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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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  • • What did you think about this mode? The most fun game i have played in destinys lifetime (aside from d1 rumble). I’ve played about 25 games so far and i will be sad when it goes away. This is the game mode I’ve been waiting for from the devs. This is what makes the slow time to kill, tolerable. The quicker the time to kill, the more fast paced this game mode will get, and that is a huge positive to me. As a 90% of the time PvP player, this is my favorite addition to destiny 2 in its entirety. I applaud you and thank you for this mode. Also, please make available ASAP • Was anything confusing? No. Pretty straight forward stuff. • Did anything seem missing? The post game scoreboard not having any “zones captured” or “time in zone” stat was my biggest complaint. • Was there a map it played better/worse on? It played great on every map. Lots of aggression and fast paced plays to be made. Different maps called for different strategies. Some maps are better to capture a and c first, some maps are better to get a/c and b first. • Were there spawning issues? Only on javelin did i notice players could get easily spawn trapped, but the heavy ammo being in the spawn with them helped teams break out of it which i enjoyed. • Were the rounds too short/too long? The game mode basically calls for you to try and triple cap before the other team. Holding two zones the entire time is a poor strategy. Going for a wipe and a win is the best strat, and leads to really fun and exciting game play. If people are trying to sit back and play passive and only hold two zones, they won’t like the mode because it’s so different from normal crucible. Round timers get a little long at first, but that was only prior to realizing triple cap was the best way to play. • Was there a weapon or other sandbox combination that affected the game in a negative way? Rockets and grenade launchers currently allow teams to steamroll, but with the weapon changes in forsaken, this doesn’t appear to be an issue. If you were able to add the whole “wave” before a match to disable heavy, that would be fantastic.

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