Invaders have a huge upper hand in gambit right now
unless you are playing with a full 4 stack with mics communicating perfectly
all invaders need to do is wait in cover and peak out when they can easily pick people off one by one
then put the one hit kill power of sleeper in there and you have an insanely unbalanced fight
suggestions:
-remove invaders perfect wallhack to make kills more skill based (possibly give the wallhack for 1 second at the start to give the invader an idea of where people are)
-remove overshield (possibly not needed if previous change is implemented but the way it is now its just unfair)
-give some sort of indication to the invaded team as to where the invader is (right now the simple check of left mid right is enough time to get your whole team sleepered)
unrelated suggestion:
-give slight overshields for mote holders (5 motes = 1/3 OS, 10 motes = 2/3 OS, 15 motes = full overshield
having any kind of motes is an instant target on your head
which i understand is probably the intention
but i feel like they should be givin some sort of a chance
also i feel like the more motes you hold the more damage you take from monsters, but that might just be placebo
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Right now invading takes 0 skill and has 0 risk involved. Invasions are the only problem with gambit.
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There are so many issues with the PvP side of gambit the PvE side is good The problems are 1. Sleeper being to powerful (Either reduce sleepers range or make heavy ammo harder to get like in crucible) 2. The invader knows where all players are on the map but the team being invaded don't know where the invader is. (This is where sleeper is an and issue as once you find the invader they have already killed you as they know where you are) 3. The invaders overshield makes TTK to long. They will kill you ling before you kill them because of the overshield. 4. When you summon the boss the portal opens to frequently. There is only like 20 sec cooldown. My last match the other team was constantly invading so any damage we did was pointless. 5. Matchmaking needs fixing as I'm always on a team of blueberries and get matched against a full clan team or a 3 player team. 6. Not enough special ammo. 7. The enemies are bullet sponges and take a lot of damage. 8. Quitters is a huge problem because then players will get dropped into a losing match and then have to leave themselves. I see this a lot. Needs harsher punishments for early quitting. 9. Drop rates for gambit gear is the worst out of all activitys. In crucible you get a legendary drop of crucible gear every 2-3 matches but in gambit it's like every 5-6 matches and gambit matches can take a ling time. The rewards don't match the effort. 10. THE BIGGEST PROBLEM IS STUPID PEOPLE THAT DONT LISTEN TO INSTRUCTIONS. LIKE WHEN WE NEED 4 MOTES TO SUMMON THE BOSS AND THE GUY WITH 4 MOTES IS STILL RUNNING ROUND COLLECTING MOTES WHEN THE WHOLE TEAM IS LIKE WTF ARE YOU DOING. OR PEOPLE HOLDING ONTO MOTES TRYING TO GET TO 15 MOTES THE DIE.
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2 RepliesEdited by TheArtist: 9/24/2018 11:46:54 PMPeople don't die because the Invader has an unfair advantage. They die because they either lack PVP skills....or they stubbornly refuse to prioritize PVP when invaded. I was on the verge of going TILT last night playing with a team of randoms. Because they were so efficient at the PVE part of the game....but refused to go out and actively HUNT invaders. So they just got picked off one at a time. ...and the other team was running a strat of letting of call out our Primeval...and then sending their last blockers and an Invader before calling up their own. The strategy worked flawlessly because they just stubbornly refused to stop trying to burn down the boss and go HUNT DOWN the invader. PVP is a part of this game, and you need to get good----at least at DEFENDING against it----if you want to be successful. If you just stubbornly try to play Gambit as if it's competitive strike scoring you are going to get ABUSED by a team that is skilled at disrupting you through PvP.
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With your proposed suggestions, you might as well just take invading out of the mode -- which I don't disagree with. I think an easy fix to some of the problem would be that the invaders aren't immune to the enemies you are also fighting. It doesn't make much sense that an invader can walk right through a Prime Evil fight without taking any damage from the surrounding bosses and adds. They should have to be weary of everything else going on in the fight as well.
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gambit is a balanced as it can be.
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1 ReplyThe tracker is what's broken.
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i dont see it that way. It should be that way it is, it aint that hard to kill him/her (the invader). i just usually kill them in their first second with the iron banner sniper
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I could be fine with everything else Invaders have if they lose the tracker after about 1 - 3 seconds. I get wanting to give them some advantage considering they're taking on four people, but that, alongside how completely busted Sleeper is, turns it less into an interesting brawl for superiority and more boring campfests.
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The player tracker for the invader needs to be changed somehow. Give it to the invader to start the encounter and then take it away a few seconds later? It definitely gets old getting camped out across the map by sleeper again, and again, and again, and again. The aim assist nerf did nothing lol.
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4 RepliesRemoving the indicators will just make people hide and camp. Taking away the over shield makes it even easier to shutdown the invader. Mote holders are SUPPOSED to be targets, not ones to be shielded from harm, so an overshield for them is ridiculous. The point of the invader is to halt and reduce progress, if you implement ANY of the suggestions you have, you make invading way too difficult. It sucks to fight sleeper, but it's a 4v1, if your combined fire can't put a single target down...thats not the power of the invaders fault.
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Simple solution, all they need to do is REMOVE PLAYER TRACKING. That way the invader cannot automatically see where his targets are, they could even add 5 seconds to their time within your zone to make up for this.
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1 ReplyThe overshield doesn’t do jack shit. Especially against snipers, rockets, Sleeper, supers, or just anything good. Sure you’ll have to shoot an extra hand cannon shot, but it’s nothing significant. Especially in a 1v4, it won’t make a difference. The wallhacks too are kinda needed, 1v4 with 30 seconds, it would be very difficult for invasions to have meaning.
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9 RepliesI have to apologize, I killed too many crybabies like you Mr whosoever😂😂😂
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NO. Leave gambit alone...no changes or nerfs required.
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3 RepliesThe point of invasions is for the invader to be op.
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Edited by ELRaSun: 9/21/2018 7:58:59 PMAgain the fix is fairly simple, since we are avoiding weapon nerfs. 1) Recovery. No overshield regen. Unless it was lag, I’ve seen it. That shouldn’t be a thing. 2) Everytime the invader fires a shot, he should BRIEFLY give away his position in some way. Sort of like a toned down “rogue player” mechanic. 3) If the invader dies with NO kills, it spawns a high value target for the other team. The goal should be for invaders to disrupt the other team. Cool. But, it should be a risk. And the goal should be to push for COMBAT. Not sitting in the back of the map perched on top of a part of the stage geometry.
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I personally feel lile they should disable invasion if the opposite tead is winning by 30 more points or so. I had a gamr the other day we were destroying the enemy team and our invader went in multiple times killing them repeatedly and they could never catch up. Sleepers problem is the wall hack,double shields and the fact the announcement for someone invadeing is leggy as shit and by the time they invade its to late
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I do want to know where invader is and the wall hack should be only for a few seconds the overshield i can deal with but invaders definitely have a advantage with there perks plus the enemies on there side when bungie looks at it they can determine what changes are needed
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4 RepliesNah, let's balance out these forums a bit by shutting you up. Take your whining elsewhere.