Heads-up display: Difference between revisions

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→‎Gameplay: Changed Mike and Fred links to full names
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In ''[[Halo: Reach]]'', when the player's shields are down, the word "Warning" will show up in the depleted shield indicator. Also if a player's health is below yellow, it will continuously flash. In ''Halo: Reach'', the heads-up display gives the player a brief description of the weapon and [[armor abilities|Armor Ability]] they are currently using by pressing the Back button. However, this can only be used in the Campaign.
In ''[[Halo: Reach]]'', when the player's shields are down, the word "Warning" will show up in the depleted shield indicator. Also if a player's health is below yellow, it will continuously flash. In ''Halo: Reach'', the heads-up display gives the player a brief description of the weapon and [[armor abilities|Armor Ability]] they are currently using by pressing the Back button. However, this can only be used in the Campaign.


In ''Halo 5: Guardians'', if the player's health bar is emptied without the player dying, it will then be seen flashing red. The warning effects shown on the HUD when the player's shields are down and when the player's health bar is flashing red flash twice as quickly when the player is playing as any member of [[Blue Team]] ([[John-117]], [[Fred-104]], [[Kelly-087]], or [[Linda-058]]). Also, the multiplayer HUD has an additional visual cue that takes the form of a light sliding through and above the shield meter, from full point to empty point to signify that the player's shields and health have been delayed in regenerating.
In ''Halo 5: Guardians'', if the player's health bar is emptied without the player dying, it will then be seen flashing red. The warning effects shown on the HUD when the player's shields are down and when the player's health bar is flashing red flash twice as quickly when the player is playing as any member of [[Blue Team]] ([[John-117]], [[Frederic-104]], [[Kelly-087]], or [[Linda-058]]). Also, the multiplayer HUD has an additional visual cue that takes the form of a light sliding through and above the shield meter, from full point to empty point to signify that the player's shields and health have been delayed in regenerating.


The radius of the motion tracker also changes between the games, from a 15 meter radius (''Halo: CE'') to a 20 meter radius (''Halo 2''), a 25 meter radius (''Halo 3''), a 30 meter radius (''Halo 4''), and a 40 meter radius (''Halo 5: Guardians''). In the ''Halo 5: Guardians'' campaign, Linda-058 and [[Holly Tanaka]] are equipped with the Advanced Sensors armor mod, which expands the motion tracker's radius by 25% to 50 meters. Custom games in ''Halo 3'', ''Halo 4'', and ''Halo 5: Guardians'' allow the player to change how far the radar reads (10 meters, 25 meters, 75 meters, or 150 meters). A downside to a large-range radar is that the blue dots representing allies and the player and the red dots representing enemies shrink in size and become harder to see.
The radius of the motion tracker also changes between the games, from a 15 meter radius (''Halo: CE'') to a 20 meter radius (''Halo 2''), a 25 meter radius (''Halo 3''), a 30 meter radius (''Halo 4''), and a 40 meter radius (''Halo 5: Guardians''). In the ''Halo 5: Guardians'' campaign, Linda-058 and [[Holly Tanaka]] are equipped with the Advanced Sensors armor mod, which expands the motion tracker's radius by 25% to 50 meters. Custom games in ''Halo 3'', ''Halo 4'', and ''Halo 5: Guardians'' allow the player to change how far the radar reads (10 meters, 25 meters, 75 meters, or 150 meters). A downside to a large-range radar is that the blue dots representing allies and the player and the red dots representing enemies shrink in size and become harder to see.