What are "flag locks"

How you you get them and what do they do?

11,547 views 13 replies
Reply #1 Top

You buy them in a store, it locks a flag for 45 seconds so that no enemy can capture it during that time. But personally, I never use them, I just teleport to a flag if it needs to be defended, it's just a waste of good money.

Reply #2 Top

You can buy them in the item shop (you'll find them in the consumables tab) and using them on a flag prevents the flag from being captured for 45 seconds or so.

They can be handy for close fights when keeping a flag will give you a major advantage.  (ex: keeping the center heal-crystal flags in Exile if you need to step away and heal, leaving the flag exposed).

Reply #3 Top

Quoting Sakhari, reply 2
You can buy them in the item shop (you'll find them in the consumables tab) and using them on a flag prevents the flag from being captured for 45 seconds or so.

They can be handy for close fights when keeping a flag will give you a major advantage.  (ex: keeping the center heal-crystal flags in Exile if you need to step away and heal, leaving the flag exposed).

.... and that is the only good use for them i can find.

Reply #4 Top

Flag locks will help you dominate on Dominate maps. :P

Reply #5 Top

Quoting Ophio, reply 3

Quoting Sakhari, reply 2You can buy them in the item shop (you'll find them in the consumables tab) and using them on a flag prevents the flag from being captured for 45 seconds or so.

They can be handy for close fights when keeping a flag will give you a major advantage.  (ex: keeping the center heal-crystal flags in Exile if you need to step away and heal, leaving the flag exposed).

.... and that is the only good use for them i can find.
I actually find them quite useful. Especially on prison, where there's a flag right infront of their citadel, between four towers that gives your reinforcements +30% damage and health I beleive. I usually just rush in, cap it, lock it then run and focus on other more important tasks. It's incredibly easy for the enemy to cap back, and not having to worry about it lets me focus more energy on taking their portals for the win.

Reply #6 Top

Quoting Sowaka, reply 5



Quoting Ophio,
reply 3

Quoting Sakhari, reply 2You can buy them in the item shop (you'll find them in the consumables tab) and using them on a flag prevents the flag from being captured for 45 seconds or so.

They can be handy for close fights when keeping a flag will give you a major advantage.  (ex: keeping the center heal-crystal flags in Exile if you need to step away and heal, leaving the flag exposed).

.... and that is the only good use for them i can find.I actually find them quite useful. Especially on prison, where there's a flag right infront of their citadel, between four towers that gives your reinforcements +30% damage and health I beleive. I usually just rush in, cap it, lock it then run and focus on other more important tasks. It's incredibly easy for the enemy to cap back, and not having to worry about it lets me focus more energy on taking their portals for the win.

ya i could see it being useful in hit and run.  Prison is also a good example for the flag capture the enemys rein portal. run in, cap it, lock it, run out. Even more so in late game when you have higher reins. 

Reply #7 Top

Quoting Sakhari, reply 2
You can buy them in the item shop (you'll find them in the consumables tab) and using them on a flag prevents the flag from being captured for 45 seconds or so.

They can be handy for close fights when keeping a flag will give you a major advantage.  (ex: keeping the center heal-crystal flags in Exile if you need to step away and heal, leaving the flag exposed).


This is really the only true use for them. They can be useful some other times but they're so extremly situational that it's really not worth the money since you can never predict such situation.

The use suggested in prison probably works only if you've upgraded your grunts past angels or else it's a waste since that bonus is insignificant imo. But even then how often you actually get the chance to capture that flag without a huge risk to die unless you're already winning?

Reply #8 Top

They are a steal.  I find them really powerful later game.  You push in, turn off one of their spawners, and lock it.  Now they have 45 seconds down a spawn portal (and possibly spawning a bunch of crap in their base.)  Early game, none of the flags are that great.

Reply #9 Top

Yeah sadly they are mostly only useful for the crystal on exile, and locking spawns when you get catas or giants.

But they used to be 5 minutes and really broken.

Reply #10 Top

Quoting Warskullx, reply 8
They are a steal.  I find them really powerful later game.  You push in, turn off one of their spawners, and lock it.  Now they have 45 seconds down a spawn portal (and possibly spawning a bunch of crap in their base.)  Early game, none of the flags are that great.

 

What he said.

They are useful in many ways. Their power is obvious after Catapults (not to mention Giants) when you infiltrate their base, take portal; they'll send at least one Demigod to take the flag - even better if there are more. Lock and teleport away. You have at least a minute with at least one Demigod extra to fight on the other side.

Priceless.

Reply #11 Top

I played a game this morning where I decided to try to just focus on holding the XP flag and getting ahead of my opponent in levels.  Capture locks were really handy for that, and it worked as far as achieving the goal (fast levelling).  On the other hand, though, it was actually a bit of a close thing: there was a point mid-game where he was down 4-5 levels but almost as powerful as me in a fight, thanks to the gear he bought with the money he didn't spend on locks.  I'm guessing he was carrying at least one artifact.

 

On the third hand, though, if I'd had competent team members who would have used the experience advantage well (i.e., not AIs), this might have been a really powerful strategy.  I'll have to try it in a game with real people some time.

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Reply #13 Top

As others have said in other threads, I feel like the power of the Capture Lock is way under-rated. On paper, 45 seconds doesn't seem like a long time, but in game it can feel like an eternity. They are relatively cheap, and I bet they can be quite effective at controlling multiple flags in certain situations as well as ensuring that a close stand-off won't result in a flag for the opposing team.

I am going to try to use them more extensively, especially for valuable "central flags" that other people have mentioned above.