Sentinel Advanced Training Weapon
#1
Posté 08 septembre 2011 - 12:48
#2
Posté 08 septembre 2011 - 12:56
#3
Posté 08 septembre 2011 - 07:50
ARs in ME2 are not very good..except for Mattock of course, but that thing is broken and overpowered on purpose.
#4
Posté 08 septembre 2011 - 08:42
You cannot go wrong with assault rifles, but shotguns are more fun
#5
Posté 08 septembre 2011 - 10:23
#6
Posté 08 septembre 2011 - 12:20
#7
Posté 08 septembre 2011 - 10:09
#8
Posté 08 septembre 2011 - 10:30
Assault rifles are by no means are weak in the game though. The vindicator is absolutely worth getting assault rifle training for as a defensive sentinel even if you don't own the mattock.
Modifié par chrisnabal, 08 septembre 2011 - 10:32 .
#9
Posté 08 septembre 2011 - 10:55
I agree. The Vindicator is one of the best guns, unless you have the OP weapons.chrisnabal wrote...
If you're going to play the aggressive sentinel and use assault armor, the shotgun is better because you're likely in the enemy's face anyway. If you're playing the power armor sentinel that is extremely defensive and relies on power damage, the assault rifle compliments better for both added range and better overall weapon damage output.
Assault rifles are by no means are weak in the game though. The vindicator is absolutely worth getting assault rifle training for as a defensive sentinel even if you don't own the mattock.
I took assault rifle training. I even used assault armor. Turns out assault rifles, SMG's and pistols still work at close range. Tempest is actually pretty fun to blast at people at close range. I don't really care for the shotguns that much, and I was going to do Vangaurd later anyway. The assault armor blast radius extends into sort of medium range anyway.... you don't have to be right in their face.
#10
Posté 09 septembre 2011 - 01:38
After what must be 20 PTs, I think 'challenge' is overrated. OP weapons ftw.
#11
Posté 09 septembre 2011 - 02:32
#12
Posté 09 septembre 2011 - 02:42
I wish the DLC weapon packs didn't topple the game's balance so much. Having such powerful weapons from the get-go kind of defeats the purpose of the original weapons.
#13
Posté 09 septembre 2011 - 06:25
For my style of play Sentinel got the shotty, but then I haven't managed to finish a Sentinel yet either....close but not all the way.
#14
Posté 09 septembre 2011 - 07:00
But it just depends on what you like. I think the Vindicator paired with the Tempest gives you good options at everything except extreme long range with the Sentinel. Or the Mattock would also be very powerful. On the other hand, the Sniper scope would allow you to cast powers at long range.
#15
Posté 09 septembre 2011 - 07:55
That's true. The problem is that I'd probably be happy with either of them, so I'm almost positive my first choice will stay.mcsupersport wrote...
Make a save just before you get the weapon choice and then pick different ones to see what you like. That way if you don't really like the choice you can go back and redo it, and pick something else.
For my style of play Sentinel got the shotty, but then I haven't managed to finish a Sentinel yet either....close but not all the way.
Yeah, I picked the Sniper Rifle on my Engineer and the Shotgun on Infilitrator. I sort of regretted both, but it wasn't until after I beat the game each time. Shotgun+Cloak is a lot of fun, but I wish I would have checked out the Widow sniper rifle first just to see what it's like. I also feel like shotguns would have been more fun for my Engineer.capn233 wrote...
Yeah. Good advice about the save. I actually took the Claymore originally for my Vanguard, but I had dropped a save right before the pickup on the disabled Collector ship. I'm glad I did because I ended up preferring the Eviscerator or even the Scimitar... very happy with the Viper.
Both of those combos sound good. I've pretty much decided against snipers since I've already used them a lot as an Engineer and Infilitrator and I feel like my Sentinel style favors close-range and mid-range.But it just depends on what you like. I think the Vindicator paired with the Tempest gives you good options at everything except extreme long range with the Sentinel. Or the Mattock would also be very powerful. On the other hand, the Sniper scope would allow you to cast powers at long range.
#16
Posté 09 septembre 2011 - 08:23
#17
Guest_iOnlySignIn_*
Posté 10 septembre 2011 - 12:31
Guest_iOnlySignIn_*
Get the Mattock then. The ultimate multi-purpose weapon of ME2. Just beware of arthritis on your trigger finger.1upD wrote...
I seem to use both styles.
The Sentinel is really all about versatility, and I don't know if I want to sacrifice that to either weapon.
The GPS's massive Shield/Barrier piercing is wasted on the Sentinel, who already has both Overload and Warp.
Modifié par iOnlySignIn, 10 septembre 2011 - 12:37 .
#18
Posté 10 septembre 2011 - 02:05
My trigger finger is already sore from the M4 Shuriken pistol, which I can't replace yet because I'm saving Tali's recruitment for later in the game and Kasumi's loyalty until I feel like it. xD I own the firepower pack, but I haven't actually used the Mattock with Shepard yet. If it's as good as I hear it is, a sniper and a shotgun combined, it'll be worth it. I did like the versatility of the Geth Plasma Shotgun, which I used with my Infilitrator.iOnlySignIn wrote...
Get the Mattock then. The ultimate multi-purpose weapon of ME2. Just beware of arthritis on your trigger finger.1upD wrote...
I seem to use both styles.
The Sentinel is really all about versatility, and I don't know if I want to sacrifice that to either weapon.
That's very true. I hadn't though of it that way. I'm starting to think that I really don't need shotguns to pursue a melee style. Usually I use my SMGs for midrange and melee up close. Shotguns are redundant at this point.The GPS's massive Shield/Barrier piercing is wasted on the Sentinel, who already has both Overload and Warp.
#19
Posté 10 septembre 2011 - 10:07
#20
Posté 10 septembre 2011 - 12:27
iOnlySignIn wrote...
Get the Mattock then. The ultimate multi-purpose weapon of ME2. Just beware of arthritis on your trigger finger.1upD wrote...
I seem to use both styles.
The Sentinel is really all about versatility, and I don't know if I want to sacrifice that to either weapon.
The GPS's massive Shield/Barrier piercing is wasted on the Sentinel, who already has both Overload and Warp.
I disagree. Thanks to GPS, you can strip defenses at no cooldown expense, which allows you to reactivate Assault Armor when needed. IMHO using Overload or Warp to strip defenses is very ineffective.
Modifié par Kronner, 10 septembre 2011 - 12:28 .
#21
Posté 10 septembre 2011 - 08:24
Kronner wrote...
I disagree. Thanks to GPS, you can strip defenses at no cooldown expense, which allows you to reactivate Assault Armor when needed. IMHO using Overload or Warp to strip defenses is very ineffective.
This. If I use Warp, 95% of the time it's to Warpbomb.
#22
Guest_iOnlySignIn_*
Posté 11 septembre 2011 - 04:42
Guest_iOnlySignIn_*
It depends on how close to the enemy you play. OP appears to often engage further than the Assault Armor blast radius. And the Mattock strips defenses pretty well too. It further provides CC via Squad Incendiary or Squad Disruptor Ammo.Kronner wrote...
iOnlySignIn wrote...
Get the Mattock then. The ultimate multi-purpose weapon of ME2. Just beware of arthritis on your trigger finger.1upD wrote...
I seem to use both styles.
The Sentinel is really all about versatility, and I don't know if I want to sacrifice that to either weapon.
The GPS's massive Shield/Barrier piercing is wasted on the Sentinel, who already has both Overload and Warp.
I disagree. Thanks to GPS, you can strip defenses at no cooldown expense, which allows you to reactivate Assault Armor when needed. IMHO using Overload or Warp to strip defenses is very ineffective.
If using Overload to strip defenses is always very ineffective (I'm not sure that it is), then the game is very badly designed since it is the one power most specialized for defense stripping.
Modifié par iOnlySignIn, 11 septembre 2011 - 04:47 .
#23
Posté 11 septembre 2011 - 09:04
iOnlySignIn wrote...
It depends on how close to the enemy you play. OP appears to often engage further than the Assault Armor blast radius. And the Mattock strips defenses pretty well too. It further provides CC via Squad Incendiary or Squad Disruptor Ammo.
GPS = one shot, defense gone. At almost any range. This gives you a lot of options..instantly.
Mattock..requires more shots, better aim and runs out of ammo more often.
As for CC, you would have to bring Grunt or Jacob to have that fire ammo..other squad ammo powers are almost useless.
AA's range is huge, being in that range is higly recommended.
iOnlySignIn wrote...
If using Overload to strip defenses is always very ineffective (I'm not sure that it is), then the game is very badly designed since it is the one power most specialized for defense stripping.
It is very ineffective, because the cooldown is not worth it compared to shooting GPS/using squad to strip defense. Assault Armor = better CC, better protection. Of course, in some cases when 3+ enemies are tightly grouped together, it is good power.
Energy Drain is a great power, maybe too powerful. Overload is pretty useless most of the time IMHO, considering all the bonuses your weapons have are against defenses, not health. Squadmate's Area Overload is pretty good power though.
Modifié par Kronner, 11 septembre 2011 - 09:11 .
#24
Guest_iOnlySignIn_*
Posté 13 septembre 2011 - 01:37
Guest_iOnlySignIn_*
Say whaaaaat? I almost never run out of ammo with the Mattock (of course, I switch to the SMG whenever appropriate), unlike with the GPS. Mattock's ammo pickup per thermo clip is HUGE. And you don't overkill with the Mattock like sometimes you do with the GPS.Kronner wrote...
GPS = one shot, defense gone. At almost any range. This gives you a lot of options..instantly.
Mattock..requires more shots, better aim and runs out of ammo more often.
I agree with the rest of your post. The last time I played Sentinel was before the GPS came out, so I've forgotten how bad Shepard's Overload sucks it seems. Hopefully they'll fix it in ME3 and make it more useful.
Modifié par iOnlySignIn, 13 septembre 2011 - 01:38 .
#25
Posté 13 septembre 2011 - 03:24
Kronner wrote...
I disagree. Thanks to GPS, you can strip defenses at no cooldown expense, which allows you to reactivate Assault Armor when needed. IMHO using Overload or Warp to strip defenses is very ineffective.
Of course, that strategy is based on using a weapon that you cannot attain until the collector ship and by then, most people have already formed a combat doctrine and invested in a power to deal with every defense, at least in terms of this class.
The other problem with counting on any particular weapon for specific type defense stripping is that isn't versatile. You can't run that same build of downplaying overload and/or warp and pick up assault rifle or sniper rifle training and get the same results. However, if all your defense stripping is done out of your powers, no such issue.
Don't get me wrong, I like the GPS and I usually do take shotguns as the bonus weapon on my sentinel, but I don't like nor would I suggest relying on any weapon to take down defenses on any class but the soldier. That is just me though.
Modifié par chrisnabal, 13 septembre 2011 - 03:30 .





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