GBX will work on making comebacks easier after upcoming patch

Although I am not opposed to any redesigns to incursion (particularly if it makes incursion better), I do not see the need to make major changes for the sake of comeback potential. Much like many other players, I too have encountered quite a few situations, in which a “ridiculous” comeback was made as it is. The reasons why such comebacks can happen is because this game is not just a test of physical skills, but a test of wit. By understanding the opponent’s strategies, you can come up with counters, and combined with proper communication and coordination, players can pull off some “ridiculous” plays.

I have never felt that I lost a game when my opponents were weaker than my team, and happened to win due to “cheap” tactics or “comeback” mechanics. I hope that any such changes made to incursion do not change this.

Furthermore, I would like to mention that many players who do quit or surrender, do so because of reasons that fair comeback mechanics won’t change. Players who are lacking in some area to perform well, continuously choose to quit when faced with bad situations as opposed to using such experiences to allow them to improve. Players who do surrender or quit prematurely need to understand that those who stick it out to the end, are able to get better practice as a whole (especially since they get practice of the end game which is very different than the early game) and learn more, thus are able to become better players. More “better players” allow for more “better games.” Also, such players who quit and abandon their team, make it more difficult for those other players to get better.

It is the understanding of this, that players need in order to allow players on both sides to have more fun by completing their matches. Obviously good matchmaking is still an important factor among other things, but this is the major thing that I personally happen to see alot (players prematurely quitting when they could have gotten a lot out of the match).


Having said this, I do believe that some minor changes can be made that will allow the losing team to not be losing as badly when they are losing. Here are just some of my thoughts in terms of possible changes:

  1. Buildables no longer explode when the 1st sentry goes down.

Reasoning: Having buildables explode when the 1st sentry goes down, only makes it easier for the winning team to win, when it is not at all necessary. This also gives incentive for players to build buildables to help protect the area when the Sentry is about to go down.

  1. All buildables (except for the shock turret but including the Super Minion) give more EXP. I think something along the lines of this would be OK:

Thumper, and Stinger turret match the EXP gain of the Shock turret.
Accelerators, and Supply Stations give double EXP of what they currently give.
Super Minion gives 200 EXP.

Reasoning: As has been mentioned in a previous post, there are times when melee characters who need EXP to be able to make their comebacks just cannot gain enough EXP when their team is consistently pinned down. Yes, having less shards is a factor, but this is easily rectified with a shard generator and a buildable reduction gear. What remains to hinder this however is when the other buildables give hardly any EXP in comparison to the shock turret (which would usually be in control of the winning team on overgrowth).

Players who are losing aren’t going to be giving the winning players more EXP through buildables since they can’t get to them, and players who are losing will be able to constantly build buildables, since they will be constantly destroyed. This should help close the gap of gaining EXP for the losing team, especially since the losing team is likely not getting as much EXP in kills as the winning team.

  1. Grant the ability to repair lvl 3 turrets. The repair would function the same as upgrading a lvl (for example going from lvl 2 to lvl 3) where the turret recovers full HP and shield after a few second startup. EXP given is proportional to how much HP and shield is recovered. To prevent abuse, this new function would have a cooldown similar to the cooldown when a buildable is destroyed.

Reasoning: This would not only help with leveling up, since players could be gaining more EXP for the amount of shards being used, but it would also make the buildables more useful in general.

  1. Every Thrall kill now give players a 1/3 of the exp needed to reach the next level rather than a fixed amount. Capturing a Thrall also gives a 1/3 of the EXP needed to reach the next level. Players who assist in both killing a thrall, or capturing also gain 1/6 of the exp needed to reach the next level, while players who get the kill still get a 1/3 of the exp needed. However, EXP is only given to the team that deals the killing blow.

Reasoning: Although this also affects the winning team, it gives thralls significantly more value, which is a good thing. It makes it much more important to capture which will force teams to split up if they want to take advantage of the thralls (or prevent the opponents from taking advantage of them). This will allow for more strategy for taking control of the center area, which is generally necessary for making comebacks.

  1. Can only deploy the super minion when the 1st sentry is down.

Reasoning: Players who are winning, don’t need to use the Super Minion to continue to win. Furthermore, granting players a new “function” to apply after losing the first sentry will give incentive to attempt to use it in some way to try and make a comeback. Super Minions would also give alot of EXP (to the player who bought it), and maybe could use some extra feature that makes it better for comebacks if still deemed necessary. For example, the Super Minion could explode on death and deal damage in a fixed radius, or create a status effect field on death for a few seconds, etc.

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This doesn’t seem like that great of an idea, sorry.

If I were to see something like this come into play there would need to be a couple of things about it

  1. The new ‘sentry’ does not impact objective score. If you were at 50 because you lost the first one, you are still at 50 after spawning the new one. The new one is simply a buffer against future pushes.

  2. It is not as strong/tough as the original by a significant factor. The only point of this sentry is to give the losing team a more secure rally point for a comeback at the severe cost of team shard supply. You can also only spawn one replacement in a match.

  3. After a sufficient amount of time, the replacement self-destructs. This is to prevent sand bagging and to keep every match from coming down to a 30 minute mark. It also emphasizes the need for the losing team to get their crap together when it counts.

All in all, as I said, I really don’t like the idea, I think it’d be like putting an elephant on the scale while trying to balance a few eggs. Just throwing things at the wall, is all.

Blunt answer: it rewards kills the most. You said it yourself, Meltdown is all about working the objective. But there are just too many people that want padded stats and win off of that. It’s also the most MOBA-like of all game modes, making it feel pretty comfortable for those who have experience with those.

I prefer Meltdown BECAUSE of the objective based nature of it. Baiting is an actual viable strategy (and I love meself a good trollin’ :joy:)

Oh I love meltdown. The reason I switched to incursion is purely balance. It’s way too easy to exploit cheese/over buffed characters in meltdown. Incursion is a little harder in my experience.
I just wanted even matches, not that “I stomp now they stomp now we stomp everyone yay!” Back and forth no chance matches

Like when a miko acts all helpless and all of a sudden montana the bodyguard was just behind a wall to save him

Thats hardly a comeback mechanic. At some point the losing team will get his grinders moved too. And if they were being dominated when both grinders were close, they will likely keep being dominated when both are far

I know it could hurt the balance and could be exploited, but why don’t we get something like a “Lucky Strike” for the loosing Team? Something along the lines, that goes off when a team is clearly loosing after 10/15 mins in the match, that drops more often the heavier the point-difference is.
That “Lucky Strike” should go off for the loosing team, displaying itself on-screen and grants bonusses for, say, 2 minutes. How about bonus health regen and damage plus bonus exp for kills? That way, the loosing ones could push through and would be rewarded and motivated for staying in a loosing game.

Why are we just giving people stuff are we rewarding losing now?

Its not about rewarding loosing, its about rewarding/encouraging staying in a loosing match without quitting early! That’s something to hold the newer players and in doing so, keeping the player numbers high.
And it is to give newbies better chances against matchups with CR100-players.

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I play on ps4 and as of late i have been seeing a lot of new players and honestly its super annoying none of them know how to play or why you dont pick kleese when 3 of the other players have picked eldrids i would prefer if the new players would go away also i find that low level players are less likely to leave than CR100 playersi leave matches all the time if my miko is a bad healer or my el dragon dragon splashes then en feugo the i aldo find it not fun to play against low level players i have hade times where the incursion matches were won and the highest level player was 4 but honestly comeback mechanics are stupid and are always hated i think the meltdown way is better

This is such a theoretical discussion.

In reality, teams are mostly premade 5x lvl100’s with ts etc. on the one side and a bunch of low-level randos (and me) on the other side.
Comeback mechanics are the very, very, VERY least of the problems that lead to victory or loss here.

Plus there’s cheating. And there’s quitting… tons of quitting and/or involuntay disconnects.

I wish i’d even come near to the situation where i’d be able to experience anything like fair match at least once a week and i’m not even exagerating.

How are we even supposed to get a good understanding of match dynamics in such a situation?

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Indeed, as is matchmaking will inevitably throw a 5 man, 100CR premade against a group of puggers and guess what? The puggers will have a miserable time. Chaos mode makes this even worse, because it means the premade can communicate in private on their own voice chat, while any strategic chat by the puggers is broadcast to all.

I feel the issue here isn’t just that things snowball, it’s that the game modes appear to be designed around the MOBA progression of “everyone farms for experience and gold for 10-15 minutes, then their power level is high enough to start beating down defenses”. Except that’s not how it works, on both Meltdown and Incursion a coordinated team (and a 5 man premade is always more coordinated than puggers. Thanks, matchmaking) can quickly kill/push the opposing team back within a couple of minion waves, wreck the enemy defenses and setting them so far behind that they need to spend most of the game just clawing back before they can even think of winning.
And frankly, even when it does happen and our team claws back a victory against all odds, at the end of it the feeling isn’t elation at a close-won contest, it’s feeling relieved that I may get to play a fun match next, instead.

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TL;DR

There's no penalty for mistakes from the winning team, and no reward for hard work from the losing team. THAT is why comeback mechanics are needed.

The issue isn’t about “making it easy for losers to win”, it’s about not having a game that snowballs.

I think I’ve seen 3 combacks in… idk… 60? incursion matches. (However many I can get in 100+ hours of playtime across all the modes)

If a team gets down the first sentry, that’s pretty much “GG”. And really, most matches are easy to predict in the first 3-5 minutes. Now, of course, I’m stubborn, so I fight out to the bitter ending of the game as long as my team stays along for the suicidal ride.

When your first Sentry is destroyed and you’re defending…

  • Buildables are destroyed
  • meaning a loss of XP for the attacking team, and an effective loss of shards for the defending team.
  • You can no longer effectively gain income (no, a shard generator doesn’t count)
  • You can no longer access the Double/Center camp
  • You can no longer access things to build, even if you could get shards
  • Enemy Kills don’t count for enough

Now, let’s say that your team manages to rally against this constant pressure and wipe the enemy team (or the enemy team makes a mistake)… Unlikely, I know, but let’s roll with it. I believe max death timers are 65 seconds, it’s close enough for example, anyway.

All five of your team members are at your back sentry, with minions pushed in, but all enemies dead. What can you do in that 65 seconds?

  • Run to the enemy front sentry
  • about 15-20 seconds
  • Push the minions out, back to lane.
  • about 10-15 extra seconds on travel time
  • destroy enemy buildables along the way
  • 10-15 extra seconds on travel time
  • Capture a Thrall camp (or two)
  • 10-20 extra seconds on travel time
  • Actually destroy the enemy front sentry from full health
  • 10-30 seconds, depending on your team composition and effectiveness

With ALL of that, the best case scenario is that you squeak into a sentry tie JUST before the enemy team (that’s been kicking your teeth in) get’s their ■■■■ back together and regroups. With a much more likely scenario being that you just get the Enemy Front Sentry shield down as the enemy team starts arriving, fresh and with full cooldowns.

But like I said, Let’s say, you perform perfectly, and you get the sentry down. Now the game is tied!

Except score, oh score. Remember when you were pinned before? The enemy slowly whittling down your resolve and racking up kills.

Your “tie” means nothing. Because they have the “higher average player score”, which is just kills and assists, in case you forgot.

That is why we need comback mechanics

not because "losers should win", but because making mistakes when you're already winning has no impact on the game.
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It’s less about comeback and more about preventing the snowballing affect.
Kitru broke it down extremely elegantly, and those reasons may be why I leave Incursion for awhile.

Incursion heavily favors the winning team. They get easier shard access, buildable access, thrall access, while preventing the other team from getting out there.
This holds more true once the first sentry goes down.
For games to feel competitive, a system where the game gets easier to win as the winners wins more is really bad.
Losers shouldn’t be given special things to make an easy comeback, but winners shouldn’t be able to snowball.

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This has been my experience match after match after match - especially tonight - man that was rough! I’m that sick of getting destroyed by premades that I’m done with PVP until the next character comes out (and just for their pvp lore challenge). To me the idea of comebacks are all well and good, but the main reason people surrender and go AFK is because they hate getting steamrolled. Close matches are awesome fun, so it’s not like I’m against a challenge at all. But there is a difference between a challenge and being cannon fodder for the opposing teams amusement. Anyway take this post for a grain of salt…a bit salty after this experience tonight.

What do people think of the idea of increasing the cost for the buildables in the opposing teams base? What I mean by this is the buildables cost the same for your team in your forwards base, but they cost more for the enemy team. And if you were to take down the enemy sentry and want to build in their base it would cost you extra. I’m not opposed to the buildables being destroyed so it adds to the impact of losing the sentry. It’s an interesting mechanic. I can understand what the developers were trying to get at here (mostly after having it explained to me by @Jythri during a few games together). Both teams now have to rush to try and rebuild the buildables and see who can take control of the area. Having the buildables cost more for the enemy team however might balance this out just a touch though. I suggested it to a few of the devs but haven’t heard anything back on the idea so I’m not sure if they thought it was a viable idea or not.

I just thought of another idea that could be interesting. Not sure if it’s a good idea or not yet. It would have to be tested first. I was thinking of an object you could put shards into (sort of like the device you use to active Chronicle in The Archive mission) that would activate another wave of minions (one without a Shepard bot if they ever get fixed and activated again perhaps, or maybe one with) to help you push towards the sentry or to help protect your own. You could put all the shards in yourself or you and your team could all put in a few shards (just like the device for Chronicle). I’m not sure what mechanics you could put in place to make this balanced however. maybe it’s only becomes available after your first sentry goes down?

I’ve also thought of bots that guard the sentries and participate in teamfights around the sentries whether you build them or whether they are something the sentry themselves summons. It’s another one I’m unsure of but not all my ideas are sniper shots. Sometimes they’re more like a shotgun where I just throw stuff out there and hope I get a few hits. There’s a lot to consider as well. Do you make something available for both teams from the start? Only when one team is winning/losing? Does the mechanic balance out gameplay? Does it punish a team for their mistakes? Does it punish the winners more than the losers for their mistakes or vice-versa? Does it reward a team for doing well? Does it allow the team that is down a little bit of breathing room? Does it diminish the snowball effect or does it increase it?

I know that the developers want the winning team to feel rewarded for doing well, but the way a lot of the games play out right now is that once you reach a certain point in the game you are just waiting for the game to end because there is absolutely no reason to fight back at all because you’ve already lost the match and there is no real way to come back from the fight. Even if you take down their sentry you’ll still lose on score. You’d need to take down both sentries and that is harder to do when the enemy team outlevels you and has more shards than you. And that’s if you can keep a hold of their forwards base. It gets worse if you’re pushed back to the middle, or worse your forwards base (and there is no longer a sentry there helping out), or at the worst your rear base. You lose valuable time and access to valuable resources. It’s quite the uphill battle and most teams can’t usually pull it off. Most that could don’t tend to get put in this position in the first place and are on the winning side to begin with. It’s a bit of a mess.

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What I would rather see is to have more of the PvE minions buyable in an Incursion match.

Have 4 spawners at the Friendly Rear Sentry, than can only be activated once the first sentry is gone.

MX.Deadeye
MX.Ronin
M1.Rocketeer Bot
and the fat-bot (MX.Elite or whatever)

Then the sentry could say something like “LLC Robotics Inbound!”

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It’s easier for the losing team to destroy minions, which means more exp and shards than you could get previously.
So you at least can do as well as the winning team now, and if you are lower level, it will get you back on track as you need less exp to level up.

And if you are still losing badly after the 250 mark, nothing would have saved you anyway.

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Make buildables cost less for the team down a sentry for sentires on their side of the field and sentries cost mroe for the ahead team’s buildables on the losing side.

In other maps but Overgrowth doing comebacks are easier to do then in Overgrowth due to OG’s map design being a total mess.

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In my experience once a team falls behind in levels the team with level advantage easily controls the map, including varelsi spawns, which only adds to the snowballing. It usually ends in spawn camping

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