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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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  • [u]• What did you think about this mode?[/u] Interesting. Very interesting. Hard to get into late, though: once other players get to be really good with the scorch cannon, they just annihilate you before you can do anything. Very discouraging. [u]• Was anything confusing?[/u] No, it was pretty self-explanatory. [u]• Did anything seem missing?[/u] In terms of glitches, I didn't see any. [u]• Was there a map it played better/worse on?[/u] Couldn't tell right off. I got creamed everywhere. [u]• Were there spawning issues?[/u] None that I could see. [u]• Were the rounds too short/too long?[/u] No, the shortened rounds suited the high-intensity, low-variety nature of the combat. [u]• Was there a weapon or other sandbox combination that affected the game in a negative way?[/u] As I said, the scorch cannons provided an interesting, if monotonous way to fight. Once a player mastered the weapons, it became difficult for a person newer to the game mode to be competitive. Scorch cannons would be an outstanding addition to existing Crucible modes, maybe have one appear at random in certain Quickplay matches, with far fewer shots in it*. Also, scorch cannons would make a great exotic heavy; will try to put out a topic featuring my idea on an exotic scorch cannon. *You could also throw in a Saladin style axe for added variety. Maybe feature the random arrival of a scorch cannon in regular Quickplay, and the axe in Iron Banner.

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