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#feedback

Edited by Cozmo: 7/26/2018 11:20:57 PM
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Crucible Labs Feedback

If you have feedback on our latest experiment mode in Crucible Labs, please leave it here. The mode we are testing is Lockdown, and it will be available until the next weekly reset. Senior Designer Andrew Welden explained how it works in this weeks TWAB. [quote] Lockdown is a new 4v4 round-based Competitive mode that, like Control, is about capturing and holding zones. Unlike Control, your only score comes from playing the objective. Those of you from the Taken King/Rise of Iron era know this mode’s predecessor, the Control variant “Zone Control.” Here’s how it plays out: Both teams start Lockdown with a “Progress” percentage of 0% displayed under the scoreboard. Once a team holds two zones, progress will begin ticking up for that team at a rate of 1% per second. There is no round timer—the first team to reach 100% will win the round, and the first to win three rounds will win the match. That’s not all, though—if a team can successfully capture all three zones, they will instantly win the round, regardless of each team’s progress state. A well-coordinated push from your opponents will always be dangerous, which means you need to stay focused on your objective. However, winning a round that way is not necessarily as simple as it might seem. To earn capture progress or win on the triple cap, you must hold uncontested zones. If a team holds two zones, you can fully halt their progress by contesting one or more zones (you’ll see “PROGRESS HALTED” display under the scoreboard to let you know this is happening). They won’t start earning score again until they clear you and your progress off the point(s). The same applies when going for the triple cap lockdown—the instant win only applies if all three zones are completely clear. We’ve seen some really exciting matches play out from this ruleset internally, and we hope you have similar experiences out in the wild![/quote] [quote][b]• What did you think about this mode? • Was anything confusing? • Did anything seem missing? • Was there a map it played better/worse on? • Were there spawning issues? • Were the rounds too short/too long? • Was there a weapon or other sandbox combination that affected the game in a negative way? [/b] [/quote]
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  • So, I'm really liking Lockdown. Hopefully we see it more often. I like the fact that its more objective focused and there are a lot of different strategies that can come into play. Should the team run the old school slayer/support approach? Should we mob up and teamshot D2 style? It's also cool to fake the other team out and have three people fight over an already capped zone while one goes for the power play. We were able to beat a team that was clearly better than us killing wise by focusing on capturing zones. I also like the fact that there is no question about the fact that this is an objective game mode. In things like Supremacy some people won't pick up crests or even in Control some people are just mad that they have to play it when they want Clash so they don't help. The spawns seemed to work well. The number of rounds was perfect IMO. Please do not make it 4 or 5 rounds long. The only real issues I've seen so far is Shaxx saying get the zones back when there is a power play and the round is over (which I'm sure is just because Lockdown is still in test mode) and I think the other team may have scored a power play once when I was contesting a zone. I'm not 100% sure though because I was being electrocuted by a Warlock and may have briefly been pushed outside of the circle. All I can say is that I don't think I was outside of that circle. Overall, its a really fun mode to play and I like that when you're on a team with players of mixed skill levels everyone can still contribute. Oh, and thanks for adding Valor to Crucible Labs.

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