Halo Alpha
Halo Alpha
m (clean up, replaced: motion tracker → motion sensor (3), Motion Sensor → motion sensor)
mNo edit summary
(24 intermediate revisions by 11 users not shown)
Line 4: Line 4:
   
 
==Summary==
 
==Summary==
The HUD is the main source for information in-game on ''[[Halo: Combat Evolved]]'', ''[[Halo 2]]'', ''[[Halo 3]]'', Halo Reach, and Halo 4, though the appearance of the HUD has changed dramatically from its predecessors.<ref>'''[[Halo: Combat Evolved]]'''</ref><ref>'''[[Halo 2]]'''</ref><ref>'''[[Halo 3]]'''</ref> The sensors augmented into the Spartan's body display the soldier's vital signs, which include a measure of their overall health in the form of bars. Note that this "health bar" has been removed from ''Halo 2'' and ''Halo 3'', with the reason being the insertion of automatic [[biofoam]] injectors into the [[MJOLNIR Powered Assault Armor/Mark VI|Mark VI]] armor.<ref>'''Halo 2 Instruction Manual'''</ref> In ''Halo 3'', there a slight convex appearance to simulate looking through a real visor. Also, the MJOLNIR shields flare up in a grid-shaped pattern, to simulate the player is taking damage. Additionally, the HUD also reports the strength of the wearer's shields through the energy signatures it emanates. Weapons' heat and ammunition levels, as well as [[grenade]] type and count are also detected through sensors placed in the Spartan's gloves. In ''Halo 2'' and ''3'', the Mark VI armor is able to register two weapons when the Spartan is dual-wielding.
+
The HUD is the main source for information in-game in ''[[Halo: Combat Evolved]], [[Halo 2]], [[Halo 3]], [[Halo 3: ODST]], [[Halo: Reach]]'', ''[[Halo 4]]'', and ''[[Halo 5: Guardians]]'', though the appearance of the HUD has changed dramatically from its predecessors.<ref>'''[[Halo: Combat Evolved]]'''</ref><ref>'''[[Halo 2]]'''</ref><ref>'''[[Halo 3]]'''</ref> The sensors augmented into the Spartan's body display the soldier's vital signs, which include a measure of their overall health in the form of bars. Note that this "health bar" has been removed from ''Halo 2'' and ''Halo 3'', with the reason being the insertion of automatic [[Biomedical foam|biofoam]] injectors into the [[Mjolnir Powered Assault Armor/Mark VI|Mark VI]] armor.<ref>'''Halo 2 Instruction Manual'''</ref> In ''Halo 3'', there a slight convex appearance to simulate looking through a real visor. Also, the MJOLNIR shields flare up in a grid-shaped pattern, to simulate the player is taking damage. Additionally, the HUD also reports the strength of the wearer's shields through the energy signatures it emanates. Weapons' heat and ammunition levels, as well as [[grenade]] type and count are also detected through sensors placed in the Spartan's gloves. In ''Halo 2'' and ''3'', the Mark VI armor is able to register two weapons when the Spartan is dual-wielding.
   
Another notable feature on the HUD is that each type of weapon that the gloves detect has its own unique aiming reticule in relation to the type of ammo that it projects and it's statistics. Even heavy weapons have their own reticules. For example, the open circle reticule on the shotgun tells you that although the shot will land somewhere in the directed area, the distance and position are rather unpredictable. Or the Ghost's reticule tells you that the plasma shots will travel as far as the two dots show, but can drift off left or right a little. The reticule is also compatible with the scope of ranged weapons when installed. However, do remember that it is a reticule that is designed to aid the person in pinpointing where the shot will end up, while an aiming cursor shows exactly where the shot will end up.
+
Another notable feature on the HUD is that each type of weapon that the gloves detect has its own unique aiming reticle in relation to the type of ammo that it projects and it's statistics. Even heavy weapons have their own reticles. For example, the open circle reticle on the shotgun tells you that although the shot will land somewhere in the directed area, the distance and position are rather unpredictable. Or the Ghost's reticle tells you that the plasma shots will travel as far as the two dots show, but can drift off left or right a little. The reticle is also compatible with the scope of ranged weapons when installed. However, do remember that it is a reticle that is designed to aid the person in pinpointing where the shot will end up, while an aiming cursor shows exactly where the shot will end up.
   
The [[motion sensor]] is another important feature displayed on the HUD. It can sense and track movement in a 15 meter radius (''Halo: CE''), a 20 meter radius (''Halo 2'') and a 25 meter radius (''Halo 3''). Due to the insertion of IFF tags in UNSC soldiers, the radar can distinguish friend (yellow) from foe (red). Finally, the way point indicators are an on-screen directive that point out important objectives or locations in the Spartan's mission, and are extremely useful, measuring the distance the Spartan is from the objective.
+
The [[motion sensor]] is another important feature displayed on the HUD. It can sense and track movement in a 15-meter radius (''Halo: CE''), a 20-meter radius (''Halo 2'') and a 25-meter radius (''Halo 3''). Due to the insertion of IFF tags in UNSC soldiers, the radar can distinguish friend (yellow) from foe (red). Finally, the way point indicators are an on-screen directive that point out important objectives or locations in the Spartan's mission, and are extremely useful, measuring the distance the Spartan is from the objective.
   
A HUD is featured on [[Semi-Powered Infiltration Armor|SPI Armor]], [[MJOLNIR Powered Assault Armor|MJOLNIR armor]], [[ODST battle armor]], [[UNSC Marine Corps|Marine]] [[UNSC Marine Corps Battle Dress Uniform|Body Armor]], and even the [[Sangheili Combat Harness]].
+
A HUD is featured on [[Semi-Powered Infiltration armor|SPI Armor]], [[Mjolnir Powered Assault Armor|Mjolnir Armor]], [[ODST battle armor]], [[UNSC Marine Corps|Marine]] [[UNSC Marine Corps Battle Dress Uniform|Body Armor]], and even the [[Sangheili Combat Harness]].
   
 
==Helmet Readouts==
 
==Helmet Readouts==
===MJOLNIR Armor, SPI Armor, and Sangheili Armor===
+
===Mjolnir Armor, SPI Armor, and Sangheili Armor===
[[File:Reach HUD Reference.jpg|thumb|A reference chart of the HUD in ''[[Halo: Reach]]''.]]
+
[[File:Reach HUD Reference.jpg|thumb|A reference chart of the HUD in ''[[Halo: Reach]]''.]]
{{Main|MJOLNIR Powered Assault Armor}}
+
{{Main|Mjolnir Powered Assault Armor}}
The standard MJOLNIR armor contains the following readouts:
+
The standard Mjolnir Armor contains the following readouts:
*(1) A meter displaying the user's [[health]] (only in ''Halo: Combat Evolved'' and ''Halo: Reach'').
+
*(1) A meter displaying the user's [[health]] (only in ''Halo: Combat Evolved'', ''Halo: Reach'', and ''Halo 5: Guardians'').
 
*Grenade tracking. (only available on MJOLNIR GEN 2 armor)
 
*Grenade tracking. (only available on MJOLNIR GEN 2 armor)
 
*(2) A gauge displaying [[Shield]] integrity status. (absent from ODST armor and SPI armor as it has no shields)
 
*(2) A gauge displaying [[Shield]] integrity status. (absent from ODST armor and SPI armor as it has no shields)
Line 23: Line 23:
 
*(4) A motion sensor. (absent from ''Halo 3: ODST'')
 
*(4) A motion sensor. (absent from ''Halo 3: ODST'')
 
*(5) A counter tracking the number and type of [[Grenade]]s carried.
 
*(5) A counter tracking the number and type of [[Grenade]]s carried.
*(6) A targeting reticule which changes relative to the weapon currently in use.
+
*(6) A targeting reticle which changes relative to the weapon currently in use.
 
*(7) Acknowledgment lights from other members of the wearer's team.
 
*(7) Acknowledgment lights from other members of the wearer's team.
*(8) Maps and information uploaded over the wearer's [[COM|TACCOM]] (seen only in ''[[Halo 3: ODST]]'''s [[Visual Intelligence System, Reconnaissance|VISR]] Database)--translated to a compass in ''[[Halo: Reach]]''.
+
*(8) Maps and information uploaded over the wearer's [[COM|TACCOM]] (seen only in ''[[Halo 3: ODST]]''<nowiki>'</nowiki>s [[Visual Intelligence System, Reconnaissance|VISR]] Database)--translated to a compass in ''[[Halo: Reach]]''.
 
*(9) Zoom Function.
 
*(9) Zoom Function.
 
*Function for using a [[Fiber Optic Probe]]. <small>(absent from gameplay)</small>
 
*Function for using a [[Fiber Optic Probe]]. <small>(absent from gameplay)</small>
   
===ODST Armor and Marine Body Armor===
+
=== ODST Armor and Marine Body Armor ===
The Heads-Up-Display used by [[UNSC Marine Corps]] and [[Orbital Drop Shock Trooper|ODST's]] is similar to that used by Spartans, displaying weapons and grenades carried by the user and their ammunition, and projecting a targeting reticule to assist aim. However, it is notable for lacking several functions, such as the motion sensor and shield bar, which are unavailable for conventional UNSC personnel, though it does display health information. Additionally, ODST helmets integrate a [[Visual Intelligence System, Reconnaissance|VISR]] that improves the users vision in low light areas, also outlining objects in the immediate area - green outlines are "friendly" units, red outlines are "enemy combatants" and blue outlines are discarded or abandoned equipment and weaponry that can be used. The system can also track data and display tactical information, such as maps and waypoints.
+
The Heads-Up-Display used by [[UNSC Marine Corps]] and [[Orbital Drop Shock Trooper|ODST's]] is similar to that used by Spartans, displaying weapons and grenades carried by the user and their ammunition, and projecting a targeting reticle to assist aim. However, it is notable for lacking several functions, such as the motion sensor and shield bar, which are unavailable for conventional UNSC personnel, though it does display health information. Additionally, ODST helmets integrate a [[Visual Intelligence System, Reconnaissance|VISR]] that improves the users vision in low light areas, also outlining objects in the immediate area - green outlines are "friendly" units, red outlines are "enemy combatants" and blue outlines are discarded or abandoned equipment and weaponry that can be used. The system can also track data and display tactical information, such as maps and waypoints.
   
 
==Terminology==
 
==Terminology==
Line 39: Line 39:
 
==Trivia==
 
==Trivia==
 
*A more accurate term for an in-universe heads-up display is a [[Wikipedia:Helmet Mounted Display|helmet mounted display]].
 
*A more accurate term for an in-universe heads-up display is a [[Wikipedia:Helmet Mounted Display|helmet mounted display]].
*The HUD in ''[[Halo 2]]'' is the only one in the trilogy that does not display any kind of information on the direction of the fire when the player is hit. Both ''[[Halo Combat Evolved]]'' and ''[[Halo 3]]'' show arrows that show the player where the shots came from.
+
*The HUD in ''[[Halo 2]]'' is the only one in the trilogy that does not display any kind of information on the direction of the fire when the player is hit. Both ''[[Halo: Combat Evolved]]'' and ''[[Halo 3]]'' show arrows that show the player where the shots came from.
*''[[Halo 2]]'' is the only games in which the shield bar is on top of the motion sensor.
+
*''[[Halo 2]]'' is the only game in which the shield bar is on top of the motion sensor.
 
*In ''[[Halo 3]]'' and ''[[Halo 3: ODST]]'', the HUD seems to resemble the visor shape of the helmet.
 
*In ''[[Halo 3]]'' and ''[[Halo 3: ODST]]'', the HUD seems to resemble the visor shape of the helmet.
 
*In ''[[Halo: Reach]]'', when your shields are down, the word "Warning" will show up in the depleted shield indicator. Also, if your health is below yellow it will continuously flash.
 
*In ''[[Halo: Reach]]'', when your shields are down, the word "Warning" will show up in the depleted shield indicator. Also, if your health is below yellow it will continuously flash.
*In the ''[[Halo Reach]]'' campaign, the Heads Up Display gives the player a brief description of the weapon they are currently using by pressing the Back button.
+
*In the ''[[Halo: Reach]]'' campaign, the Heads Up Display gives the player a brief description of the weapon they are currently using and current equipped armor ability by pressing the Back button. In ''[[Halo 4]]'', it shows a brief description of the weapon and the [[Armor Ability]] they are currently using.
*In ''[[Halo 4]]'', the HUD is fully 3-dimensional, and bobs and weaves with the player's movement. Additionally, portions of the player's helmet can be seen at the edges of the screen if he/she is in a first-person view, but you can't see the edges in [[Multiplayer]].
+
*In ''Halo 4'', the HUD is fully 3-dimensional, and bobs and weaves with the player's movement. Additionally, portions of the player's helmet can be seen at the edges of the screen if he/she is in a first-person view, but you can't see the edges in [[Multiplayer]].
   
 
==Gallery==
 
==Gallery==
 
<gallery widths="150" spacing="small">
 
<gallery widths="150" spacing="small">
MJOLNIR HUD.jpg|HUD for [[MJOLNIR Powered Assault Armor#MJOLNIR Mark V|MJOLNIR Mk. V]], from ''[[Halo: Combat Evolved]]''.
+
MJOLNIR HUD.jpg|HUD for [[Mjolnir Powered Assault Armor#MJOLNIR Mark V|MJOLNIR Mk. V]], from ''[[Halo: Combat Evolved]]''.
MjolnirMKVIHUD.jpg|The [[MJOLNIR Powered Assault Armor#MJOLNIR Mark VI|MJOLNIR Mk. VI]] HUD from ''[[Halo 2]]''.
+
MjolnirMKVIHUD.jpg|The [[Mjolnir Powered Assault Armor#MJOLNIR Mark VI|MJOLNIR Mk. VI]] HUD from ''[[Halo 2]]''.
 
EliteHud.jpg|The [[Sangheili|Elite]] HUD from ''[[Halo 2]]''.
 
EliteHud.jpg|The [[Sangheili|Elite]] HUD from ''[[Halo 2]]''.
 
Through_the_Eyes_of_the_Chief.jpg|The HUD seen in ''[[Halo 3]]'' during combat.
 
Through_the_Eyes_of_the_Chief.jpg|The HUD seen in ''[[Halo 3]]'' during combat.
Line 55: Line 55:
 
HUD_-_Prototype.png|HUD from the [[HRUNTING/YGGDRASIL Mark I Prototype Armor Defense System|Prototype Powered Exoskeleton]] as seen on the ''[[Halo Legends]]'' episode ''[[Prototype]]''.
 
HUD_-_Prototype.png|HUD from the [[HRUNTING/YGGDRASIL Mark I Prototype Armor Defense System|Prototype Powered Exoskeleton]] as seen on the ''[[Halo Legends]]'' episode ''[[Prototype]]''.
 
Mark_IV_HUD.jpg|Mark IV HUD as seen in the ''[[Halo Legends]]'' episode ''[[The Package]]''.
 
Mark_IV_HUD.jpg|Mark IV HUD as seen in the ''[[Halo Legends]]'' episode ''[[The Package]]''.
Mark_iv.jpg|Mark IV [[MJOLNIR Powered Assault Armor/V variant|EVA variant]] HUD also seen in the ''[[Halo Legends]]'' episode ''[[The Package]]''.
+
Mark_iv.jpg|Mark IV [[Mjolnir Powered Assault Armor/V variant|EVA variant]] HUD also seen in the ''[[Halo Legends]]'' episode ''[[The Package]]''.
 
Halo - Reach - PreAlpha.jpg|The pre-alpha build HUD in ''Halo: Reach''.
 
Halo - Reach - PreAlpha.jpg|The pre-alpha build HUD in ''Halo: Reach''.
 
Spartan_III_HUD_Halo_Reach_Beta.jpg|A [[SPARTAN-III Program|SPARTAN-III]] HUD featured in the ''Halo: Reach'' Beta.
 
Spartan_III_HUD_Halo_Reach_Beta.jpg|A [[SPARTAN-III Program|SPARTAN-III]] HUD featured in the ''Halo: Reach'' Beta.
Line 61: Line 61:
 
Halo Reach - HUD.jpg|The Mark V HUD in ''Halo: Reach''.
 
Halo Reach - HUD.jpg|The Mark V HUD in ''Halo: Reach''.
 
H3ODST_Campaign_1stPersonVISR.jpg|The ODST HUD
 
H3ODST_Campaign_1stPersonVISR.jpg|The ODST HUD
10885.jpg|The HUD in an early build of ''Halo: Combat Evolved Anniversary''
 
 
halo 4 hud 2.JPG|The HUD in ''Halo 4''
 
halo 4 hud 2.JPG|The HUD in ''Halo 4''
 
The_final_HUD_running_in-game.jpg|''Halo 4'' Final HUD Layout
 
The_final_HUD_running_in-game.jpg|''Halo 4'' Final HUD Layout
Line 68: Line 67:
 
kat's HUD.jpg|Kat-320's HUD during the Deliver Hope trailer.
 
kat's HUD.jpg|Kat-320's HUD during the Deliver Hope trailer.
 
Jun's HUD.jpg|Jun-266's HUD during the Deliver Hope trailer.
 
Jun's HUD.jpg|Jun-266's HUD during the Deliver Hope trailer.
  +
File:H5MB_Gameplay_Empire1.jpg|The HUD in the [[Halo 5: Guardians Multiplayer Beta|''Halo 5: Guardians'' multiplayer beta]].
  +
H5G HUD Chief.jpg|The HUD in ''Halo 5: Guardians'' ([[John-117]]'s version).
  +
H5G HUD Locke.jpg|The HUD in ''Halo 5: Guardians'' ([[Jameson Locke]]'s version).
 
</gallery>
 
</gallery>
   
 
==Sources==
 
==Sources==
{{reflist}}
+
{{Ref/SourceList}}
 
[[Category:Armor Mechanics]]
 
[[Category:Armor Mechanics]]

Revision as of 05:04, 18 October 2018

35#.png35#.png35#.png


H3 MkVI HUD

The MJOLNIR Mk. VI variant's HUD as seen in Halo 3.

A heads-up display (HUD) is a translucent display that presents data while minimizing any obstruction to the user's view.

Summary

The HUD is the main source for information in-game in Halo: Combat Evolved, Halo 2, Halo 3, Halo 3: ODST, Halo: Reach, Halo 4, and Halo 5: Guardians, though the appearance of the HUD has changed dramatically from its predecessors.[1][2][3] The sensors augmented into the Spartan's body display the soldier's vital signs, which include a measure of their overall health in the form of bars. Note that this "health bar" has been removed from Halo 2 and Halo 3, with the reason being the insertion of automatic biofoam injectors into the Mark VI armor.[4] In Halo 3, there a slight convex appearance to simulate looking through a real visor. Also, the MJOLNIR shields flare up in a grid-shaped pattern, to simulate the player is taking damage. Additionally, the HUD also reports the strength of the wearer's shields through the energy signatures it emanates. Weapons' heat and ammunition levels, as well as grenade type and count are also detected through sensors placed in the Spartan's gloves. In Halo 2 and 3, the Mark VI armor is able to register two weapons when the Spartan is dual-wielding.

Another notable feature on the HUD is that each type of weapon that the gloves detect has its own unique aiming reticle in relation to the type of ammo that it projects and it's statistics. Even heavy weapons have their own reticles. For example, the open circle reticle on the shotgun tells you that although the shot will land somewhere in the directed area, the distance and position are rather unpredictable. Or the Ghost's reticle tells you that the plasma shots will travel as far as the two dots show, but can drift off left or right a little. The reticle is also compatible with the scope of ranged weapons when installed. However, do remember that it is a reticle that is designed to aid the person in pinpointing where the shot will end up, while an aiming cursor shows exactly where the shot will end up.

The motion sensor is another important feature displayed on the HUD. It can sense and track movement in a 15-meter radius (Halo: CE), a 20-meter radius (Halo 2) and a 25-meter radius (Halo 3). Due to the insertion of IFF tags in UNSC soldiers, the radar can distinguish friend (yellow) from foe (red). Finally, the way point indicators are an on-screen directive that point out important objectives or locations in the Spartan's mission, and are extremely useful, measuring the distance the Spartan is from the objective.

A HUD is featured on SPI Armor, Mjolnir Armor, ODST battle armor, Marine Body Armor, and even the Sangheili Combat Harness.

Helmet Readouts

Mjolnir Armor, SPI Armor, and Sangheili Armor

Reach HUD Reference

A reference chart of the HUD in Halo: Reach.

Main article: Mjolnir Powered Assault Armor

The standard Mjolnir Armor contains the following readouts:

  • (1) A meter displaying the user's health (only in Halo: Combat Evolved, Halo: Reach, and Halo 5: Guardians).
  • Grenade tracking. (only available on MJOLNIR GEN 2 armor)
  • (2) A gauge displaying Shield integrity status. (absent from ODST armor and SPI armor as it has no shields)
  • (3) A gauge tracking the quantity of ammunition available for weapons carried.
  • (4) A motion sensor. (absent from Halo 3: ODST)
  • (5) A counter tracking the number and type of Grenades carried.
  • (6) A targeting reticle which changes relative to the weapon currently in use.
  • (7) Acknowledgment lights from other members of the wearer's team.
  • (8) Maps and information uploaded over the wearer's TACCOM (seen only in Halo 3: ODST's VISR Database)--translated to a compass in Halo: Reach.
  • (9) Zoom Function.
  • Function for using a Fiber Optic Probe. (absent from gameplay)

ODST Armor and Marine Body Armor

The Heads-Up-Display used by UNSC Marine Corps and ODST's is similar to that used by Spartans, displaying weapons and grenades carried by the user and their ammunition, and projecting a targeting reticle to assist aim. However, it is notable for lacking several functions, such as the motion sensor and shield bar, which are unavailable for conventional UNSC personnel, though it does display health information. Additionally, ODST helmets integrate a VISR that improves the users vision in low light areas, also outlining objects in the immediate area - green outlines are "friendly" units, red outlines are "enemy combatants" and blue outlines are discarded or abandoned equipment and weaponry that can be used. The system can also track data and display tactical information, such as maps and waypoints.

Terminology

Although the games, novels and manuals all refer to a Heads-Up Display (HUD), this is technically an incorrect description of the equipment featured in-universe. By definition, a Heads-Up Display is a fixed unit where by you must look up in order to see it. For example, the HUD in a fighter jet is mounted to the glareshield and cannot be moved. If the pilot looks to his left or right, he can no longer see the display.

The term HUD originally came from looking 'up' out of the cockpit as opposed to looking down at the gauges on the instrument panel. The correct in-universe term for the equipment in the Halo games is a Helmet Mounted Display (HUD), or HMD. A display mounted or projected onto a helmets visor, the result of which being that no matter where the wearer looks, the display will remain in front of his eyes. HMD's have been in military service as early as the late 1970s when the Soviet Union was developing the MiG-29 Fulcrum and are currently starting replacing HUD's in the newest generation of fighter jets, and the new Lockheed Martin F-35 Lightning II does not feature a HUD at all, instead completely relying upon the pilots HMD.

Trivia

  • A more accurate term for an in-universe heads-up display is a helmet mounted display.
  • The HUD in Halo 2 is the only one in the trilogy that does not display any kind of information on the direction of the fire when the player is hit. Both Halo: Combat Evolved and Halo 3 show arrows that show the player where the shots came from.
  • Halo 2 is the only game in which the shield bar is on top of the motion sensor.
  • In Halo 3 and Halo 3: ODST, the HUD seems to resemble the visor shape of the helmet.
  • In Halo: Reach, when your shields are down, the word "Warning" will show up in the depleted shield indicator. Also, if your health is below yellow it will continuously flash.
  • In the Halo: Reach campaign, the Heads Up Display gives the player a brief description of the weapon they are currently using and current equipped armor ability by pressing the Back button. In Halo 4, it shows a brief description of the weapon and the Armor Ability they are currently using.
  • In Halo 4, the HUD is fully 3-dimensional, and bobs and weaves with the player's movement. Additionally, portions of the player's helmet can be seen at the edges of the screen if he/she is in a first-person view, but you can't see the edges in Multiplayer.

Gallery

Sources

  1. Halo: Combat Evolved
  2. Halo 2
  3. Halo 3
  4. Halo 2 Instruction Manual