Pretty long, I’d appreciate it if it was read though.
The only problem armor lock may have is frosting. I say may because I think if actual team work were being used this wouldn’t be much of a problem. Though I guess the argument is that you shouldn’t need teamwork to take down one guy.
Anyway frosting is the real problem. First, just so I understand it properly, frosting is invincibility when coming out of armor lock. Included with that is the ability to move attack and such. Unless what I’m about to describe is what frosting actually is I will be using my own definition. Which is merely being invincible without being in the crouch position. Whichever it may be I still think it needs removed.
That all said, I clearly agree with those who want frosting removed. I’ll be clear though, that’s the only major change that I feel is needed. I’d even go as far saying it is the only major change needed.
Now for my ideas. Just make it, like it should be in a gaming environment, consistent and readable. Consistent, meaning after some time you are not confused as to what to do when presented with a problem. Being readable goes with this by visually telling the player what is going on, and so helps communicate what actions should or should not be taken.
Starting with consistency, frosting needs to go, obviously. Though more specifically frosting, as I see it, needs to go. Meaning that the armor locker is only invincible during the time that they are in the crouch position. I might give a little and say they don’t need to be completely in position but, eh, I think you get it by now. This is really the only problem I feel it has. Everything I’m going to suggest further is for the possible needs it still may require for future fixes.
So readability, something it in a way has but thanks to frosting is kinda questionable. Pretty much armor lock changes color to indicate when they are, or are not, invincible. So in short, the color red would mean that they are either activating armor lock or coming out of it. More importantly it would mean that they are vulnerable, and there would be no exceptions to this. It changes blue when the locker is invincible. This would tie into the idea above about them only being invincible while in the crouch position.
Afterwards the only other changes that are needed are to its usage, recharge rate, or recharge criteria. Basically how much it is in the game. There’s the simple route which is recharge rate is slower or usage is less. Both of which are fine and much less complex as what I’m going to describe. My idea is that armor lock if used completely would need to recharge completely. Similar to hologram, but if not used completely it would basically act as it always has.
Essentially these ideas all allow armor lock to keep nearly if not all of it’s powers, but be easier to take down if needed. All that would be lost is popping in and out CQC tactics. Which could still be done, just it would be harder to do and probably unfavorable.