Full List of observed Active Camo changes

So as an avid Active Camo user, below is a compiled list of all observed active camo changes and my analysis of how it will affect gameplay. These are all predictions and what I’ve seen from the videos and most of them I am pretty sure of. :slight_smile: The main reference is this video, but there are others I’ve noticed things like Nexy’s LR gameplay and NakedEli’s attempt at camo to “sneak into their base” shakes head:

[/li]- - First things first the amount of radar jamming dots has been reduced from 15+ to only 6 dots. This does multiple things for camo.

    • At first glance of your radar it isn’t as obvious that someone with camo is around you. It could actually be 6 people of a team in BTB games (if you are crouched). Allowing you to play defense with that added scare factor of maybe the team is actually camping in there.
    • In Reach when you knew there was someone using camo around you, you just ignored your radar because tracking all those dots was unfeasible and distracting. They focused on what was around them making it more likely that you will be found thanks to your shimmer of camo. Now tracking a handful of dots on the radar is feasible and most people won’t think to count the amount of dots on the radar that camo makes. So instead of ignoring their radar they will analyze the dots and see if they can pick out movement that they expect you to do in the given situation. This makes them equally aware as Reach (if they ignore their radar) or less aware and more distracted if they are analyzing their radar meaning less chance you’ll get seen.
    • Dots on the radar do not move random and sporadically like they do in Reach. The dots are slower and more believable. Not all of them are just swirling around. Some stand still, some move forward quickly, etc. Because of this it is easier for someone to think a particular dot is you. :wink:
    • Dots on the radar are no longer always almost centered around you. Instead these dots can be all behind you or a couple in front and the rest behind, or in a line off to the right. This stops players from being able to track camo players based on the dot circle. And for those who decide to continue to track based on that will end up getting assassinated by a smart camo user who knows how to analyze what their opponent is going to do.
    • A small side bonus to the dots being more predictable and there being less of them is that a good camo player can actually more accurately predict how his opponent is going to move based on the setup of dots on the radar. As long as the dots are the same for everyone in range. Which can easily be checked in split screen and with a friend on a different xbox in your house. Something I’ll be checking day one.
    • When you come out of camo you lose a chunk of camo. Looks to be about 2 seconds worth of camo. I am pretty sure this is to avoid people spamming it to save on camo time like I used to. In Reach you can tap spam it to make sure that you avoided the initialization period where you are transferring between visible and not visible without loosing too much camo time. This also had the side effect of making people ignore their radar thinking that it would be useless since there is a camo user about.
    • [Unconfirmed] When you run around while camo is activated instead of being in poor camo you shimmer back and forth between no camo and good camo. This can be seen at the beginning of Nexy’s video for his first opponent and later in the video right after he becomes king. This is an interesting change cuz there is a very slight chance that if you are moving around and someone is sweeping an area they may pass over your location while you are in good camo. I have yet to see how camo interacts with sprint yet so I don’t know if you can sprint while this happens or if sprint makes you fully visible or just shuts off camo all together. I don’t think it would shut off camo, but this effect may happen with sprint allowing you to sprint between cover and possibly not be seen.
    • [Unconfirmed] The total camo time is less than TU camo. TU camo is around 20 seconds if I remember correctly while this camo looks to be about 15 seconds as long as you don’t come out of it. Meaning it has to be more intelligently to be of optimal use.
    • [Unconfirmed] It might be just me, but in the videos I watched of people using camo it seemed like the meter went down slower when you were moving as opposed to when you sit still. I REALLY hope this is the case because this promotes more active stalking rather than just players sitting still and camping/sniping. It seems that you can squeeze an extra 3-5 seconds out of camo by actively moving rather than sitting still. This also means that if you are under pressure by a pursuer and you stay still you have less time before you run out of camo. This would be a buff to players who actually move with camo or at least a better state than those who don’t (like me) and a nerf to those who camp or snipe with camo. :slight_smile:

Wall of text. O.O

Give me a simple version please.

I got 3/4s of a way done and then started skimming. Paragraphs would help or getting to the point.

> Wall of text. O.O
>
> Give me a simple version please.

at long distance: hard to see

Close: not as obvious

overall: better!

Could you divide the text to clearer paragraphs. That’d make it easier to read.

As for the camo, I honestly can’t comment. What I think about the ability is irrelevant to this thread and is whole another discussion of its own. But still, you made some good observations.

1-Paragraphs. Show us you learned something in your English class.

2- Another player also pointed out: They can’t run at normal speed with it active. It helps them get into full camo easy, but if spotted, they may be screwed if they don’t remember to turn it off.

OP you should put spaces in between each point to make the text easier to read. Very good points hopefully this means that camo wont be a camping tool and that its not as obvious. Its also true that it doesn’t jam teamates radars correct?

The way you describe this it almost makes it seem like camo takes skill to use.

Lol am I the only one that read the hole thing?

> Lol am I the only one that read the hole thing?

No, I did too.

Active Camo sounds less annoying this time around. I guess this is the next best thing to having it as a power up.

Those look more like buffs. Not what I was looking for…

You can also see Camo users in your field of vision while Promethean Vision is active. They will show filtered in a blue that blends in with the rest of the map, but a keen eye will notice it.

Sorry about the formatting folks. I posted this on neogaf first and just transferred it over. Here is the original post: http://www.neogaf.com/forum/showpost.php?p=41709141&postcount=14401. Apparently the preview works fine for the bullet list, but it didn’t format it properly. So I re-formatted to account for the bullet list BBCode not working. Again my apologies. I’m no stranger to well formatted posts so I know how much of a pain it must of been to read that. Sorry bros. :wink:

> Those look more like buffs. Not what I was looking for…

If I’m right then there is reduced amount of time in camo, drains faster while you stand still to discourage camping/camo sniping, and it removes chunks of time every time you exit camo. These are the nerfs. The shimmer can be considered a buff and a nerf at the same time. There are more buffs, but only buffs for people who know what they are doing with camo and know how to read their opponents and make use of the new traits of camo.

TL:DR. I seriously camo has changed so much that we need to write a college thesis on it. Seriously get to the point next time.

If the unconfirmed bits like camo lasting longer if you move is true then I’m really happy with 343. Really promotes proper utilization of the AA which will probably make it better. Thanks for this post. Might actually use camo.

I’ve noticed in the Forge demo that when you move whilst being invisible you don’t get visible but stay 100% invisible.

It was in a player trait zone though.

> [/li]1. - [Unconfirmed] It might be just me, but in the videos I watched of people using camo it seemed like the meter went down slower when you were moving as opposed to when you sit still. I REALLY hope this is the case because this promotes more active stalking rather than just players sitting still and camping/sniping. It seems that you can squeeze an extra 3-5 seconds out of camo by actively moving rather than sitting still. This also means that if you are under pressure by a pursuer and you stay still you have less time before you run out of camo. This would be a buff to players who actually move with camo or at least a better state than those who don’t (like me) and a nerf to those who camp or snipe with camo. :slight_smile:
> [/list]

This would be great.

My biggest concern is that they have it like in reach where your level of visibility is different in first person.

When it looks like you are mostly visible, you are in fact mostly INVISIBLE, bungie made it so the level of visibility displayed to the active camo user is exaggerated in either direction.

It was a well intentioned, but horribly implemented idea.

Also: Are you the same godlyperfection that did those forge level design threads on B.net?

Glad to see some of the notable memebers coming over here.

I knew you would be the one to post this, GP! :smiley:

I may have missed it, but don’t forget to note that when you’re in camo, you are automatically slowed to crouch-speed so that it stays in good camo.