If the Active Camo is active during [[Campaign]], you are completely invisible to the AI enemies unless you fire your weapon. Active camouflage is only usable in Campaign when you are playing as the [[Arbiter (Character)|Arbiter]] in ''[[Halo 2]]'', or you obtain the [[Envy Skull]] and restart Campaign(Active Camo replaces Master Chief's flashlight). In ''[[Halo 3]]'', rather than Active Camouflage, the slightly different [[Cloaking]] is available. It is also available as a powerup in five levels during ''[[Halo: Combat Evolved]]'': [[Truth and Reconciliation]], [[Silent Cartographer]], [[343 Guilty Spark (level)|343 Guilty Spark]], [[Keyes]], and [[Assault on the Control Room]].
 
An interesting fact about Active Camouflage is that although you can see the [[Energy Sword|Sword]]-wielding Active Camo Elites in ''Halo: Combat Evolved'' (due to the sword), the [[Marine]]s cannot see them; this is likely because the developers didn't realize that the [[Energy Sword]] showed through the Active Camo, leading them to code the Marines' AI to be oblivious to it. This advantage is removed in ''Halo 2'' -- the Elites now wait, only activating their swords when they're about to kill you.
 
===Halo 2===
In ''Halo 2'', it is noted that the Arbiter's armor, while possessing a built-in active camouflage generator, is not permanent, unlike the more modern generators used by Special Operations 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 on Legendary only; however, his screen will lack the meter, forcing you to remember the time allowed for use.
 
When playing as the Arbiter, using any attack will cause the active camouflage to deactivate, and the player must wait for it to recharge before using it again.<ref>'''[[Halo 2]]'''</ref>
===Halo 3===
{{Main|Cloaking}}
In ''[[Halo 3]]'', the Active Camo is no longer contained inside a pyramid construct. Instead it appears as a large, glowing sphere with what appears to be containment devices around it, enclosing the powerup in ''[[Halo 3]]'' [[multiplayer]]; but unlike past Halo games, active camo is ''not'' found in campaign. In campaign, Active Camouflage is replaced by the [[Cloaking]] [[equipment]], which functions in the same way as active camouflage once did. Melee attacks, shooting, throwing grenades and using equipment will negate the effect of the power-up. Also, wearing the [[Armor Permutations#Spartan Armor Permutations|Flaming Helmet]] is an obvious give-away to the opponent because the fire is still visible.
 
The quality of camouflage in custom games may be set to two different settings<ref>[http://www.gametrailers.com/player/20131.html '''Game Trailers''': ''Custom Games Glitch Gameplay'']</ref>:
*Poor Camo: The player has camouflage that might fool a [[Grunt]].
**The player is still somewhat visible.
*Good Camo: The player has camouflage that will fool an attentive [[Elite]].
**This makes the player almost invisible, but the light is distorted within the player's shape.
 
===Halo: Reach===
The Active Camo in ''[[Halo: Reach]]'' has undergone many major changes. It is now available as an [[Armor Abilities|Armor Ability]] to both Spartan and Elite players. As a side-effect when used, it jams the radar of the user and all enemies in the vicinity. It does not affect the radar of allies. When moving faster than crouch-walking speed, the Active Camo cloaks the user only partially and is drained much faster. The freedom for the player to control when they activate their camouflage makes it much more effective, as it allows for use in the most opportune situations, instead of restricting the player to activate it on pickup. <ref>[http://www.bungie.net/News/content.aspx?type=topnews&cid=26366 '''Bungie.net''': ''Halo: Reach Beta Survival Guide '']</ref>
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==Trivia==
*Changing the graphics card settings on [[Halo PC]] (lowering the quality and effects) makes active camouflage users appear as an easily-seen gray, opaque silhouette.
*The [[Separatist Phantom]] in ''Halo 3'' has its own Active Camouflage generators on board for various stealth missions.
*Oddly enough, a group of Major and Minor Grunts in the ''Halo 2'' level [[Delta Halo (level)|Delta Halo]] used Active Camouflage as they fought alongside a group of [[Stealth Elites]]. This suggests that at least some lower ranked Grunts have this equipment.
*When used in association with an [[Overshield]], the Active Camo becomes completely useless due to the charges of the overshield washing over the player's body (except in ''Halo: Combat Evolved''). In ''[[Halo 3]]'', the same effect occurs when Active Camouflage and Overshields are both working.
*The Active Camouflage has no effect on the flames on the [[Bungie Armor]], allowing enemies to more easily locate the user of the chest piece.
*With the [[Envy]] skull on in ''[[Halo 2]]'', the [[Master Chief]]'s flashlight will be replaced with active camouflage. This can also be combined with a glitch which allows you to reload from a checkpoint, after saving and quitting, and turning off your console, with infinite active camouflage. This makes the Campaign on ''Halo 2'' considerably easier, even on Legendary difficulty.
*In any Halo game, when you have active camouflage on and you get in a vehicle, the camouflage stays on and appears as if there was a ghost driving it or that it was driving itself (works particularly well with the Warthog LAAG). It works with any vehicle which exposes the occupants to view.
*In ''Halo 2'' for Windows Vista, when playing on Threshold, your comrades are not picked up by radar when camouflaged.
*The lights on a [[Gravity Hammer]] can be seen clearly when camouflaged. It is not recommended to have a Gravity Hammer either as your primary weapon or secondary weapon when using active camo, as the lights make you an easy target for experienced snipers.
*In ''Halo 3'', go in Monitor mode and find an Active Camouflage. Go inside it. After about 10-20 seconds, the Active Camo will stop making its shimmering noise and you'll hear a brief whispering sound (like a sigh or breath), and then it will continue its shimmering noise.
*Strangely, the active camo module in ''Halo: Reach Beta'' had UNSC printed on it, even when being used by Elites, this is likely because it was a placeholder file.
 
==Gallery==
<gallery widths="150" orientation="landscape">
File:AC flame head.jpg|[[Bungie Armor]] and Active Camouflage in ''[[Halo 3]]''.
File:Activecamoflauge.jpg|A [[Stealth Elite]] using active camouflage.
File:AC.png|Active Camo in ''Halo: Combat Evolved'' multiplayer.
File:Active Camoflage.jpg|The Active Camouflage in ''[[Halo 2]]''.
File:Hidden Dragon.jpg|A [[Spartan-II|Spartan]] using active camouflage.
File:ActiveCamo.jpg|The Active Camouflage in ''Halo 3''.
</gallery>
 
==Sources==
<references/>
 
==Related Pages==
*[[Overshield]]
*[[Permanent Invisibility]]
*[[Custom Powerup]]
[[Category:Technology]]
[[Category:The Covenant]]

Revision as of 15:52, August 19, 2010

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 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.

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.

Images

Active Camouflage Active Camouflage