Armor lock



Armor Lock, sometimes referred to as Armor Lockup, refers to a form of energy shielding technology. Armor Lock envelopes its operator into a powerful energy shield, rendering them virtually impervious to all damage for a short period of time. As its biggest drawback, the device also generates a local gravitic effect that immobilizes the operator. After a five-second period of continuous use, the device deactivates and releases an electromagnetic pulse.

Originally developed by the Covenant and later reverse-engineered by the United Nations Space Command, both versions of Armor Lock are either enabled by an external "plug" attached to the back of the operator's armor, or are integrated to the armor's systems and operate without an external device of any kind. The UNSC version of Armor Lock, which was at its prototype stages by mid-2552, has internal components virtually identical to the Covenant one. By the time of the Fall of Reach, Armor Locking technology was utilized in the battlefield by Sangheili and Jiralhanae combatants, as well as SPARTAN supersoldiers.

Gameplay
Armor Lock is one of the seven Armor Abilities in Halo: Reach. When performing Armor Lock, the player is impervious to all damage, but it also renders the player immobile. When Armor Lock is activated, it will shed stuck Plasma Grenades and Needler rounds, Plasma Launcher rounds and rockets will be deflected. The animation for Armor Lock is the user slamming his fist on the ground. When Armor Lock is activated, a Electromagnetic Pulse is generated, which is emitted when the user deactivates Armor Lock. The longer Armor Lock is activated, the stronger the Electromagnetic Pulse emitted will be.

Armor Lock can be charged up in three stages, with each stage inflicting a stronger EMP and pushing opponents farther away. Health and shields restore normally when Armor Lock is in use. Like all other Armor Abilities, Armor Lock will recharge once you stop using it. A quick way to neutralize an Armor Locking player is to remain outside the EMP zone, and hurl grenades timed to detonate just as the player's Armor Lock deactivates.

Players who try to melee an Armor Locked adversary are momentarily stunned, allowing the Armor Lock user to gain a small advantage over them if they exit Armor Lock quickly enough. Also, as a means to prevent an Armor Lock user from simply being gunned down as soon as they exited Armor Lock before they had a chance to defend themselves, there is a quarter-second interval after Armor Lock is released in which the user remains invulnerable - enough time for a player to exit Armor Lock and take a single step in whatever direction they want to go before becoming vulnerable again.

Tactics

 * Using Armor Lock as a Ghost or a Wraith boosts toward you causes it to explode on contact, or causes it to become severely damaged. This tactic also works with Banshees, but it's incredibly risky.
 * Using Armor Lock as a Warthog or a Mongoose rides toward you also causes it to fly over you and crash on the other side.
 * The EMP charge caused by the explosion of the Armor Lock causes Wraiths, Ghosts, and Banshees to be momentarily paralyzed, and shut down.
 * There is a glitch where as a player armor locks right as a rocket hits them, the rocket will fuse to the player, and not detonate until they die.
 * Using a forge glitch, you can gain infinite armor lock that allows you to move around and shoot weapons like normal.

Related pages

 * Energy shielding
 * Bubble Shield
 * Drop Shield