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]
English
#feedback
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Edited by Syntax: 7/28/2018 8:09:44 AMI really was looking foward to this game mode. I also play Overwatch and this Lockdown is similiar to Control on there. Because of the type of connection that this game uses (peer to peer) it is very helpful for "higher ping players" like me, a game mode where is not all about get enemy kills. A game mode that talks about team spirit with a common goal. I like it when the player accumulates experience and learn the map as he/she plays more and more. So I would like to remove the radar, at least on PC, which is where I play. There, the reflexes and aiming are much faster. There is no way to surprise enemies. Instead of a radar I would like to use other senses such as the hearing and be aware of my enemies by the sound of their footsteps or sound when activating their Supers. Anyway this thought is for all game modes. Especially to those who are "Team Deathmatch" style. 5 seconds to spawn seems right to me. Since it is a game mode where if you die you leave your team disadvantaged, for lack of men to capture the point, or vice versa. The duration of the rounds it's fine. Maybe if the round becomes too long, You could leave a single control point active, so that any team that control that point,wins. Similar to what happens in Survival. This is a general concern that encompasses all game modes. Knowing how to differentiate enemies from allies would be very helpful. As much as the grenades and the Supers. I wouldn't mind if these were in a more reddish color and the allies mantein their respective color. I enjoyed this game mode more than Control. I really hope that it replaces it on Iron Banner.