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#feedback

Edited by Cozmo_BNG: 7/26/2018 11:20:57 PM
306

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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#feedback

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  • So first things first- I think this is a great game type, and would fit excellently as a 4v4 playlist, either in comp (but it has to have radar), or its own playlist, either weekly or permanent. There is one issue though- power ammo, at least with the current weapon system. It spawns far too often. It should be something that can be used occasionally and sparingly to make plays, either as part of your teams push or as part of your team retaining map control. There are two potential solutions that seem relatively easy to implement to me. The first is to leave the spawn locations the same, and have the ammo spawn much less frequently, something like every 5 minutes. The second, and the one that I think is more interesting, is to have it spawn in a single location, somewhere “opposite” to B flag. That way, the team that has map control has to compromise that in control to rotate to power ammo, or they have to give up power ammo. In this case, i don’t think it should spawn as infrequently as in the solution above, but it should still be less frequent than it is now. At any rate, I enjoy the game mode itself. Keep it up, and here’s to more Labs in the future. Cheers!

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