What is the intended purpose for lockdown in territory?

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Branden

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Sep 1, 2011
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So lately I've been playing a lot of Red Orchestra ever since they fixed the stats in the last few days. The first thing I noticed was lockdown. It ended the match very early and left out that eerie feeling of not having too many reinforcements left and having to conserve and change your play style. This also makes the games much shorter. I finally found a server without it and the matches on average were 20 - 60 minutes long. It was quite orgasmic to have such a fun battle where territory slowly but noticeably changes ownership.
Why did they put this in?
 

Branden

FNG / Fresh Meat
Sep 1, 2011
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To prevent stalemates. (im not partial to it, as I enjoy drawn out battles)
It worked quite well in Red Orchestra 1. If you worked well as a team stalemates were rather uncommon. It was also deeply satisfying to have a victory since you had to work much harder for it.
 
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Hicks

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Mar 14, 2006
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The point of lockdown is to keep the game fast paced. It is useful when a match begins to root in a play of long distance shooting, or an attacking team of campers who never advance on the objective.
 

Jorg Biermann1

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Feb 8, 2011
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I always thought Lockdown was kind of a way to represent a retreat.

I just think it is not done very well at the moment. Timers are too short and they should get even bigger as the attackers get closer and closer to winning.

Also maybe a name change from lockdown to something like "Retreat" or "Fall back". Just an idea to give people an idea to why it is there.

To prevent stalemates. (im not partial to it, as I enjoy drawn out battles)

I love you.
 

TheRealGunther

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Sep 3, 2011
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It does 2 things it punishes campers who don't push objectives and set back waiting to loose.It punishes a good team who is trying to take a well defended objective.

So it does one good thing and at the same time does a bad thing.For me it can be a blessing and other times a curse.The solution if a team actually starts capturing an objective say 50% the lockdown resets.This would allow a good team a fair chance at taking tough objectives (like commissars map).And would still punish a bad team camping their own spawn refusing to push an objective.
 

=GG= Mr Moe

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Mar 16, 2006
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Yeah, what Putz said although I am not happy with it. I much prefer a drawn out battle as well. I have quit servers more because of Lockdown than the hero weapons I don't like.

And the idea to keep it fast paced, well, if I actually liked that I wouldn't have bothered with this game all. I'd go out and buy an XBox360 and play that CODBFWhatchamacallit series :rolleyes:
 
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UncleDrax

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Oct 13, 2005
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In MN we sorta tried to experimented with something like it.. the test was on Bardia.. if you didn't take the first objective in like 10minutes or whatever it was, then we knew there was no way you could win the map (so why would anyone want to just butt heads over the trenches).. we never got the code working right in the time frame we had.. but i've always thought the countdown idea was similar... if the game bogs down then it's unlikely the other guys can suddenly get it together and pull it out.. (and you can argue it'll simulate the retreat or whatever too)
 

Rumpullpus

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Aug 31, 2011
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In MN we sorta tried to experimented with something like it.. the test was on Bardia.. if you didn't take the first objective in like 10minutes or whatever it was, then we knew there was no way you could win the map (so why would anyone want to just butt heads over the trenches).. we never got the code working right in the time frame we had.. but i've always thought the countdown idea was similar... if the game bogs down then it's unlikely the other guys can suddenly get it together and pull it out.. (and you can argue it'll simulate the retreat or whatever too)

only thing is that the timer is like 5 mins and i dont know about you but in 64 player servers its almost impossible to take several objs in 5 mins unless the other team is brain dead.

lockdown is a lame concept, an awful way to try and force the team to attack and attack quickly into a well formed defencive line and lose all their reinforcements in the process.
 

Kerc Kasha

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Sep 11, 2011
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In MN we sorta tried to experimented with something like it.. the test was on Bardia.. if you didn't take the first objective in like 10minutes or whatever it was, then we knew there was no way you could win the map (so why would anyone want to just butt heads over the trenches).. we never got the code working right in the time frame we had.. but i've always thought the countdown idea was similar... if the game bogs down then it's unlikely the other guys can suddenly get it together and pull it out.. (and you can argue it'll simulate the retreat or whatever too)
it's a good idea but its poorly done on a few maps like commissar's that require several objectives to postpone the timer and sometimes it's a particular objective that does it(for example, no man's land will remove lockdown altogether while park north will do nothing) with no indication of such
 

zeep

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Nov 21, 2005
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Lockdown to me is a big point of frustration, i like longer matches. Though i understand the point of 'forcing' players to attack i also find it belittleing.
 

Duiveltje

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Nov 30, 2005
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they should add an overtime to the current lockdown. Have seen it to many times, finally a push into the objective occures but there are only 3 sec left. Resulting in a loss while the objective has finally been cleared from enemies.

Bit strange aint it?
 

[SM]Fluttershy

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Sep 15, 2011
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I personally can account for a quarter of my match wins to lockdown victories- if it wasn't there, I think about half of those victories would've turned out as losses as our team's reinforcements were nearly out/completely out and we were hoping to hold just a minute longer for the lockdown victory.

In its current implementation, though, I'm not too big of a fan of it; specifically, if you've got twenty seconds before lockdown and your attacking team is in a contested cap zone, the lockdown timer should "freeze" at 0:00 until either A) the objective is capped whereupon the lockdown timer has more time added to it or B) the attacking team is killed/forced out of the cap zone, causing a lockdown victory for the defenders.

Also, perhaps a verbal and/or visual cue for both attackers/defenders when the lockdown timer is nearly at 0:00 (perhaps 1 minute before lockdown) would be useful. Furthermore, the verbal/visual cue could be used to inspire the attackers to push objectives before the timer kicks in (i.e. Inspirational comments by Commander (TL), etc.) and for the defenders comments about how they only need to hold their ground a little longer (i.e. same as above, though with a "Hold to the last man and the last round" style commentary).
 

Actin

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May 19, 2009
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I think it is pretty well done in some maps.

For example in the grain elevator when you rush and hold A, the germans don't have a foothold and will (realistically) retreat and regroup (in other words, lose).

The good thing about lockdown is that without it the germans will always win due to the advantage in reinforcements. Without lockdown that tactic is totally not worthy to implement, since it costs you more reinforcements and that's generally the factor where win or loss depends upon.

Although the timer should be altered in some maps, I think Gran elevator is a map where it actually shines:D
 

Cyper

Grizzled Veteran
Sep 25, 2011
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So lately I've been playing a lot of Red Orchestra ever since they fixed the stats in the last few days. The first thing I noticed was lockdown. It ended the match very early and left out that eerie feeling of not having too many reinforcements left and having to conserve and change your play style. This also makes the games much shorter. I finally found a server without it and the matches on average were 20 - 60 minutes long. It was quite orgasmic to have such a fun battle where territory slowly but noticeably changes ownership.
Why did they put this in?

I believe the intention with the lockdown is to keep the game more fast-paced and intresting for the mainstream audience. It keeps each battle short, spreads out all units, and tears down any defensive lines that have been created, and forces the players to rush to the objective, and therefore It creates arcadegameplay for those who likes it. Some people on the board say It's realistic, and that it makes the game more tactical oriented, but that's not true in any sense if you ask me and his can be proven by just playing the game.
 
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hulinoitsija

FNG / Fresh Meat
Aug 7, 2011
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So Lockdown on/off is a serverside choice?

Then, by gods, there needs to be more servers with it off. Don't think I've encountered one yet.
 

Westernesse

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Oct 11, 2011
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they should add an overtime to the current lockdown. Have seen it to many times, finally a push into the objective occures but there are only 3 sec left. Resulting in a loss while the objective has finally been cleared from enemies.

Bit strange aint it?

QFT.

I was going to post exactly this, but you beat me too it. I can't count the number of times an object has been 50-99% capped and 1-5 secs of extra time would of let the team cap it. I think a system like what countdown has should be used for lockdown. Either add 30 seconds or make the game force overtime as long as the attacking team is in the cap zone of an objective and the game timer hasn't run out (but lockdown timer has).
 

LeftHandPath

FNG / Fresh Meat
Jul 30, 2011
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So Lockdown on/off is a serverside choice?

Then, by gods, there needs to be more servers with it off. Don't think I've encountered one yet.

Sadly it is not a serverside option.

Everything have been said about this **** lockdown system,i play soviet only and when you are just to take the point you realize 10 seconds are left,or 1 or 2 minutes are left i say " **** off this **** is lost,damn,stupid son of ***** lockdown "

I hate it dudes,really i hate this ****.

I think is for to force the campers to move to the objectives(after one month people never learn to play,think about it campers).The " for the new players " lema.
 
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