Armor abilities: Difference between revisions

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{{Era|RW}}
{{Status|Gameplay}}
'''Armor abilities''' are gameplay items featured in ''[[Halo: Reach]]'', ''[[Halo 4]]'', ''[[Halo: Spartan Assault]]'', and ''[[Halo: Spartan Strike]]''. Similar to Halo 3's [[equipment]] pieces, these items can be picked up and activated by players. Unlike ''Halo 3''<nowiki>'</nowiki>s equipment pieces however, they are reusable. They are replaced in ''[[Halo 5: Guardians]]'' by the universally available [[Spartan abilities]].
'''Armor abilities''' are gameplay items featured in ''[[Halo: Reach]]'', ''[[Halo 4]]'', ''[[Halo: Spartan Assault]]'', and ''[[Halo: Spartan Strike]]''. Similar to Halo 3's [[equipment]] pieces, these items can be picked up and activated by players. Unlike ''Halo 3''<nowiki>'</nowiki>s equipment pieces, however, they are reusable. They are replaced in ''[[Halo 5: Guardians]]'' by the universally available [[Spartan abilities]].


== In-Universe ==
== In-Universe ==
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Armor abilities are an alteration of ''[[Halo 3]]''<nowiki/>'s [[equipment]]. Instead of being single-use, each ability is reusable, with a cooldown time between uses. In ''[[Halo: Reach]]'' [[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://halo.bungie.net/projects/reach/article.aspx?ucc=faq&cid=25850 '''Bungie.net''': ''Armor Abilities'']</ref>
Armor abilities are an alteration of ''[[Halo 3]]''<nowiki/>'s [[equipment]]. Instead of being single-use, each ability is reusable, with a cooldown time between uses. In ''[[Halo: Reach]]'' [[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://halo.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. 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.
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 dropped.


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.
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.
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*Hologram and Active Camouflage are great armor abilities to use during [[Infection]] gametypes as hologram can confuse zombies and active camo will straight up hide from them. These work well as they, to an extent, depend on the enemy not looking hard enough, something zombies don't have time to do. However, both become useless the moment the operator becomes the Last Man Standing, as a massive skull appears over their head.
*Hologram and Active Camouflage are great armor abilities to use during [[Infection]] gametypes as hologram can confuse zombies and active camo will straight up hide from them. These work well as they, to an extent, depend on the enemy not looking hard enough, something zombies don't have time to do. However, both become useless the moment the operator becomes the Last Man Standing, as a massive skull appears over their head.
*It is often advantageous to have a teammate using the Drop Shield ability in both Firefight and standard Multiplayer modes (mainly Invasion, as few other gametypes allow it for balancing reasons). 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 (mainly Invasion, as few other gametypes allow it for balancing reasons). 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 they 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. Be wary of an enemy standing back however.
*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 deactivates. This will ensure that a sudden ambush after a battle that left the shields depleted will not overwhelm one. Be wary of an enemy standing back, however.
*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 that don't have line of sight on you can't be sure of what you're doing because of the jammer. It can be useful while standing still as well (such as when using a sniper rifle) as the mass of dots will conceal your still form, possibly leading enemies on a wild-goose chase away from your position...or into your sights.
*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 that don't have line of sight on you can't be sure of what you're doing because of the jammer. It can be useful while standing still as well (such as when using a sniper rifle) as the mass of dots will conceal your still form, possibly leading enemies on a wild-goose chase away from your position...or into your sights.


===Miscellaneous===
===Miscellaneous===
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*If a player's [[Type-1 Energy Weapon/Sword|Energy Sword]] is depleted, the blade can still be seen when Active Camouflage is activated.
*If a player's [[Type-1 Energy Weapon/Sword|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.
*In ''Halo 4'', a player's Hologram will not show any customized weapon skins, nor any customized emblem.
*In ''Halo 4'', meleeing a dead players [[Forerunner]] armor ability attachment (on the lower back) will produce a unique sound effect.
*In ''Halo 4'', meleeing a dead player's [[Forerunner]] armor ability attachment (on the lower back) will produce a unique sound effect.


===Glitches===
===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 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 (map)|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]].


==Gallery==
==Gallery==
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File:Halo_Reach_Sprinting.jpg|A SPARTAN using the Sprint armor ability in ''Halo: Reach Multiplayer Beta''.
File:Halo_Reach_Sprinting.jpg|A SPARTAN using the Sprint armor ability in ''Halo: Reach Multiplayer Beta''.
File:Active_Camo.jpg|A SPARTAN using the active camouflage armor ability in the ''Halo: Reach Multiplayer Beta''.
File:Active_Camo.jpg|A SPARTAN using the active camouflage armor ability in the ''Halo: Reach Multiplayer Beta''.
File:Halo_Reach_Elite_Evade.jpg|An Elite using 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 using the Evade armor ability, which can launch the player into the air if performed up an incline.
File:Evade.jpg|Third-person view of an Elite evading.
File:Evade.jpg|Third-person view of an Elite evading.
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:Halo 4 Armor Abilities pods.jpg|''Halo 4'' concept art of armor ability device.
File:H4 - Belt bomb.jpg|Concept art for ''Halo 4''{{'}}s armor abilities, including what appears to be a "belt bomb".
File:H4 ArmourAbilityModules Concept.jpg|''Halo 4'' concept art of armor ability devices.
File:H4_ArmourAbilityModules_UNSC_Render_1.jpg|A render of the ''Halo 4'' model for the UNSC armor ability.
File:H4_ArmourAbilityModules_UNSC_Render_2.jpg|A render of the ''Halo 4'' model for the UNSC armor ability.
File:H4_ArmourAbilityModules_UNSC_Render_3.jpg|A render of the ''Halo 4'' model for the UNSC armor ability.
</gallery>
</gallery>


==Sources==
==Sources==
{{Reflist}}
{{Ref/Sources}}
 
== See also ==
*[[Support upgrades]]
*[[Tactical packages]]


{{Navbox/Pickups/Gameplay}}
[[Category:Armor]]
[[Category:Armor]]
[[Category:Armor abilities| ]]
[[Category:Armor abilities| ]]