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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Scorched is fun. Maps with large spaces fit the aerial combat everybody defaults to much better than cramped ones, but also make combat a drawn-out game of "The Floor is Lava/Exploding" against an equally evasive foe. It's probably a stretch, but a map dedicated to this game type would be a lot of fun, even if it's just a repurposed section of a patrol zone or a bunch of (destructible/disappearing?) floating platforms in space. Hunters and Titans each have their own mobile strengths they can play towards, but slower-moving Warlocks can very easily be outplayed and demolished, especially when Lion Rampant Titans and St0mp-EE5 Hunters are on the prowl. Seeing as there's no benefit to [i]not[/i] use Attunement of Sky, maybe lock Warlocks into that subclass&tree and enable Phoenix Dash? Scorch Cannons handle okay for the most part, but the inability to look straight down while carrying one is never felt more strongly than in this mode. The respawn times are too slow for the frenetic pace of this mode. It could do with Mayhem instant spawns. All in all, a fun but iffy game mode that hearkens back to Action Sack that I'll enjoy playing this week and can't wait to try the next version of.