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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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  • Edited by Sabasaw: 8/1/2018 3:08:31 AM
    - What did you think about this mode? I have always enjoyed zone control versus regular control. It ensures that teams are focused on the objective rather than racking up kills for points. • Was anything confusing? Not to me. Lord Shax's intro commentary explains the brief rules. • Did anything seem missing? In comparison to D1 zone control, bigger maps and vehicles were not present in D2 lock down. • Was there a map it played better/worse on? Me personally on the map Meltdown: the team that starts on zone A has a higher likely hood to control zone B and dominant the zones. I start to notice a difference in difficulty once the team I am on loses zone A and gains control of C. Possibly a better vantage of visibility from A and B by seeing your opponents from C coming up and they cannot see you well until they turn corners. • Were there spawning too long? No complaints. I was not spawn kill or killed by the same super twice. That is my major complaint in quick play though. • Was there a weapon or other sandbox combination that affected the game in a negative way? Aside from being one punched by a titan from full shield and health while running a warlock? Not that I have observed. Please buff the melee damage output of the Warlocks. I feel like if two Warlocks get into a melee battle it is a battle of who can out slap the out the most. It seems like it takes three hits without melee skill power from full health and shields. Additionally, I think this should be added to the competitive playlist. If wanting to add it to quickplay, bump up to 6v6 and take out the auto lockdown win and replace with faster percentage rate increase for holding all three zones.

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