The nda is lifted? Oh thank you god.
The gamespot video showed one of the third helix options for orendi. I’m excited to see the rest of them.
It seems as though this mode forces huge team brawls…it can get messy (visually). I’ve watched as much videos I could and things got hella hectic.
I very much like action-y situations with heavy tension and chaos, but I don’t like being forced into it…which I feel is the case due to the Single lane choice as opposed to 2-3 lanes like traditional MOBAs.
Some random thoughts and opinions/suggestions:
Mercenary Camps:
Can there be more camp locations? Maybe 2 for each side spawning mercenaries at differing intervals to further divide teams as to avoid those humongous clashes and lessening the unstructured chaos.
I like the idea of the Mercenaries BUT would it also be possible to include other spawns in the map that do varying things? In MOBAs like LoL different creatures spawn that offer differing buffs or w.e
Examples/Suggestions:
- Spawns that offer momentary blanket buffs i.e +Atk Dmg/Speed, +Movement Speed, Overshields?, Constant health regen, etc. for the team or enemy team debuffs.
- Spawning annoying flying mercenaries/creatures to aide in the fight? all the minions and mercenaries being grounded makes it so everything can be thrown at the ground in front of you…if you have annoyances buzzing overhead it can divide the chaos between the ground and air (Think of Surveyors from BL; fast moving aerial annoyers).
Disclaimer: I’ve never played a MOBA before, so forgive me if I sound like I don’t know what the hell I’m talking about (I probably don’t).
There are spawns that have health Regen and speed boosts. However, they are stationary. Most of what you’re looking for will be in meltdown which was really fun but super fast and slightly less chaotic.
I haven’t seen that many gameplay videos, but it did seem as though the forced team brawl could be a result of inexperienced players. Once people get to know the game better I feel like there would be more ranged characters like Thorn pulling back or looking for a high spot complementing the melee range characters. At least that’s how I envision it.
I am aware of the logistics/buildables, but you know what I meant!
And I guess; if you want a “slightly” less chatoic environment you might have to go elsewhere. lol But still, it’s just an observation. I still really like the feel of the mode BUT I will have to experience it to make a final judgment.
Also, Kelvin might be a really cool dude in this mode IF you can learn which points to block your enemy out of with his ULT.
El Dragon and Ambra look like they will also dominate this mode as well.
I was getting the vibe that Ghalt would be kinda a beast in this mode. It seems so focused on momentum and he has the power to completely control that.
So glad people are finally warming up to the game.
just the nda for the incursion mode 
if you are thinking about the ctt one that’s still in place.
[quote=“mattiwarden, post:35, topic:1283996”]
I haven’t seen that many gameplay videos, but it did seem as though the forced team brawl could be a result of inexperienced players.
[/quote] The action seems to take place on the center lane the others are for flanking. yes you are in direct confrontation with the enemy team. With meltdown you simply walk to the other lane and kill the other set of minions, you could “ignore” the enemy battleborn. Now you need to push forward and have to get rit of everything in your way.
In stealthshampoo’s video you see him focus on the minions and keeping the line with ambra. constantly having a active sentry neer him and if his life bar gets low he is pulling out of the fights. I also lost my cool and went bashing all the way because DIE OTHER TEAM !!!
Aww. Darn.
This game mode will probably be my goto for PvP. dont get me wrong i really enjoyed meltdown! but this one just looks sooooo insane, intense and overall well rounded!
After rewatching the OP’s video (after having watched a bunch of Incursion gameplay from other gamers) I must admit that StealthShampoo really knew his stuff. That Ambra gameplay was fantastic.
Now when I think about it, this map is very smart. They have flanking routes but they aren´t for everybody. For example Pheobe (?) can teleport. So where the other Battleborn can`t get she can, same with Benedict
I just had a neat idea on discouraging leavers, specifically in Incursion mode.
So I was watching an Incursion video just now. There were 8 minutes left in the match, and the team I was watching was winning 100 points to 20. At this point, it was a runaway for the winning team. I thought to myself “if this was a pub match, most of the enemy team would’ve left by now.” I mean, why even bother playing at that point? Some players would just cut their losses and move onto the next match. Then something clicked!
There are 2 ways to win in Incursion: destroy your opponents’ sentries, or deal more damage to your opponents’ sentries when time runs out. So what if these stats were tracked separately for each player? What if you got more rewards at the end of a match for destroying the enemy sentries than you got for running out the clock, and vice-versa? Sure we might be down 20-100, but if we hold out until time runs out we’ll get better rewards!
I don’t know how post-game rewards are distributed, but it seems like it would be a neat idea to award bonus XP and in-game currency based on the score differential. Like say I lost a game of Meltdown with a final score of 495-500. I may have lost, but it was still a wicked close game! The losing team should get better rewards in this case than if they lost 80-500.
Just a thought.
From what i have heard a while back is that players get their XP / Rewards for the time they played. Its the internet things can happen why connections fail. The big amount of XP for playing the match is rewarded at the end of a match. People who left rage quit won’t be able to join a match until the match that they previously played has ended. So if they Rage Quit 5 min. before time they have to wait 5 min. until they can join a new match. This might have changed during development.
They could just not get XP if they don’t stay till the end of the match. Also I would hope there would be some type of AI that takes over their player when they leave because otherwise, the game would be basically over once one person left
This works for leavers, but not AFKs.
AI is usually a bad idea: They are often bad (Actually: Always) and predictable, so they actually feed the enemy team. Making things worst. Plus GBX would have to spend money and time programming that AI for each characters.
The best choice is often, in this case, to increase XP and shards, and reduce respawn time. So a team still get a slight advantage to fight back even if outnumbered.
Ya that’d make sense. I’m new to these kinda games, so I don’t really know what the norm is
There will be Battlebots (or just regular AI Bots if you like to call it that way)
You can add them to a match or they could fill up the teams when there are not enough players present.
The bots are pretty good and like to build turrets and collect shards.