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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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  • [b]• What did you think about this mode?[/b] => As a team-oriented player who mainly play around objectives and map control, LockDown is a very pleasant mode! I hope to see an upgrade version of it soon in the Comp Playlist! [b]• Was anything confusing?[/b] => Maybe a warning signal when a team cap the last point, something like the red screen on spire of stars etc. I can be frustrating to be in a gunfight when suddenly the Lockdow occurs. [b]• Did anything seem missing? [/b] => A few tweaks here and there but I got nothing really impactful to say. [b]• Was there a map it played better/worse on? [/b] => Worse no, just need to keep a sharp eye for a good loadout and everything is fine. Braytech Center was a blast, good point for this map who tend to be very frustrating in other modes! [b]• Were there spawning issues?[/b] => Rarely. It can be a bit frustarting to start a full lock when an ennemy suddenly spawn and counter it but a "neutral ground" around the zone to keep spawning to occur too close from a point can cause a spawn problem everywhere else on the map so... good map control, coverage, communication from each team can sove the problem in game imo. [b]• Were the rounds too short/too long?[/b] => Nup. [b]• Was there a weapon or other sandbox combination that affected the game in a negative way? [/b] => Typical Grav'Lance V'Wing cross maping, like everywhere else, nothing new here. Much rewarding for a "control setup", enjoying a lot of sniper action (dear Whisper...) and new tripmine traps. Play the bait, cap to make the ennemy team move, if they play the "passive meta", they gonna loose badly.

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