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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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#feedback

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  • How about fixing matchmaking because if anyone says everyone is equal in power then you are blind. When i pump a full round into someone and it barely brings their shields down, then i get 1 shotted. This was me at level 3 or so (the game encourages you to pvp from the first time u get to the farm) and im being matched with premades, level 50s, people with 30k+ kills. No way is everyone equal in terms of power. I often just get 1 hit killed by a punch, yet im lucky to get a kill with a direct hit with a rocket launcher, which isually just takes their shields. It says level advantage disabled in most game types. Seems you forgot about power rating. Why do we even get matched with max level chars. There should be +/- 3 level difference max. And while.your at it can you make alternate modes where we dont get matched with a premade clan groups. Premades should only be allowed to play against another premade becausr what chance does a random team have against a premade, almost 0% (not every premades are good) Honestly some mechanics in this game that caused imbalances and unfair advantages was r3solved so long ago.

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