Thursday, 15 December 2011

Armour Abilities: How They Work - Part 3

As everybody knows by now, when Halo Reach hit the shelves back in Sept 2010, and having sampled the beta myself in May 2010, the newly included armour abilities were introduced into the game.

The idea behind armour abilities is to give a player a certain advantage in battle. And to fit in with the story of Halo Reach, the planet Reach was primarily a military fortress world where new technology was being developed. Hence we get these armour abilities. From the next game in the series point of view the armour abilities are a more refined version of the deployable, and 1-time use, equipment from Halo 3.

Now, there are several armour abilities you get to choose from when you begin a match in Halo Reach. These armour abilities are preset by the gametype and match you are playing.

The armour abilities include:

  • Sprint
  • Evade (elites)
  • Armour Lock
  • Jet Pack
  • Medic (drop shield)
  • Camouflage
  • Hologram


    We'll take each armour ability at a time, describing how it works dynamically, and then a brief note on how to use it to full effect.

    Note: all armour abilities have a cool down time once used, which replenishes automatically, some take longer than others. And you get the choice to switch which ability you want to use each time you respawn. So you can keep changing them each time if you want.

    Copy and paste over. In part three of this article we will look at the last two of the Armour Abilities. We'll talk about Camouflage and Hologram.


    CAMOUFLAGE


    Camouflage is an armour ability that renders your character somewhat invisible to the eye. When activated two things happen, you become invisible and the radar gets jammed. The reason for this is for balance so even though you may not be seen, an enemy will know you are nearby.

    Things to know about Camouflage. When pressed the ability meter will begin to drain. The rate of drain depends on how fast or slow your character is moving. Camo is more effective when moving slowly and drains the meter much slower. You can fire when camouflaged but the more you do the more visible you will become.

    Using camouflage can work well with melee weapons like the sword or hammer, or even the rocket launcher or sniper rifle. You can sneak into position, or stay in a really open place where no one usually travels and still be safe. Camo can be used to distract a whole team when attacking or defending. One player pops their camouflage and the other team will lose their radar to the jamming effect, thus disrupting their flow and co-ordination.


    HOLOGRAM


    Hologram projects an image of your character when activated. The hologram moves across the terrain to wherever you have pointed your reticle. Holograms serve to confuse your enemy into wasting shots, or distracting them while running away or towards them.


    Things to know about hologram. Only one hologram can be activated at a time. The ability recharges quite quickly. If a hologram has not disappeared before a new one is deployed, then the old one will vanish when the new one is activated.

    Hologram is mostly used in team sniper games. Hologram is the bane of snipers because not only does a shot become wasted, but your position is revealed as well. A trick that many use when closing in on someone is to send a hologram right at them, this can confuse their aim if done correctly, as both the hologram and the players tend to merge in and out of each other.

    So that's all for now on armour abilities. I hope you have a good idea of how they work now and how you can use them to good effect in your online matchups.

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