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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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#feedback

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  • Holy crap, Scorched is what crucible needs to be. Fun as hell, no concern for OP weapons or abilities, just you, a gib cannon, and a buncha bad motha's with their own gib cannons. No worry about balance, no matchmaking worry, no nothing. Just pure, unadulterated fun. This is the only time I've not only done my Call To Arms right away, but kept playing after the fact. There are some issues, but nothing terribly cumbersome. Mainly, it seems as though titans and warlocks have a huge floaty advantage. Perhaps with some more time in here we'll see all the classes find a balance, but titans and warlocks are definitely the biggest threat currently. Also, some of these maps aren't great for this mode, particularly seeing as it is currently a rumble game type. Some maps are just way to big. Others, though small enough for rumble, leave me feeling claustrophobic with the tight hallways and such. You need to be able to move, and unless you're outside on a map like burnout, you're not going to have a good time. Rounds feel short and frenetic, leaving the respawn timer a little lacking. I want to get back in the action immediately. This may be a design choice, and it isn't necessarily bad, but it was something I noticed. One strange thing I saw, there appeared to be a scorch cannon just floating on one of the maps, no way to interact with it, no tooltips, just an odd artifact. Finally, can we get this mode in private matches? Pretty please? I can imagine lots of fun to be had there. Good job guys. More insane fun, less intense sweatfest competitive bullshit that very few people care about.

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