How to BUFF HOLOGRAM

We can all see that PV is OP, but 343 keeps insisting the weakest AA Hologram could somehow be a counter to it.

Look, hologram is sooo useless as is, it needs a buff. But how?

Well I have an idea, tell me what you think:

Make the hologram a dynamic AI that doesn’t simply go straight without shooting and run into walls, but can go around objects in the map in a reasonable way. Also, it would launch straight from your body like the original only if you were moving forward if you moved sideways it would duplicate out of you side, then the Ai would take over and it could even shoot at the other team.

Now I DON"T mean shoot bullets…or do any damage. It would simply have flames/similar muzzle flash effect come out of its gun but no tracer bullets, which would give it away as a fake, but in intense battle, and a PV user stalking you is approaching, and you know it cuz that of red light, beeping or whatever, then you apparently split in two and your AI hologram buddy runs near you shooting at whatever you shoot at (as I said, it doesn’t really shoot, just looks like it minus the tracers) and it “shoots” with your primary spawn weapon type.

This could be enough to confuse the enemy long enough in frantic battle situations to give you a serious functional advantage as they shoot at the fake for a couple shots before they realize their error.

Of course noobs who allow their screen to shake around as they -Yoink!- frantically in battle situations would have a harder time spotting the fakes by noticing the lack of tracers, but seasoned players would spot it soon enough, I doubt it’d be OP.

Does 343 have the technology? would you love/hate this buff?

I like what you’re saying, but I think a more reasonable alternative would be to make a sprinting hologram by hitting the AA button while sprinting. That would be a more convincing phony player in my eyes than the standard at least. It’d be tough to program hologram to do all that crazy navigation in a sandbox environment.

> I like what you’re saying, but I think a more reasonable alternative would be to make a sprinting hologram by hitting the AA button while sprinting. That would be a more convincing phony player in my eyes than the standard at least. It’d be tough to program hologram to do all that crazy navigation in a sandbox environment.

yeah I’ll bet it’d be tough, that’s why I asked if they have the technology. Maybe if it was like your mirror image just a couple feet to the side? Sprinting player like you said might be better, but I can’t imagine it’d be good enough for me to use it…

> Look, hologram is sooo useless as is, it needs a buff. But how?

I fool plenty of people with hologram all the time. Yes, It would be nice if it did, as you suggested, but it works fine in the heat of battle or drawing players into an easy assassination. It’s just like any other A.A. you have to learn when to deploy this. You can stay in one area and send this out before they realize where you are. Even made a nice montage of using hologram in M.M.

Make it a fully aware AI bot that attempts to shoot, but does no damage. Also make the player’s name appear over it’s head (doesn’t currently), and make it actually appear on the radar as a red dot rather than a white one.

I would love to see hologram changed in some way to make it have more effect on the battlefield like as Alcotai said with it being able to sprint, but at the same time, i have seen the hologram fool someone with PV, the user was in PV when someone used hologram and all they see is a red shape run off, they go after it and get killed by the actual player.
Hologram is really effective when used correctly.
If used in CQC it can confuse the person about to melee as the hologram draws in a melee hit.

I doesn’t need to be buffed.

A computer-controlled hologram simply wouldn’t work on Forged maps, it would take up too much processing power for the game to navigate one or more holograms around Forged structures. It’s the same reason you can’t forge Firefight maps and why you won’t be able to forge Spartan Ops missions in Halo 4.

AI holograms are a nice idea, but they simply can’t happen for that reason.

I’m not sure what visual cues are present that differentiate a real enemy from a hologram but pretty much every one of those needs to be gone for hologram to be a truly viable armor ability. The things that I can think of are name above the player, the walking animation being the same (Hologram used walking animation from CE), and aim assist affecting the hologram.

Holding down the AA button or pressing the button again will make the hologram turn towards that direction and run towards it.

Or, you could just leave it as it is, and have a GT appear above it.

It does give off hitmarkers. This is better than the one in Reach, but I think it should display name or make the same sounds as a real player.

If you are sprinting and then use Hologram, the decoy will also be Sprinting. It’s much more convincing fake as you can’t strafe while you Sprint and the only direction you can move is forward.

A walking hologram isn’t going to fool anyone who is paying attention though making this more convincing would be helpful to this rather underutilized AA. Have it turn red when targeted, red dot shows up on the map, gamertag is included as if it were a real player and of course, tricking Promethean vision (which i believe is going to be a feature of holos in Halo 4).

I didn’t know Holograms gave off hitmarkers. Interesting…

None of the AAs need a buff, I’d prefer it if they were all useless.

from what I’ve seen, PV doesnt seem that OP to me, you can only see the primairy walls, and perhaps an enemy behind it. be it is really different from using the radar?

in halo 3 people would throw a grenade at your feet if you came around a corner. shield down, headshot, end of tragic story.

PV is the same. further, they still need to make the shots count. if they miss the first shot, it’ll balance things out for the other player.

> from what I’ve seen, PV doesnt seem that OP to me, you can only see the primairy walls, and perhaps an enemy behind it. be it is really different from using the radar?
>
> in halo 3 people would throw a grenade at your feet if you came around a corner. shield down, headshot, end of tragic story.
>
> PV is the same. further, they still need to make the shots count. if they miss the first shot, it’ll balance things out for the other player.

In Halo 3, we didn’t have wall wax or Waypoints which marked enemy Spartans location. You had to rely on awareness and prediction as well skilled timing of nades and strafes. Even then, you could predict wrong or lose line of sight or even be killed.

Pro Vision eases prediction to the point that it almost eliminates the guess work on finding your opponent. For a short while yes but from what I’ve seen, that’s more than enough time and the cool down period (while somewhat long) can be reduced with the AA Efficiency (thus increasing the rate in which it can be used). Losing out on Firepower isn’t an issue if you already skilled with the BR/DMR

If i could compare it to something, it’s similar to activating temporary waypoints above your opponents head with a press of a button. I believe the E3 build gave you the locations of every enemy across the map and not just behind a wall.

The range IMO is a bit too much but i do realize it’s put up or shut up time. I just hope it’s balanced to the point where it’s useful but it can be countered…effectively. At the end of the day, the better shot will win no doubt about it, so i guess i am just have to get used to Pro Vision.

> <mark>None of the AAs need a buff,</mark> I’d prefer it if they were all useless.

Such misguidance…

Hologram is a tricky thing. While, yes, it does need a buff, I doubt it’ll get one. I mean, the Sprint thing would work nicely, but I doubt they’ll take the time to implement it. Or, figure it’s OP and such.

> I doesn’t need to be buffed.

Are you that good?

Anyways, how about hologram shows up on PV, but makes you invisible to it?

EDIT: I just got another idea. What if you could use the AA button again to steer the hologram in another direction?

> > I doesn’t need to be buffed.
>
> Are you that good?
>
> Anyways, how about hologram shows up on PV, but makes you invisible to it?

Your idea is cool, but the thing above it made me laugh.

> > from what I’ve seen, PV doesnt seem that OP to me, you can only see the primairy walls, and perhaps an enemy behind it. be it is really different from using the radar?
> >
> > in halo 3 people would throw a grenade at your feet if you came around a corner. shield down, headshot, end of tragic story.
> >
> > PV is the same. further, they still need to make the shots count. if they miss the first shot, it’ll balance things out for the other player.
>
> In Halo 3, we didn’t have wall wax or Waypoints which marked enemy Spartans location. You had to rely on awareness and prediction as well skilled timing of nades and strafes. Even then, you could predict wrong or lose line of sight or even be killed.
>
>
> Pro Vision eases prediction to the point that it almost eliminates the guess work on finding your opponent. For a short while yes but from what I’ve seen, that’s more than enough time and the cool down period (while somewhat long) can be reduced with the AA Efficiency (thus increasing the rate in which it can be used). Losing out on Firepower isn’t an issue if you already skilled with the BR/DMR
>
> If i could compare it to something, it’s similar to activating temporary waypoints above your opponents head with a press of a button. I believe the E3 build gave you the locations of every enemy across the map and not just behind a wall.
>
> The range IMO is a bit too much but i do realize it’s put up or shut up time. I just hope it’s balanced to the point where it’s useful but it can be countered…effectively. At the end of the day, the better shot will win no doubt about it, so i guess i am just have to get used to Pro Vision.

very well said and I agree.

But…

343 already had a hige internal beta with microsoft empployes. the specificly said they tried to counter combo’s with AA. like reducing cool down and PV. I believe it will be balanced. but again, I doubt it’ll be very different from the Halo 3 nades like I said.