This thread is intended to be the definitive defense of armor lock (AL) as a balanced armor ability (AA) that actually enhances gameplay. Criticisms of AL tend to come in 5 varieties 1) AL is overpowered in close quarters combat (CQC), 2) AL is overpowered in vehicle combat, 3) AL is overpowered when used by a team, 4) AL slows down the pace of the game and therefore is bad for gameplay, 5) last, but definitely least, AL doesn’t have a “counter” and therefore is overpowered. I will address all these in the following:
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“AL is overpowered in close quarters combat”
Bungie intended AL to be a CQC neutralizer. In one of the podcasts before Reach was released, they were very up front about how it was being used in CQC in their early testing. The truth is, it balances the sprint + double melee (or melee power weapon) tactic which everyone complains about. The fear of being locked and popped should be a deterrent for smart players to avoid melee exchanges all together. Instead of rushing in for a melee once you see a player’s shields pop, a smart veteran player (someone who has adapted) will keep their distance and continue shooting, preferably with a precision weapon (which improves gameplay). -
“AL is overpowered in vehicle combat”
Vehicle combat is fun, but Halo is a FPS, this is not GTA. If a ghost user doesn’t want to be blown up, use the guns. If you notice, only the vehicles with driver controlled offensive capabilities are insta-killed when attempting to splatter an ALed player (technically, the scorpion should too, but who would be stupid enough to try driving over someone in a tank, or stupid enough to try ALing when you could just as easily hijack it). Again, this is by design, it balances infantry/vehicle combat and is in the best interest of gameplay. -
“AL is overpowered when used by a team”
This criticism actually takes 2 more distinct forms, but both basically involve the use of AL in the context of teamwork. Situation (A), one of the two players engaged in a 1v1 battle goes into AL once they decide their chances of winning the interaction are low. Shortly after, a teammate of the ALed player swoops in and finishes off the weakened player waiting out the ALer. First of all, while this might be slightly “cheap” teamwork, it is teamwork none the less, and teamwork is always good for gameplay. 2v1 should be a win most of the time, AL doesn’t change this. Second, If the weakened player doesn’t want to get killed by a teammate arriving late, they should call for their own back-up (or better yet, don’t get off on their own in the first place). Situation (B), a whole team of 4 is using AL, so as soon as the other team starts shooing at any one player, that player ALs and the rest of the team supports them. This critique doesn’t really make sense when you actually think about and tease apart the interaction (but even if it did, again, AL is promoting teamwork, which is good for gameplay). When you really think about it, if a team of 4 using, lets say, sprint, crosses a team of 4 with AL, the AL team should lose every time if they use the tactic described above because they will ALWAYS have fewer shooters shooting at the vulnerable players than the non-AL team. If the 4 non-ALers concentrate their fire on one player, while the ALing team does the same, once the player being shot at on the ALing team gets close to death, they will AL, now there are only 3 ALers firing at the non-ALers, who will switch to a new target. Now one of the non-ALers will die shortly, but not before landing some damage on the 2nd ALing target, which opens up a gap in the total damage dealt by each team. Even in this extreme case, eventually, the non-ALers are getting ahead because there is always one less player involved in the interaction on the ALing team. A more likely scenario, more than one ALer will take damage and enter AL at the same time, further shifting the advantage to the non-ALing team. -
“AL slows down the pace of the game and therefore is bad for gameplay”
This, in my opinion, is the most serious attack on AL. However, first of all, this assumes that faster paced gameplay is better. Personally, I tend to prefer more methodical, strategic gameplay to frantic random gameplay, but that’s just personal preference. Some of my most memorable moments in Halo are playing 2v2 split-screen with friends and trying to break epic standoffs with an incredible maneuver, but to each his own, so if you like frantic fast paced gameplay, you’re entitled. That said, AL does not extend kill times more than sprint, and doesn’t slow gameplay down as much as camo or drop shield. So if that is your problem with AL, basically, the only AAs you should like are Hologram and Jet Pack (or maybe you don’t want any AAs, which is a completely different discussion). AL has its uses (though I VERY rarely use it), I don’t find it slows gameplay down much myself (I would LOVE to see some data on this, and I KNOW Bungie has collected it. It would be great to see an analysis of variance on game length using frequency of AL usage as a predictor). It has been my observation that AL actually tends to speed up gameplay if used with proper teamwork. Assuming players call for help when in AL, and call for back-up when an opponent ALs, AL would actually effectively concentrate the players on the map by turning a 1v1 interaction into a 2v2, interaction, which, if at least one of those new players have AL, should turn into a 3v3 interaction and so on. If someone goes into AL, and the teams are communicating (if not, then the problem is lack of communication and team work, not AL), everyone will soon be fighting near the original ALer, it actually works to intensify the battles by getting more players involved than there otherwise would be. -
“AL doesn’t have a “counter” and therefore is overpowered”
This argument has been largely put to bed with sound logic, but it still pops up from time to time, so I decided to tack it on the end here just to be thorough. The problem with this argument tends to be how the people using it define what a “counter” is. They tend to use a circular argument by defining a “counter” as exactly the function of AL. “For something to be ‘countered’ it must have a vulnerability, AL makes a person invulnerable, therefore AL has no ‘counter’ and is overpowered.” The unsoundness of the argument aside, this assumes that for a game element to be balanced, it must have a “counter”, which is pretty obviously not true when you consider things like assassinations or sniper headshots. The fact of the matter is, if you’re honest about the definition of what a “counter” is, then actions like, waiting, calling in teammates and waiting, or using AL yourself are all legitimate “counters”.
tl;dr
AL isn’t overpowered or bad for gameplay if you actually think about it logically.