Active camouflage. The infamous power-up or Armor Ability that allows users to cloak themselves and blend into the background. This power up give the advantage of stealth infiltration or cover for long range kills with either sniper weapons and/or power weapons. While the weakness of the power is that firing will give away the person’s position and an added detriment in Reach was fast movement would render the camo less effective and the radar scrambling effects of the radar jammer ( pointless in 4 due to the obviously discolorment of the fake dots from the real one).
The question is how effective this illusion on you as a player on a a scale of one to ten?
one: WHAAAATT? Where’d he/she come from?! That person just came out of nowhere and killed me with the sniper/shotgun/sword/rockets/assassination! Its everywhere (shooting wildy)! RUN FOR YOUR LIFE!!! (You are left with one teammate after the rest have been slaughtered by the cloaked Player). GOOO , GET TO THE CHOPPER!!
Five: I can see someone of them, but man do I get caught of guard sometimes.
ten: HAHAHA fool! You think darkness is your ally? I was born in it… No acts of a mere illusionist can sneak past me!! I see all and know all!
Now for some curious facts about AC in game and RL.
- possibly an oversight or balance reasons, the sword did not camo with the player when AC was actives in Halo 2. You could also drive and ride in vehicles while cloaked and enemy AI wouldn’t notice. ( I guess you do not question a ghost…driving a ghost)- Another interesting feature was while in active camo people do not show up on a Sniper Scope even when fully visible when performing some sort of action. - Possibly an oversight by Bungie, players who have flaming recon helmet armor are at a disadvantage because the flame is still visible even if the person is fully cloaked. This was corrected in Halo Reach. - In H2A, the person who is cloaked shows up as a white dot on the motion sensor instead of red. Killing a cloaked person give the “I see you” medal.- Real life fact; Despite some vision impairments that leads to more effective camo for some people, colorblind people are very good at seeing thorught camoflauge do to the color pallet not matching up. In WWII people who were colorblind were seen on special reconnaissance to see and pick out potential camoflauge positions and weapon placments of the enemy. A practice not need today due too advance decection equipment.
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Active Camo is useless except for, like, in the first game.
I would say about a 6 overall. The idea for it in the multiplayer wasn’t to make you an unseen god. It was there to give a slight advantage over your enemy. I do like how they have modified over time.
From far away, AC is about a 4.
Close range, camo’s maybe a 8 or 9.
The distortion is distinct and makes it very easy to pick out. At close range, 8-10, and at long range, 6-8.
I see everything in infrared anyway. I use it to skin my opponents, before collecting their skulls as trophies.
About a 6 overall but allot better if people camp with a shotgun, boltshot, sword ext!
If my undivided attention is on another player, then probably a 7. I would probably be able to see him, but if I just am not thinking about it then I’ll would probably completely miss it.
It depends on which game. In Halo 2 Active Camo is really easy to see and all it really does is take off the aim-assist, but the power-up is much more useful on Warlock because that map is pretty dark in some areas. Active Camo is much better in Halo 1 and 3, but in Reach and 4 you can choose it in the loadout screen, so they nerfed it by making the player visible when moving (it was a stupid idea in the first place).
It’s hard to say what rating to give Active Camo overall, so I’ll give an approximate rating for each game’s camo individually:
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Halo: CE - 6.5/10- Halo 2 - 3/10- Halo 3 - 6/10- Halo: Reach - 3.5/10- Halo 4 - 2**/10**- __Halo 2: A - 6/10__I judged the camo from Reach and 4 not only by how hard it is to see, but how useful it is compared to the other AAs to choose from as well as the radar jammer (which doesn’t even make any sense) and how effective it is in general during gameplay.
I’d say that 4 had the worst camo overall because the game is too fast-paced to slow down and let the camo hide you while you camp around. The “radar jammer” is not convincing at all and only serves to give away your position, further increasing its uselessness.
In Reach the camo is a tad more useful because Reach isn’t as fast-paced as 4 is, so players can more easily afford to slow down and camp with a DMR or, better yet, with a sniper on maps like Hemorrhage or Spire. The radar jammer actually jams your radar (!) as the moving dots are red and it can be distracting at times for enemies who are out looking for you (well, if they’re bad, at least) while still giving away your position when within radar range.
Now, onto the classic Halos. Not as much to say here, but I will say that because Active Camo is an on-map powerup in the classic games Halo 2’s was terrible while CE had the best, with Halo 3 and H2A trailing close behind.
> 2533274815147687;13:
> It depends on which game. In Halo 2 Active Camo is really easy to see and all it really does is take off the aim-assist, but the power-up is much more useful on Warlock because that map is pretty dark in some areas. Active Camo is much better in Halo 1 and 3, but in Reach and 4 you can choose it in the loadout screen, so they nerfed it by making the player visible when moving (it was a stupid idea in the first place).
>
> It’s hard to say what rating to give Active Camo overall, so I’ll give an approximate rating for each game’s camo individually:
> - Halo: CE - 6.5/10
> - Halo 2 - 3/10
> - Halo 3 - 6/10
> - Halo: Reach - 3.5/10
> - Halo 4 - 2**/10**
> - Halo 2: A - 6/10
> I judged the camo from Reach and 4 not only by how hard it is to see, but how useful it is compared to the other AAs to choose from as well as the radar jammer (which doesn’t even make any sense) and how effective it is in general during gameplay.
>
> I’d say that 4 had the worst camo overall because the game is too fast-paced to slow down and let the camo hide you while you camp around. The “radar jammer” is not convincing at all and only serves to give away your position, further increasing its uselessness.
>
> In Reach the camo is a tad more useful because Reach isn’t as fast-paced as 4 is, so players can more easily afford to slow down and camp with a DMR or, better yet, with a sniper on maps like Hemorrhage or Spire. The radar jammer actually jams your radar (!) as the moving dots are red and it can be distracting at times for enemies who are out looking for you (well, if they’re bad, at least) while still giving away your position when within radar range.
>
> Now, onto the classic Halos. Not as much to say here, but I will say that because Active Camo is an on-map powerup in the classic games Halo 2’s was terrible while CE had the best, with Halo 3 and H2A trailing close behind.
For the score you gave Halo CE, was that for matchmaking, campaign, or overall?
> 2533274969718805;14:
> > 2533274815147687;13:
> > It depends on which game. In Halo 2 Active Camo is really easy to see and all it really does is take off the aim-assist, but the power-up is much more useful on Warlock because that map is pretty dark in some areas. Active Camo is much better in Halo 1 and 3, but in Reach and 4 you can choose it in the loadout screen, so they nerfed it by making the player visible when moving (it was a stupid idea in the first place).
> >
> > It’s hard to say what rating to give Active Camo overall, so I’ll give an approximate rating for each game’s camo individually:
> > - Halo: CE - 6.5/10
> > - Halo 2 - 3/10
> > - Halo 3 - 6/10
> > - Halo: Reach - 3.5/10
> > - Halo 4 - 2**/10**
> > - Halo 2: A - 6/10
> > I judged the camo from Reach and 4 not only by how hard it is to see, but how useful it is compared to the other AAs to choose from as well as the radar jammer (which doesn’t even make any sense) and how effective it is in general during gameplay.
> >
> > I’d say that 4 had the worst camo overall because the game is too fast-paced to slow down and let the camo hide you while you camp around. The “radar jammer” is not convincing at all and only serves to give away your position, further increasing its uselessness.
> >
> > In Reach the camo is a tad more useful because Reach isn’t as fast-paced as 4 is, so players can more easily afford to slow down and camp with a DMR or, better yet, with a sniper on maps like Hemorrhage or Spire. The radar jammer actually jams your radar (!) as the moving dots are red and it can be distracting at times for enemies who are out looking for you (well, if they’re bad, at least) while still giving away your position when within radar range.
> >
> > Now, onto the classic Halos. Not as much to say here, but I will say that because Active Camo is an on-map powerup in the classic games Halo 2’s was terrible while CE had the best, with Halo 3 and H2A trailing close behind.
>
>
> For the score you gave Halo CE, was that for matchmaking, campaign, or overall?
The score I gave to all the games was strictly matchmaking based.