Dani said:
That sounds overly complicated though.
Try making Armour Lock one use per charge, keep the recharge rate the same. Make the Lock last for only a few seconds (go by shield strength, full shields 3 seconds, half, 1.5 seconds), take away the frosting when you come out of it and make it automatically strip your shields when you come out.
I think Armor Lock's main purpose, which is to survive blast that would otherwise kill you immediately (rocket impact, grenade stick, etcetera) could be kept, but the execution is rather flawed. Basically, what I was thinking was: replace Armor Lock with Shield Overcharge. It only lasts one second, so it only protects you from 'big hitters', and it doesn't activate a third-person view, either. It also drains your shields, so it's something to be used sparingly. You run, you see a rocket or such incoming, you overcharge, deflect, and keep running. Recharge times are about the same as Armor Lock has now, or perhaps longer.
For CQC purposes, you could add another purpose to it: a slight EMP effect. If you're being meleed, or attacked with a CQC weapon, you can overcharge your shield, and level the playing field. Both combatants don't have any shields anymore then, so it's up to who's the quickest. (Though latency would be a bit in this regard.)
But, of course, I'll (probably) never get to make a Halo game, so you won't have to worry about me ruining multiplayer. :lol