The Lockbolt is a Heavy class gadget that launches a device capable of limiting the movement of opponents it attaches to.
Usage
The Lockbolt can be selected as one of three gadgets of any Heavy build loadout.
The gadget can be held and fired like a weapon. Aiming down sights slightly zooms in the view and slows the player but does not affect accuracy. The projectile is launched using the primary trigger. It can be deployed on any surface, including walls and ceilings.
The Lockbolt shoots the anchor as a projectile, which attaches to any surface or object it hits. The anchor has a delay between attaching and activating, accompanied by a visual and audio cue. When activated near enemy contestants, it deals 5 point of damage and limits the distance the affected enemies can travel. Anchors will also attach to objective objects, such as Cash Boxes and Cashout Stations.
The Lockbolt anchor will affect any enemy within line-of-sight at the time of activation. The enemy sees the effect as red chains across the bottom of their screen, and all players see a hologram of a chain connecting the affected player to the anchor. Opponents can damage the Lockbolt anchor to destroy it. If the anchor does not have any valid targets during activation, the anchor disappears.
The Lockbolt can be used on ceilings, walls, or objects. The chain hologram still shows when the affected enemy goes behind a wall or obstacle.
Properties
Gadget
Placeable — Can be attached to a surface. An indicator shows the exact target placement.
Single Charge — Can be used once, then recharges automatically over the cooldown time.
Gadget Reload — Automatically goes into a reloading animation once the gadget is used and a new charge is ready to be loaded.
Not Retrievable — Can't be picked up after being deployed to restore a charge.
Projectile
Projectile — Has a travel time and a trajectory that drops with gravity.
Trigger on Impact — Can fly for any amount of time and triggers when the projectile collides with a surface or contestant.
Interceptible — Can be removed by the APS Turret, nullifying its effects. This causes the turret to lose some health.
Stable Accuracy — Does not experience any decreased accuracy when not "aiming down sight".
Not Damaging — Hitting a contestant directly with the projectile does not deal damage.
Not Destructible — Cannot be destroyed mid-air by receiving damage such as from bullets or explosions.
Anchor
Attached — Attaches to a surface upon deployment. Sticks to the surface even if it moves.
Destructible — Can be destroyed if its health is fully depleted, such as through hits from bullets or explosions. Cannot be destroyed by teammates.
Arming Time — Activates 2 seconds after deployment.
Damaging — Deals damage to enemy contestants attached.
Non-Solid — Does not have its own collision, meaning it cannot blocks bullets and contestants cannot stand on it.
Not Permanent — The effect disappears after some time or if there are no valid targets within its area of effect.
Guide
Strengths
Counters mobility of Light and Medium classes to make up for Heavy's lack of mobility.
Gives a visual cue for the direction of an enemy when they go behind obstacles.
Weaknesses
The Lockbolt anchor can be destroyed, but it has decent health.
The deployment time gives the enemy some time to escape its area of effect.
Tactics
Shooting the Lockbolt near a jump pad or zipline over a gap can cause the enemy to fall into the gap.
It can be used to delay the enemy in reaching the objective.
Lockbolt anchors will tether to objectives, such as Cash Boxes and Cashout Stations. This can be used to deny objectives to enemy teams, as it will only restrict enemy contestants from carrying Cash Boxes that are tethered.
Item Mastery
Item mastery XP can be earned by firing the Lockbolt Launcher as well as locking enemies.
Each time a certain XP threshold is reached, the item levels up. This does not improve the item, but rewards a unique item customization.
XP Breakdown
Source
XP Reward
Deploying the Lockbolt
50
Locking Enemies or Objects
25 per Lock
Level 1
DEFAULT
Lockbolt
Level 2
9,000 XP
DYE JOB (Yellow)
Level 3
9,000 XP
DYE JOB (Blue)
Level 4
36,000 XP
DYE JOB (Red)
Level 5
54,000 XP
DYE JOB (White)
Level 6
162,000 XP
TRIANGLE TWINKLE
Level 7
144,000 XP
STRIPED GRAZER
Level 8
136,000 XP
PAINTED PREDATOR
Level 9
200,000 XP
PREDASHEEN
Level 10
360,000 XP
ALTITUDE SICKNESS
Level 11
200,000 XP
CLOUDPIERCER
Level 12
200,000 XP
PEACH HORIZON
Level 13
200,000 XP
TWILIGHT RIPTIDE
Cosmetics
Notice
These sections only display cosmetics in the new cosmetics database. Contributions are welcome!
Re-enabled the ability for the Lockbolt to attach to objectives
Increased activation grace period from 0.8s to 1s, making it slightly easier to lock on to targets
Decreased the minimum pull distance from 8m to 6m, giving locked players slightly less room to maneuver
Decreased the maximum pull distance from 10m to 6m, giving locked players less room to maneuver
Increased the pull force of the Lockbolt by 50%, making it slightly harder for players to move beyond the radius of the lock’s chains
Increased the damage the Lockbolt applies to targets from 0 to 5
Added functionality that will disable the Lockbolt’s tethers if the Lockbolt is carried through a Gateway that is outside the maximum pull distance (6m)