I don’t know if this has been posted or discussed before(or if this will ever be considered), I just came here so I haven’t read much on the forums. Anyways, this is my suggestion.
Hologram buff #1: Instead of seeing a grey dot on your motion sensor when a hologram is walking, you will see a lighter red dot(not to be confused with the darker red dot signifying an opposing player below you).
Reason: Whenever activating a walking hologram, it can be easily identified via motion sensor. I can very easily glance at my motion tracker and tell if there is a hologram or person coming around the corner. Also, a keen eye would be able to distinguish the difference, but it could easily trick a newbie, or someone who is not very aware at the moment.
Hologram buff #2: Hologram appearance flexibility. One easy way to tell between the difference between a player and their hologram, is if they are walking straight at you without opening fire, or if they are standing up pointlessly when you know that the player is trying to be discreet. Instead of a hologram just having the standing up appearance of the player walking or standing still, it will actually have the appearance of the user when he/she activates the hologram. Say the player is crouching and they activate it, the hologram will be crouch walking or crouched when it is activated. One way to slightly make this less effective though, would be to keep their lighter red dot(if you do decide to use the above suggestion)so that a slightly more aware player will notice the difference. Also, when Frankie was talking in some videos about adding more custom options, I thought what I just said above could include if the player is invisible.
Reason: The hologram can be too obvious sometimes, and I thought that making it look more realistic compared to the player could help make the hologram a little more effective.
Hologram buff #3: When you point your reticle at the hologram, a name of one of your teammates a appears in red as if it is an enemy player AND/OR your reticle turns red when you point it at the hologram.
Reason: A hologram can be easily identified as a hologram by simply aiming at the hologram to see if a red name appears or if your reticle turns red.
*Hologram buff #4: If the hologram takes any damage, a shield pop animation is activated. For example, you melee or shoot the hologram with a DMR, you will see a shield pop, but any damage done afterwards will affect the hologram as it normally does now.
Reason: As of now, if you somehow get tricked by the hologram and start attacking it, your attention is not held very long, one Assault Rifle bullet can you if it is real or not. The amount of time it takes to distinguish the difference between player and not, is usually not a long enough time for the hologram user to mount any sort of effective surprise attack.
*=Might be slightly overpowered.
NOTE: I am not necessarily saying that the above suggestions should be used together, but hoping that at least one of them is put into use.
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For 343i: As of now, those two are all of the suggestions I have, I don’t know if this thread will ever become of any use or not, or if this is just a pointless thread, but I thought I might have some at least half-decent ideas on how to make the hologram a little bit more useful.
For community: If I made any mistakes in the above text, please feel free to post and tell me. Also, if you have any feedback, or complaints, or would just wish to comment, please post.
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Other community suggestions:
Rocklimb’s suggestions
> DavidJCobb:
> Why not a double waypoint Holo?
>
> Point where you want it to run. Cast.
>
> While its running there and before the cooldown expires, point it at another spot. Cast again
>
> Holo goes to spot 1. It turns, goes to spot 2.
Thank you for reading this thread.

Feels bad, man.