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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[b]• What did you think about this mode?[/b] In my opinion an interesting variety of standard control. If I would compare Lockdown to Countdown [i](similar in a way there are important objectives to play around)[/i] having three objectives to worry about is an improvement, it gives a lot of dynamic which is often absent in the crucible. [b]• Was anything confusing?[/b] No [b]• Did anything seem missing?[/b] Yes, one opponent left the match which made it very one-sided. No other player filled the empty spot. [b]• Was there a map it played better/worse on?[/b] It seems Crucible Labs is always on the same map for me. [b]• Were there spawning issues?[/b] There wasn't, for once. Respwan timers feel accordingly punishing. [b]• Were the rounds too short/too long?[/b] The length of rounds were varied, depending on how teams would react with captures and dragging out as long as possible. [b]• Was there a weapon or other sandbox combination that affected the game in a negative way?[/b] Having to use the best weapons and armor to be at optimal strenght still saddens me, having only two or three exotics at the top while the rest is mediocre or plainly bad. All in all I enjoyed the matches I played, except the one where, unfortunately, an opponent left. My team consisting out of solos managed to beat a sweaty fireteam of three once, felt great. Being cautious of which zones your team had [b]and[/b] hand't controlled got me on the edge of my seat. I played only on Burnout, which I didn't mind at all. I enjoyed the various elevations and ways to traverse on Burnout, even more with Lockdown. I had opportunities to strategically prevent opponents from capturing any zone. However I still felt the lack of supers and abilities, it's still too much pew pew and too few space magic. But this would also depend on the length and intensity of each round, having longer rounds gives more killing opporunity giving more super energy, having no timer complements this. I reckon Lockdown would fit perfectly in Comptetitive and Trials.