We mentioned earlier that Ghosts can be helpful on Deadlock despite its general anti-vehicle bend. Armor is a predominantly cosmetic affair in Halo Infinite, but don't let that stop you from dressing up in dark greens here. Other "safe" zones (it's all quite relative, after all) include thick shrubbery jutting out at the bases' edges. If you're a sniper, for instance, there's a spot near a crashed Wasp that overlooks a cliff two red fences here do a surprisingly decent job at concealing people who lean into them from behind as far as possible. The saving grace here is that the outer edges of the map near each base have various obstacles and debris that can be used for cover. where other players can lie in wait for ambush. It's a sprawling coliseum-style region (in truth, a Banished forward operating base) where one's only hope of escaping difficult shootouts in the tunnel-like ditches often involves spending precious time climbing to higher elevations. In fact, second, third, and even fourth glances tend to support that claim. SlayerĪt first glance, Deadlock almost appears to be designed around Slayer and nothing but Slayer. But there are still a few good tricks for each activity that can absolutely help turn the tide. Your options are generally limited since it's harder to remain unexposed to other players for long. Gallery īrowse more images in this article's gallery page.There are fewer deviations in strategy for each of Deadlock's four modes than what can be found in Highpower and Fragmentation. On March 25, 2016, Deadlock was modified for matchmaking, changing the lighting, many of the cosmetics of the map, and changing the back sections to be more accurate to Standoff. The map is a mostly faithful remake the Halo 3 multiplayer map Standoff made in collaboration between "Nokyard" and 343 Industries itself. It was released on Novemas part of the Battle of Shadow and Light update. The switches that control each base's bunker window and secret entrance are togglable. In terms of map geometry, the two most notable differences are the removal of the large silo doors behind each base and the addition of small satellite dish platforms at diagonal ends of the map's center which provide a high vantage point. The Mongoose available to each team has also been upgraded to a Gungoose. Additionally, at the top-back portion of each base is a Hydra launcher. However, the missile silos at the left and right sides of the map now add two more power weapons to the mix: the Rocket Launcher and Railgun. Like before, the Spartan Laser is the central power weapon, with a Warthog, Ghost, Active camouflage powerup, and turret emplacement available at each base. The map differs from Standoff mostly in weapon placement. Combat centers around long sight-lines and light vehicles, with a rush for anti-vehicle power weapons along the middle of the map. The map features two dug-in bases at either end of an open, hilly field with large boulders for cover, and is best suited for high player counts and base-related game modes such as Capture the Flag and Strongholds. Deadlock's layout is highly faithful to its predecessor's, with much of the map's geometry being identical.
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