Incursion suggestion: sentry repair

The issue with no come back isn’t because you can’t heal the sentry. It’s because the Shepherd is too darn op in that map.

Sentry itself is actually hard to get to IF you know that minions being dead = you can’t push it early without abusing Marquis snipe that will hopefully get fixed. Adding any major changes causes the ripple effect they’re trying to avoid. This is why the only changes added so far was to make the Sentry easier to kill by making it shield regen slower and harder to turtle.

Wait for the Shepherd nerf, snipe bug fix and Incursion will be at its best state. IF not, make it so that your building don’t go KABOOM when Sentry dies.

I agree we cant do that just won game after lost are first sentry and made comeback by rebuilding everything.other team didn’t. so we won becuse put on are try hard pants.so no I agree with ya.

all good. I am lv 78 it ok it make comeback harder but ok for turret repair in contrast instead waiting for to be destroyed.

I get where you are coming from but i believe the problem with making comebacks is not in the sentry being dead but the matchups for exp. i have been in so many matches where my team consists of a Lv20,10,4,1,1 and then enemy has Lv45,29,31,10,6 and that puts us at a disadvantage because we have 2 beginners while they have everyone with some exp and some with allot of it.

Incursion needs something, but I think maybe taking a step back and looking at the bigger picture is needed. Having the 2 sets of grinders makes sense in Meltdown. Does having two sentries make sense in Incursion? Would having a single sentry and a smaller map, but limiting the amount of damage you could do to the sentry before the shield came back online (like in a Zelda-style boss kind of way) make more sense? More fundamentally, should players be able to damage sentry shields?

Agreed, better match ups will probably help with the come back scenario.

Also agree maybe just the 1 sentry… Or a rework of the map… Or what can damage what (minions only for shield, vs players).

But I do really like this mode, same with melt down, and I assume there will be another added (or more) with full release.

It does make me want to give more online gaming a try, and more of these types of games a try, which I think is a nod to how much fun I’m having with it.
(I wonder what other recommendations people would have for games like this one, that I might enjoy playing…)

I don’t think this is a bad idea at all. Yes you need to reward the winning team, but this idea wouldn’t detract from that if implimented correctly. If the winning team is playing aggressively enough, this won’t affect their victory at all. In fact, it pressures the winning team to maintain aggression on their advantage, in order to keep their lead. If you get one great push and nearly destroy their first sentry, you are forced to continue to push hard. If you don’t, or if the other team improves their defensive plays, the aggressors will be punished by having the enemy sentry healing up. If you simply steamroll the first sentry, then you deserve it for your plays in pushing, but if you fall short, you’ll need to maintain momentum, or else suffer the consequences. People like to compare this game to MOBAs, so if you look at League, your Nexus slowly regenerates, and your inhibitors respawn. The nexus regeneration doesn’t affect a team who snowballed their way to victory, but punishes the team who pushed hard, but failed to maintain momentum, as it should be. Great idea, and one I think would DEFINATELY balance the game tremendously.

Or maybe the buildables you build in the enemy base are half as strong as if theh were built in your base.

I dont think regenerating sentry is that great. A big difference to league of legends is that you have a time limit and in that time limit you want to be able to destroy the last sentry. Imagine this, you got the enemy’s last sentry down to 10 points and then need to back off (10 min left). They have a good defence and try to come back, but eventually you make a great team fight kill and 4 players (2 min left). Now you need to get through their minions and need to kill the century with full life. Another bad thing with regenerating century is that you get the last century down to 10 points need to back off they come get your last century to 30 points than the time is over and the enemy century got 31 points because of regeneration. You lost because the enemys made a big push in the right moment and you saw youre win drifting away and you couldnt do anything against it.
Sorry for my bad English i hope you got the point.

But if you played that aggressively that early into the game, and then lost your momentum, you deserve to lose your advantage. If you are pushing hard and take their first sentry and almost kill their second sentry, and then completely lose momentum to the point where you can’t manage to push up again for another 10-15 minutes, that either means the aggressor is making bad plays, or the defender is making good plays. Thus, this idea would reward the defending team if they manage to stop their momentum, and punish the attacking team if they lose the momentum they were on the whole game. Just because you WERE winning the game, doesn’t mean you still SHOULD win.

The regeneration effect, in my opinion, wouldn’t be very big to where you could recover a sentry to full health after 1 wave of minions. The way I imagine it to be would be maybe 5 points of health over the course of 30 seconds, with a 1-2 minute cooldown, and the “healing drone” can be destroyed early by the enemy team if they push back up again. That way in order to fully heal a sentry to full, it would require the enemy to not push past shields for at least 15 minutes straight, which if, as the enemy, you can’t manage to do that, you deserve to lose your lead. Another thought I had would be to make the “healing drone” protected by the sentry shields as long as they are up, so that you can’t destroy a “healing drone” without first destroying the sentry’s shield, thus preventing 1 or 2 players pulling a quick backdoor and killing the drone early.

I think the shield regeneration is already enough. Also if the sentry is regenerating hp you lose score. I think disabling the enemy team form buying your structures is enough change to make the game mode more balanced. Like it is in Meltdown.

One more thing I wanted to add onto my last post. There could be an announcement to the enemy team that a “healing drone” has been purchased and is healing the base. This will further pressure the aggressor to group up and push, in order to maintain their well fought lead. I’d say about 80% of my games are either won or lost 100-0, or something close to that. I realize it’s partially attributed to bad players vs. good players, but it is also attributed to the fact that Incursion is very easilly snowballed. You guys are thinking of this on a casual level, which in a casual level of play, has very little strategy involved. However, in a more competative level of play, it would add a new dynamic to the game, forcing the aggressor to play aggressively, and the defender to play defensively.

Side note: I really don’t like the idea of completely disabling the purchasing of buildables in the enemy base, because I think that is what rewards a team for pushing that first sentry. But like I said, decreasing the power and health of buildables in the enemy’s base would make it a bit easier to recover from for the defending player.

5 points every 30 sec would make it nearly impossible to win the game. If you played this game mode a lot you noticed that you don’t run into the first sentry and kill it first try most of the time its like 70 60 50. I think giving the sentry’s heath regeneration would make the game mode boring (because you lose your progress) and nearly impossible to win for both teams.

I mentioned a 1-2 minute cooldown. That cooldown doesn’t start until the sentry is finished healing or is destroyed. Thus it would be 5 points every 2 and 1/2 minutes, assuming you can’t manage to destroy the sentry, and assuming your team can constantly feed 1000 shards to build another drone.

Comebacks in incursion should be difficult, but not impossible. I have not seen a comeback yet. The shepard bots that start spawning are a large contributor to this.

If you play against a team that knows what they are doing, you will see after they destroyed the first sentry the move in build all youre structures and sit in there until you push really really aggressively. I have made and seen some comebacks but it is difficult.

I have this on a different tread, but i still think it would work.

Have the team that is in the lead suffer twice the amount of time they are out if killed. Cause baddass people can get cocky.:grin:

That way if the lossing team gets a powerplay, they can capitalize on the power play more.

I think thats to much and the come back is to easy. You could be dead for 2 min the enemy team could win in that time.

Maybe an extra 5 seconds for every enemy dead at the same time? So if you take out 3 back to back. The winning team is out for an extra 15 seconds.

That way you get a bonus for playing real good.