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]
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English
#feedback
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1 ReplyI liked it. Some friends of mine who played more than 1 game to test it(unlike myself) enjoyed it a lot more than the current gamemodes we have in Comp. It fits the criteria for something I've been wanting for Comp. for awhile: [b]objective gamemode with respawns[/b]. I dislike Survival very intensely because any team who wants to win no matter what will just set-up shop in a far corner of the map or near the cap point the second they get Life Advantage to farm Super energy and minimize dying as much as possible, since there's no actual objective. It's a sound strat that makes sense, but it's nothing but stagnation at the end of the day. It makes for a very boring and underwhelming experience when this occurs. I don't mind Countdown so much, but in this current meta, you don't have to worry about making your life count as much because of certain Exotics, and revives are too easily spammed. I'd be fine with the revives if there was at least no more overshields on them. I understand they can be negated, but the fact that your team can be rewarded for you dying has always left a sour taste in my mouth since D1. If there's a way to disable them in PvP without affecting PvE, great. If there's not, I guess it's better to keep things the same. They won't be as much of an issue once we have Shotties, Snipers, and Fusions again in a month. On a slightly unrelated note, I'd love to see Zone Control make a comeback as a Comp. gamemode. 4v4 Zone Control in Private Matches was the most fun I had in Year 3/Rise of Iron outside of Rumble, and Lockdown shares many similarities to it. But the biggest difference is keeping control for short/medium length rounds in a row, as opposed to keeping control for an entire game with no resets.