Incursion Balancing Suggestions

First off, let me say that I am thoroughly enjoying Battleborn and have been having a blast playing the multiplayer this past weekend with my gaming buddies. That being said, I do have some suggestions for the Incursion game mode, which is an all time favorite of my friends and I.

Please note, this topic is NOT about the whole issue with Overgrowth and Marquis sniping the sentry (though it does need to be addressed IMO). This discussion is about the Incursion mode itself and some suggestions that I have that could possibly make the matches flow better.


Suggestion #1: Don’t kill all turret emplacements when a team’s sentry goes down.

This is one of the things that leads to most games being decided on who’s first sentry goes down first. The problem with the current set up is that the team trying to defend their sentry has invested a large amount of shards towards that end. But once the S1 Spider dies, all of that investment is gone, and the opposing team can advance unhindered (for the most part) into the enemy base and establish a quick foothold.

This is especially frustrating when one has just purchased and fully upgraded a Thumper turret; a 1200 shard investment; to only have it immediately blow up the moment the objective reaches zero health. I am not saying that the opposing team shouldn’t be able to place turrets in the newly conquered territory, but there should be a way to make the emplacements neutral without killing the defending team’s guns.

In my experience, it has been this element; as well as the second point that I will get to below; that snowball into one team steamrolling the other once their first sentry goes down. Either make it so that the defending team’s emplacements remain after the lost of their objective (preferred), or have it so that the base’s emplacements have a highly reduced purchase/upgrade cost while the Spider Tank is alive. This way one team isn’t going into the next stage of the match with a massive shard deficit.


Suggestion #2: The team that lost their Sentry should get the M1 Shepard bot, not the attackers.

I understand that a team that has coordinated their efforts and taken out the opposing sentry should be rewarded, but I feel that the addition of an overshield granting minion spawning in tends to be overkill for a group that is still dealing with the lost of their objective. In the many games that I have played, it has been very few that have seen the losing side be able to pull themselves back together and push back to the opposing side with supped up minion waves and an enemy team to deal with.

I’m not saying that its impossible, my friends and I were able to pull it off last night, despite losing our objective (to Marquis cheese no less) and win the game, but it takes some serious effort and the losing side is facing an even steeper uphill battle once the first objective falls than when the match first started.

My suggestion is that the team who’s Sentry is destroyed should be given the M1 Shepard spawn. It should be a fight for the leading team to push into the other’s last point, not a slaughter of the defending team once their first base is lost. An M1 Shepard bot spawn will allow the defenders to maintain a foothold, plus its not like the attackers are in desperate need of more minions to throw at their opponents.

One doesn’t have to even leave Battleborn to see a similar element to this, just look at the Meltdown mode. In that game type, the winning team, once reaching 250 points, has to escort their minions to the opposing side of the map instead of the middle, allowing the losing side to have a chance to recuperate.


IMO, Incursion matches would be a lot more back and forth, and would possibly see less surrendering at the first sign of a lost sentry with these changes.

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I agree wholeheartedly and was about to make a post myself asking why the losing team has to start fighting a minion that grants overshield to all enemies and minions nearby.

Agreed 100%. Nothing worse than having a close game ruined by losing that first sentry and getting subsequently steamrolled.

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Okay, so to point 1:

The turrets going down are actually an opportunity for the defenders. Buying turrets is a quick way to level up, so re-buying your tickets actually gives you an opportunity to re-level quickly. That said, too often people aren’t still there fighting to re-buy the turrets, and most people I’ve seen don’t even gather enough shards to re-buy them (seriously, why do so many level 30s just run past shards?)

Personally I see that as an advantage for the attacking team, you lose the turret pressure, besides, you’ve usually already cleared most of them, especially the thumper, before you drop the sentry.

The real problem is, of course, your second point, the overshield sentry.

I completely agree it’s a problem, but I think it’s a terrible idea to give it to the losing team. We’re not going to reward a team for doing poorly, that’s punishing the team doing well (nooooo)

My suggestion would be that when you drop the sentry, it should “unlock” a purchase point on the map for the overshield bot, and only the attackers who dropped the turret should be able to buy it. It makes them have to spend shards, it still gives them the advantage off of the push, but it doesn’t give them infinite ones, and it doesn’t make it impossible to fight back against.

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Hurry up and fix it so Marquis cant snipe the sentry from compete safety especially when he is actually clipping through the barrier to be able to do so.

Just had a game where my team couldnt push up enough to force him off of it and i while playing thorn couldnt snipe him off it as all i could see was his gun sticking through the wall. Yet he was able to shoot me perfectly fine.

When they do this it completely ruins the game.

I’ve pretty much started running an assassin that can jump him in every game, shane and aurox, or phoebe, etc., someone who can constantly pull him off or jump him, or run Toby and just shield our sentry once in a while. But it’s still annoying as hell.

Yeah i dont deny there are ways round it but if your team is being held back but not letting them get all the way to your sentry or any minions it just seems wrong to me that he can shoot it while completely in cover.

The sheer fact that from your side he is shooting through the wall itself safe from even being sniped himself just seems as abit of a cheat to me.

I mean i always assumed clipping was a bad thing in games.

I’d say just get rid of the shepard bot all together. The winning team has already demonstrated they know how to push, why do they need help with that. This will also make it more important for thr winning team to buy the buildables now available in that area. Currently the only reason to buy them is so the opposing team can’t. The overshielded minions can make it all the way to the second sentry with a ton of support.

Because there needs to be a reward to help finish the game somewhere.

The thralls in middle are too weak IMO, and it’s a good mechanic for actually getting the final push done.

I wish they had something like the Fire Giant from Smite, a neutral objective that actually really helps finish off the team near the end of the game.

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I was thinking about how fire minions work in Smite… when the phoenix is down, they come out, but the phoenix regens after time; right…

So, why not make OS minions only spawn when the enemy sentry’- shield is down? It regens, it won’t actually help you early, but it gives a reward for advancing and pushing, and will help get you another push shortly after…

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With the fire giant from smite in mind, how about powering up the thralls in the middle after a sentry falls. It would give both teams the chance for a final push or a comeback.

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I like that too, something along those lines, a buff but something which must be done to get it, and TEMPORARY

I don’t see the giving of the Shepard bot to the losing team so much as a penalty for the winning side as much as a: “Stage one is complete, now Stage 2 is harder” moment. Plus, the team that destroyed the objective has a reward in the form of being on the currently winning side of the match. Sure having to deal with a tougher minion wave as the attackers will be an obstacle, but it would help alleviate the inevitable steam roll that occurs in most games when one team manages to kill a sentry.

If the defending players get a little boost like this they might be able to push back and kill the opposing team’s sentry at which point both sides would get Shepard bots and the game would be on an even keel again; and the match would be much more of a toss up as opposed to a race to see which side can kill the primary Spider Tank first.

Just look at the Meltdown mode for an example of this. The winning team is forced to push their minions into a grinder inside enemy territory with easy access to Thumper turrets while the losing side only has to push to the neutral potion in the middle of the map in an area with neutral emplacement points.

But the problem is that it does punish the offensive team.

So think about that functionality in a pretty common situation, the counter push:

Offensive team gets a few kills, and some of the defenders go on respawn…
They start a push on the sentry with the advantage and get it while they lose a few people (who are significantly behind the enemy team on their respawn timers now) and most of the team gets hurt to where some have to back to regen…
Sentry down, OS minions coming…

The defenders were able to regroup, and heal up on the back station/back once they knew they weren’t going to be able to save the sentry, but now they start to counter push (seriously this happens SOOO often in my games)
About that time the defending team’s players who died respawn and now they’re helping push into the offensive team’s base, with the newly added advantage of overshield minions trickling in, while the offensive team is still down players and hurt.

And then, once the defending team (who is now on offense) pushes into the attacker’s sentry, they’re now deeply into the “offensive” team’s base, with their overshield minions already on the front line, while the team which made the original push have their minions finally coming out with OS because their sentry is down… Somewhere around the accellerator and back shard is where the minions will now run into each other and stalemate again.

You’ve effectively flipping the map back onto the team that makes the first push.

The offensive team is punished for taking risks and succeeding.
Sure, if they’re steam-rolling the other team this won’t matter, but if they’re steam-rolling them then nothing matters…
The problem is, in a close game, with evenly matched teams, you’re setting the offensive team up to be punished.

Very valid points, but consider that situation if the team that lost the sentry was able to keep their emplacements intact, A counter push by the losing team with their Shepard led minions might wind up killing the leading team’s sentry, but if they fortified their base with the various turrets and accelerators, they would be able to maintain the stalemate in the primary base until their shield minions got into the fray.

The counter-push is a very likely possibly, but in most games (at least in my experience) they very seldom happen, and the losing team is just buried once their sentry drops.

Another avenue to consider would be to just remove the Shepard minions from Incursion altogether. Both teams can already recruit Thralls and build MX Elite bots, why upset that balance just because one side managed to kill the objective first?

Maybe, but the current reward is too strong. The shepards overshield soaks way too much damage and triggers way too often. Combined with the fact that it can shield any allied unit including elite bots, thrawns, and players, the losing team can’t keep up with that.

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That’s the other issue, and I completely agree, they trigger too often, if the triggering itself were cooled down, I think it would be fine, there’s so often that you burn through the shield, get halfway through the bot, and then the shields just pop back up.

I like this idea most