How do you feel about buildables gone after sentry down?

I think it teaches you to play more efficiently, if you blow all of your shards on gear then lose your sentry, well hopefully you’ll learn from that and not do it a second time.

Aside from that, I don’t think it’s unfair. If a team has worked hard to destroy a sentry but can’t advance because of turrets holding them back, that makes their work seem for nothing as they can’t make up any ground. A losing team should fight for a comeback, not be given an advantage because they were beaten, that would be unfair IMO. As it is, Incursion typically lasts longer than Meltdown and often go the full 30 minutes, this would only make matches longer.

Back when the team that destroyed a sentry got shepherds every wave, now that was unfair.

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I had to pick up on this buddy, I cant see turrets holding anyone back.

They are annoyance, that cen be fairly easily destroyed. On the flip side, for the losing team they have just lost their sentry, then had their built up turrets etc removed.

Personally I think its harsh

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If all they are is an annoyance, then I don’t think losing them is harsh. But I don’t think they’re just an annoyance, they’re area denial, and when a player/team uses them to advantage and works behind them they can be particularly problematic to melee characters. When a team loses their sentry, usually the first action taken by the assaulting team is to buy the turrets and use them to help push the defending team back. On their own turrets aren’t much, true, but on Incursion the defensive turrets are strategically placed to be, well, defensive, they have a much greater impact on Incursion than on Meltdown.

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To be fair Meltdown is my bread amd butter, so I shall defer to your experience in Incursion.

Though it just feels like the team are winning, and then the game gives them another advantage.

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Meltdown over Incursion any day. The main problem with Incursion IMO isn’t losing turrets after losing a sentry, but players giving up and either quitting or spamming surrender.

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There is only one thing that turrets may help with at that point, and that is with survival if enemies will rush you instantly to get kills while there is still a lot of confusion after sentry gets destroyed. However if players themselves wont be aware of what is going on, and either fight back properly or move back, the turrets wont help that much either.

Im fine with either way, but I would like for turrets to stay so I can destroy them and get points.

I think it would be a welcome change if only half of the built buildables were destroyed at random.
Might make things interesting on both teams to quickly try to evaluate which buildables are up and the threat/advantage it provides.

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It’s is a little disheartening getting everything around the sentry to level 3 just to be completely wiped out after the sentry goes down. While I don’t think they should persist as they were, maybe have them drop 2 levels upon destruction, which would further entice players to actually invest in them to level 3.

My two cents. It is a moment of triumph for the advancing team, though, so I can see why it’s the way it is.

Personally I like the fact it opens up the entire area as disputed territory.

Of course I’m in the minority of people who think that the increased respawn people have after destroying the first sentry and the second sentry being closer to the opposing teams spawn is enough of an advantage.

So, take my opinion as you will.

Whiskey Foxtrot scoffs at your reasonable question

Buildables? Pfft, who needs 'em?

BUILDABLES ARE FOR LOSERS, I DON"T LOSE; DO I LOOK LIKE A F*CKING MIKE UNIT TO YOU?! I CAN SHOOT MY OWN DAMN TARGETS!

Whiskey’s friendly sentry can be heard exploding, Reyna respawns behind Whiskey shaking her head and glaring at him as she leaves to defend their last sentry

Uhh, on an unrelated note, I have to go uhhh, kill dudes, because my sentry just commited suicide.

Whiskey runs off in a panic attempt to build back the turrets that fell apart before his team gets rolled, because that mechanic is stupid.

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I honestly think that it is a good a idea because it gives players a chance to level up.

I like that everything is destroyed after you kill the sentry, but I don’t like that in a few situations.

Imagine the situation. The enemy team is about to destroy your sentry, all your buildables are already destroyed, 2-3 of your teammates are dead and you really want to somehow protect your damaged sentry, so you spend your 1200 shards on that thumper turret (Overgrowth map, first base) and boom, sentry is destroyed a few seconds after and you lose your invested 1200 shards and that buildable. Just like that. Hate that empty feeling you get at that very second.

I think those buildables should have a “immune to sentry loss” counter.

i.e.: 30-60 seconds after you build a buildable in that area, it will not be demolished if the sentry is destroyed during that time frame. Something like that.

I’m a fan of reverting them back to tier 1 structures

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I never even notice they did that

Exactly the devs reasoning. It wasn’t originally that way, but they wanted a sentry takedown to feel truly impactful

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It’s subtle. Now that you know, it’ll haunt you

Probably not.

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It helps the wining side…

1:The wining team has control of the shards área.
2: The cd of buildables leaves the already losing team, more voulnerabl.
3:The wining team can and will buy all the buildables.
4: If this is a mechanic to give exp to the loosing team, they need to increas base shard income.

Monument is the best and most balanced map.
Echelon is hard/near imposible to push back territorial characters.
Overgrow is always one side battle, the control of the turret decide who has control over the shards.

I think there are some things they can improve upon, but, for the most part, it’s fine the way it is. The real problems are a lack of a proper tutorial and the low playerbase.

Without a proper tutorial some players won’t know about the higher respawn times, and they won’t know how to make a push against the enemy team after the destruction of the first sentry.

A low playerbase leads to poor matchmaking which leads to pubstomping. A higher respawn time doesn’t help if you or your teammates are nowhere near the skill level of your opponents to kill them. It doesn’t help that a new player might not get the experience they need because he or she is consistently getting matched against veteran teams.

Its more the fact they can build them and then you can’t leave to anywhere.

It’s like “Hey, they lost their sentry. Have a free camp to,” then it becomes almost impossible to ever see the middle of the map again.