Lockdown
Passive: Tractor beam.
Lockdown can target items and pick them up from a short distance away.
Tactical: Stasis mine (3 charges).
Lockdown places a semi concealed trap on the ground. If an enemy walks over it they will be held in place for 5 seconds (or until they break the mine by dealing 50 damage to it, punching 2 times or shooting straight down)
Ultimate: Maglock.
Lockdown fires a rocket that can be detonated by eiter pressing ult-button(s) again or letting it hit an object.
The explosion has similar size to Crypto's EMP but deals no damage. Instead every item in the area gets "locked down":
Loot - picking up items now take considerably longer (3 seconds?).
Enemy players are slowed for a short time.
Skills like gas barrels, fences, spike traps, black hole, jump pad, death totem, exhibit and generator go inactive / are paused (they are NOT destroyed).
Mad Maggie's ball is stopped.
Crypto's drone is sucked to the ground and can't move (but can be recalled).
Newcastle's drone can't move.
*Basically everything that is placed is paused, everything that can move can't, and looting takes time.
Maglock last for a medium duration, potentially having a fading effect.
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One of the key points of inspiration for lockdown was a lot of players going for shield swaps and dropping batteries/medkits/ammo mid fight. I wanted to play with the concept of having a character that could use these kinds of situations to their advantage. As other legends already had damage-skills I also wanted to stay away from that, but I still wanted a character that could be used both aggressively and defensively.
Letting Lockdown be capable of pausing other abilities I imagine Lockdown creating windows where you could push a defensive team, as well as hindering an advancing one.
The passive also comes from those times where you find yourself pinned down just on the other side of that doorway with no ammo, syringe or shieldbat, wishing for some extra range.