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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I am absolutely loving this game type. Managed a triple kill and quite a few double kills. That's big talk for a scrub like myself. Here is my feedback. -Round length is perfect. Its long enough to enjoy without the match getting "stale." But also has a great last minute or thirty seconds trying to make sure you blast as many people as possible. -Respawn could be shortened by about a second. I found myself watching the scoreboard and frantically mashing "respawn" while waiting. -I don't think this should get it's own playlist. I do think it should be available only for Private Matches. Blowing up random Guardians is fun, but I really just want to blow away my friends. -Give Guardians a random scorch flavor on respawn. I know it doesn't add any value to the game, but it would be fun watching blue, red and purple fireballs streak across the sky. -Reduce the time to aim down sights by a fraction. I'm not sure if that is tunable in just one game type, or if it would impact other areas of the game. I'm guessing the latter. -As far as playing better on maps, the game obviously enjoys maps with more liberal airspace as jumping over opponents seems to be the basic strategy until you learn to lead a shot. Even still, expect a lot of airtime.