Armor lock: Difference between revisions

No edit summary
Line 11: Line 11:
[[File:Halo_Reach_Armor_Lock.jpg|right|200px|thumb|A SPARTAN using Armor Lock during combat.]]
[[File:Halo_Reach_Armor_Lock.jpg|right|200px|thumb|A SPARTAN using Armor Lock during combat.]]
It was previously thought that the device was only available for those playing Spartans in ''[[Halo: Reach]]''.<ref name="gameinformer"/> However, it has recently been revealed that there is another version of Armor Lockup for [[Sangheili|Elites]], though whether this extends to [[multiplayer]] is unknown.<ref>[[Halo: Reach Welcome to Firefight 2.0 Trailer]], 0:50</ref>
It was previously thought that the device was only available for those playing Spartans in ''[[Halo: Reach]]''.<ref name="gameinformer"/> However, it has recently been revealed that there is another version of Armor Lockup for [[Sangheili|Elites]], though whether this extends to [[multiplayer]] is unknown.<ref>[[Halo: Reach Welcome to Firefight 2.0 Trailer]], 0:50</ref>
When performing an Armor Lock, the player is impervious to all damage, but it also renders the player immobile. When Armor Lockup is activated, it will shed stuck [[Type-1 Antipersonnel Grenade|Plasma Grenades]] and [[Type-33 Guided Munitions Launcher|Needler]] rounds, Plasma Launcher rounds will be rendered harmless, and rockets will be deflected. It will charge up a powerful Electromagnetic Pulse when in use, which is detonated when Armor Lockup is released. The animation for Armor Lockuo is the user slamming his fist on the ground. In doing so, he starts to emit an EMP as long as the button is held or until the Armor Lock ability is over.
When performing an Armor Lock, the player is impervious to all damage, but it also renders the player immobile. When Armor Lockup is activated, it will shed stuck [[Type-1 Antipersonnel Grenade|Plasma Grenades]] and [[Type-33 Guided Munitions Launcher|Needler]] rounds, Plasma Launcher rounds will be rendered harmless, and rockets will be deflected. It will charge up a powerful Electromagnetic Pulse when in use, which is detonated when Armor Lockup is released. The animation for Armor Lockup is the user slamming his fist on the ground. In doing so, he starts to charge an EMP as long as the button is held or until the Armor Lock ability is over.


Armor Lockup can be charged up in three stages, with each stage inflicting a stronger EMP and pushing opponents farther away. Health or shields restore normally when Armor Lockup is in use unless someone attacks you while in Armor Lockup, in which case the recharge timer is reset just as it does when the player takes damage normally. Like all other Armor Abilities, Armor Lockup will recharge once you stop using it. A quick way to neutralize the advantage of an Armor Lockup-using player is to remain outside the EMP zone, fire one shot at him or her every once in a while to keep their shields down, and then attack when he or she either releases the button or is unable to maintain Armor Lock
Armor Lockup can be charged up in three stages, with each stage inflicting a stronger EMP and pushing opponents farther away. Health or shields restore normally when Armor Lockup is in use unless someone attacks you while in Armor Lockup, in which case the recharge timer is reset just as it does when the player takes damage normally. Like all other Armor Abilities, Armor Lockup will recharge once you stop using it. A quick way to neutralize the advantage of an Armor Lockup-using player is to remain outside the EMP zone, fire one shot at him or her every once in a while to keep their shields down, and then attack when he or she either releases the button or is unable to maintain Armor Lock