[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.
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