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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.<ref>'''[[Bungie Podcast]]''', ''Episode XXIX''</ref> | 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.<ref>'''[[Bungie Podcast]]''', ''Episode XXIX''</ref> | ||
==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. | |||
==Gallery== | ==Gallery== | ||
<gallery> | <gallery> |
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