Prima Games eGuides Halo 4 eGuide

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Halo 4 eGuide Essentials Intel

Armor Abilities

Armor abilities allow players to change their play style in ways that may allow for feats not normally possible, or improve survivability under fire. During the Campaign, you’re typically introduced to new abilities with every mission from the second onward. While we may suggest specific armor abilities, as they were what worked best for us, it’s up to you to decide which abilities you want to use, and how you want to use them.

Active Camouflage

Designation: T-3 Refraction Dissonance Modifier/Camouflage

The Active Camouflage system, acquired during the early years of the Covenant War, is a refraction dissonance modifier that effectively bends light around the surface of an object, masking its presence through advanced pattern realignment. Although pervasive among specific Sangheili units, it has seen some use among Spartans of all classes.

  • For the hunter in all of us, the Active Camo is a great tool to have. It is introduced in Mission 2, and you can use it to blanket your presence while you snipe enemies from afar, or you can go “Aggressive Stealth,” and creep up on enemies unnoticed and go for close-range headshots.
  • Active Camo is not perfect invisibility. It degrades as you move, and turns off entirely if you sprint. Even when standing stock still, you can be noticed by attentive enemies, especially on higher difficulties.

Hardlight Shield

Designation: Z-90 Photonic Coalescence Emitter/Aegis

The Hardlight Shield appears to be a photon emitter that can fuse particles of light into a rigid, dissipative barrier. For Spartans who choose to integrate it, the technology functions as a full-size, aegis-class antipersonnel defensive shield.

  • Some laud the abilities of the Hardlight Shield to reflect anything away from the user and potentially back to the enemy. Others shy away from the shield because it forces you to move slowly and only protects you from direct frontal assaults.
  • The Hardlight Shield is hard for enemies to break. It can be used to help assist retreats behind other, more solid cover, giving you a chance to regenerate your shielding.

Promethean Vision

Designation: Z-5080 Short-Range Spectrum Augmenter/Vision

This armor ability is a short-range, full-spectrum enhancement package that enables users to detect shapes and movement through solid barriers. Coupled with the VISR 4.0 tech suite, this software is one of the most formidable abilities leveraged by GEN2 armor systems.

  • Do the impossible. See the invisible. See the Crawler Snipes hiding behind walls. As far as the Campaign is concerned, the Promethean Vision is an incredibly effective tool throughout Mission 4, where it first appears. Even despite its short activation time before needing recharging, you can learn a lot about the enemy just around the bend.
  • Use Promethean Vision in bursts, if possible. When Knights use this tech, notice how they appear on your Motion Sensor, accompanied by a red pulse emanating from their position? That’s what you look like to them on their trackers.

Hologram

Designation: T-27 Responsive Holographic Form Emulator

The Hologram is a responsive emulator that generates an extremely realistic copy of the user’s physical form and movement. This copy is used as a decoy in the field to trick enemy infantry and armored vehicles into revealing their position, thereby placing them at a disadvantage.

  • You might laugh at the idea of a decoy of the Master Chief running ahead and distracting the enemy while you shoot them in the back. In proper practice, this is exactly what the Hologram can do. So long as they don’t see you deploy it, they will focus their efforts on the hologram until it fizzles out.
  • The Hologram is not solid. Don’t be the guy who runs out behind it at a Knight Lancer armed with a Binary Rifle. It might just snipe you and the decoy in one shot for your insolence.

Autosentry

Designation: Z-2500 Automated Protection Drone

The Autosentry is an intriguing combat-capable drone unit now typically deployed in a supporting role during enemy engagements. The full measure of its original use is unknown. Other human-originating APD units similar to this Forerunner sentry have been used by the UNSC for years, but none with this level of mobility, functionality, and sustained power.

  • It’s easy to discount the small puffs of light the Autosentry spits out as being useless. Say that to the Knights it one-shot or two-shots when their shields are down. Autosentries make excellent decoys or assistants in holding a defensive position. Coordinating your fire with an Autosentry can score kills much sooner.
  • You can self-destruct a deployed Autosentry, harming anything near the blast, including yourself. Remember this if you want to redeploy the gun elsewhere: you can always do this early and start the armor ability recharge process while you’re on the move.
  • Unfortunately, on Legendary, the Autosentry is reduced to a decoy, but it’s still a good decoy that can shoot back. Just make sure that during the gun’s setup you’re not vulnerable to incoming fire or flanking maneuvers.
  • The turret takes a couple of seconds to set up, and during that time you are forced to sit still and watch the turret be constructed. Try to avoid doing this while you’re getting shot at.

Jet Pack

Designation: Series 12 Single Operator Lift Apparatus

The Jet Pack is a gravity mitigation device latched to the back of infantry BDU, allowing personnel to traverse vertically challenging terrain and generally be more mobile in the battlefield. The Jet Pack was designed with Spartan-IV assets in mind, though it can be used more broadly.

  • The Jet Pack is essentially mandatory for the Master Chief in Mission 5, but it’s also the best demonstration as to why the ability is so awesome. You can often ignore any low-lying cover the enemy uses simply by flying over it.
  • Mission 6 also can be made much easier with careful Jet Pack use. In general, any area that has ledges only the Jet Pack can easily reach is likely going to be a solid sniping position.
  • Surviving long falls with the Jet Pack is easy, but don’t expect it to save you from falling into an abyss. The limited charge on the pack can do only so much.

Regeneration Field

Designation: M2705 Regenerative Kinetic Dispersal Field

The Regeneration Field package is a kinetic dispersal system that has two primary operations: The first is a burst of shunting energy that forces friend-or-foe-designated enemies away from the user, the second is a Mjolnir component-stabilizing system which recharges the local allies’ combat viability through the short-term of reappropriation of specific power systems.

  • Limited entirely to War Games multiplayer, the Regeneration Field can turn the tide of battle by providing a safe zone for you and any allies you might have, as it constant restores their shields.
  • This ability is excellent for locking down key positions or supporting flag carriers on foot. If the enemy isn’t bringing power weapons or vehicles to the fight, they will never stop a good, coordinated team that uses multiple fields in succession.

Thruster Pack

Designation: M805X Forward Acceleration System—Fulcrum Mitigating

The Thruster Pack, not terribly different from other extra-vehicular activity-intended thrust modules, is a forward acceleration system that mitigates the need for a fulcrum or pivoting articulation by the user. This ability allows the user to move quickly and aggressively through the field of combat for a limited duration.

  • The Thruster Pack has a very specific primary function: last-second dodges. You are first introduced to this during Mission 7 when you fight a pair of Hunters in an enclosed space. You get one burst from the pack before it needs to recharge, so make every use count!
  • You can use the Thruster Pack in mid-jump, so it’s perfect for throwing off snipers you know are targeting you. It alters your otherwise easily tracked direction and speed.
  • In a way, this ability is a bit too specific in nature. To be perfectly honest, unless you’re playing on lower difficulties in the Campaign, enemy fire and snipers in general are a bit too sophisticated for the Thruster Pack to help you dodge at the last moment. Chances are, you’ll be hit. Much of the fighting in Mission 7 takes places at shorter ranges, and the Thruster Pack’s long recovery time leaves you vulnerable to incoming fire anyway.