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{{Era|RE}}
{{Status|Canon}}
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{{Weapon infobox
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|image=[[File:Armor Lock Device.jpg|250px]]
[[File:Armor Lock Device.jpg||right|200px|thumb|The device that generates Armor Lock.]]
|name=Armor lock
The '''unnamed shielding attachment''' is an external [[Energy Shields|energy shield]] generator, developed by [[ONI]]'s Section III R&D teams as support for the shielding system of the [[MJOLNIR Powered Assault Armor/Mark V]].{{citation needed}}
|manufacturer=[[Materials Group]] {{C|UNSC}}
|model=
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|damage per hit=
|magazine=
|maxammo=
|fire=
|ammotype=
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|rate of fire=
|velocity=
|accuracy=
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|era=[[Human-Covenant War]]
|counterpart=
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}}


==Description==
'''Armor Lock''', sometimes referred to as '''Armor Lockup''', is a form of [[energy shielding]] technology that renders the user practically invulnerable for a short period of time. Armor Lock technology is used by both the [[Covenant]] and the [[Spartan]]s of the [[United Nations Space Command]].<ref name="manual">'''[[Halo: Reach]]''', ''Game manual - Ordnance''</ref>
This device can temporarily enhance a [[SPARTAN-III Program|SPARTAN's]] shield into near-invincibility, although when the shield is active, the user is unable to move. After a five-second period, the device deactivates and an [[Electromagnetic Pulse]] is released from the armor.


The use of this device is referred to as [[Armor Abilities#Armor Lock|"Armor Locking"]].<ref name="gameinformer">[http://gameinformer.com/b/features/archive/2010/03/31/exclusive-interview-on-the-halo-reach-sandbox.aspx '''GameInformer''': ''Exclusive Interview On The Halo: Reach Sandbox'']</ref>
==Overview==
===Function===
Armor Lock envelopes its operator into a powerful energy shield, rendering them virtually impervious to all damage for a few seconds. As its biggest drawback, the device also generates a local gravitic effect that immobilizes the operator. After five seconds of continuous use, the device deactivates and releases an [[electromagnetic pulse]].{{Ref/Reuse|manual}}


=="Armor Locking"==
===Usage===
[[File:Halo_Reach_Armor_Lock.jpg|right|200px|thumb|A SPARTAN using Armor Lock during combat.]]
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's.{{Ref/Reuse|manual}} By [[2552]], Armor Locking technology was utilized in the battlefield by [[Sangheili]] and [[Jiralhanae]] combatants extensively in the [[Fall of Reach]], as well as [[Spartan]] supersoldiers.
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 Lock 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 Lock 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 Lock is released. The animation for Armor Lock 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.


Armor Lock 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 Lock is in use unless someone attacks you while in Armor Lock, in which case the recharge timer is reset just as it does when the player takes damage normally. Like all other Armor Abilities, Armor Lock will recharge once you stop using it. A quick way to neutralize the advantage of an Armor Lock-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 drained all of his or her stamina.
==Gameplay==
{{Linkbox|gallery=yes|gameplay=yes}}
[[File:Halo Reach Armor Lock.jpg|left|200px|thumb|A SPARTAN using Armor Lock during combat.]]
Armor Lock is one of the [[seven]] [[Armor abilities|Armor Abilities]] in ''[[Halo: Reach]]''. When performing Armor Lock, the player is impervious to all damage on their health and shields, but renders the player immobile. When Armor Lock is activated, incoming rockets will be deflected while vehicles attempting to ram the Armor Lock user will be damaged or destroyed. The animation for a Spartan activating Armor Lock is the user slamming his/her fist on the ground. When Armor Lock is activated, an 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.


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>
Armor Lock can be charged up to three stages, with each stage inflicting a stronger EMP and pushing opponents farther away. Health and shields restore normally while Armor Lock is in use. Like all other armor abilities, Armor Lock will recharge once the player stops 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. To prevent an Armor Lock user from simply being gunned down as soon as they exit 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>
 
As of the final 2011 title update, Armor Lock energy will decrease when getting attacked at a rapid rate.<ref>http://www.youtube.com/watch?v=TzTDhQwQiw8&feature=channel_video_title</ref> Also in the title update, Armor Lock will not shed plasma grenades stuck on the player.


==Gallery==
==Gallery==
<gallery type="slideshow" position="center" widths="400px">
<gallery>
File:Stockpile on swordbase.jpg|A player using Armor Lock while in a Stockpile.
File:Armour_Lock.png|A render of Armor Lock in use.
File:HaloReach-ArmorLockDevice.png|A render of the Armor Lock Device in ''Halo: Reach''.
File:HR AssaultCannonArmorLock.jpg|[[SPARTAN-B312]] using armor lock during the [[Battle of Sword Base]].
File:Stockpile on swordbase.jpg|A player using Armor Lock in a game of Stockpile.
File:Halo- Reach - Armor Lock.jpg|A first-person view of a player using Armor Lock.
File:Halo- Reach - Armor Lock.jpg|A first-person view of a player using Armor Lock.
File:Elite Lock.JPG|A Sangheili using Armor Lock through a glitch in the ''[[Halo: Reach Multiplayer Beta]]''.
File:Elite Lock.JPG|A Sangheili using Armor Lock through a glitch in the ''[[Halo: Reach Multiplayer Beta]]''.
File:H4-Armorlock.jpg|Armor lock in an early build of ''[[Halo 4]]''.
</gallery>
</gallery>
==List of appearances==
*''[[Halo: Reach]]'' {{1st}}


==Sources==
==Sources==
<references/>
{{Ref/Sources}}
[[Category:Halo: Reach]]
 
{{Navbox/Pickups/Gameplay}}
[[Category:Shield technology]]
[[Category:Armor abilities]]

Latest revision as of 02:07, August 22, 2024

Armor lock
Armor Lock Device.jpg
Production overview

Manufacturer:

Materials Group (UNSC)

 

Armor Lock, sometimes referred to as Armor Lockup, is a form of energy shielding technology that renders the user practically invulnerable for a short period of time. Armor Lock technology is used by both the Covenant and the Spartans of the United Nations Space Command.[1]

Overview[edit]

Function[edit]

Armor Lock envelopes its operator into a powerful energy shield, rendering them virtually impervious to all damage for a few seconds. As its biggest drawback, the device also generates a local gravitic effect that immobilizes the operator. After five seconds of continuous use, the device deactivates and releases an electromagnetic pulse.[1]

Usage[edit]

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's.[1] By 2552, Armor Locking technology was utilized in the battlefield by Sangheili and Jiralhanae combatants extensively in the Fall of Reach, as well as Spartan supersoldiers.

Gameplay[edit]

Promotional image for the Halo: Reach Multiplayer Beta featuring a Spartan using armor lock and another using the Series 8 jetpack on the multiplayer map Powerhouse. From the Halo: Reach press kit.
A SPARTAN using Armor Lock during combat.

Armor Lock is one of the seven Armor Abilities in Halo: Reach. When performing Armor Lock, the player is impervious to all damage on their health and shields, but renders the player immobile. When Armor Lock is activated, incoming rockets will be deflected while vehicles attempting to ram the Armor Lock user will be damaged or destroyed. The animation for a Spartan activating Armor Lock is the user slamming his/her fist on the ground. When Armor Lock is activated, an 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 to three stages, with each stage inflicting a stronger EMP and pushing opponents farther away. Health and shields restore normally while Armor Lock is in use. Like all other armor abilities, Armor Lock will recharge once the player stops 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. To prevent an Armor Lock user from simply being gunned down as soon as they exit 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.[2]

As of the final 2011 title update, Armor Lock energy will decrease when getting attacked at a rapid rate.[3] Also in the title update, Armor Lock will not shed plasma grenades stuck on the player.

Gallery[edit]

List of appearances[edit]

Sources[edit]