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#feedback

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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#feedback

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  • I have played a few games now. Fun mode and I like it is not just about pure teamshooting. Should definitely be a regular competitive mode. Great that it includes radar. Keep it. Needs to remain 4v4. 6v6 would be too busy and not competitive or strategic. Stats at the end of the game need to increase to show things relevant to the type of play. Zones capped, saved etc. Heavy ammo needs to be reduced. I feel there has been a clear correlation between getting heavy the most and winning. I used the strategy myself putting emphasis on getting heavy to take or protect a zone causing a win. Next comment might help with this too... Maybe restrict heavy to one location in the centre of the map so it is close from any zone causing risk/reward to go for it. Not just next to where you spawn. Too easy to get it and then just go and rocket 3 people at B. Would be good if there was some mechanism for when a player leaves. I've played a bunch of games and most had someone drop out making it easy for my team or the opponents to 3-cap especially with the long respawn time (though I like the strategy of knowing if 2 or 3 are down you can use there to your advantage to push for the 3 cap). Really frustrating having to wait out a clear loss or even go for a win so easy. Maybe just end the match and give everyone half points or something? No idea. But the percentage this happened last night was extremely high. Nice change of pace.

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