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Sentinel Advanced Training Weapon


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#1
1upD

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I'm playing as a Sentinel on my third playthrough and I'm really stuck on whether to choose Shotguns or Assault Rifles when I reach the Collector ship.  As far as I understand so far, Assault Rifles compliment a more mid to long range power-based approach to the Sentinel, while Shotguns can be used with Tech Armor to basically become a charging Krogan at close range.  Both play styles are valid, and they both suit different people - but the problem is that I can't even decide that. At an early point in the game, I seem to use both styles.  I really really enjoy combining my assault armor with melee attacks when stronger enemies get too close, but I also find myself using heavy pistols with ranged attacks like warp at a distance. The Sentinel is really all about versatility, and I don't know if I want to sacrifice that to either weapon. I am going to be a Vanguard on my next playthrough, and I haven't used Assault Rifles at all yet. Plus I feel like I need more accuracy at mid range.  But on the other hand, using a shotgun to dominate downed foes from my tech armor sounds glorious.  What does everyone else recommend?

#2
spartacusthegod

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Depends a lot on what bonus power you have. Stasis, I'd absolutely go shotguns. Anything relatively offensive (slam or an ammo power for example) I'd go with the Assault Rifle. For those I'd either take the Geth Plasma Shotgun or Eviscerator for shotties, but for the AR I'd always go Mattock for some precision damage.

#3
Kronner

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Shotgun for sure.
ARs in ME2 are not very good..except for Mattock of course, but that thing is broken and overpowered on purpose.

#4
Bozorgmehr 2.0

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Get the shotgun. If you have access to the Geth Plasma Shotgun, you can always equip that one if you feel the need to fight at mid-long range. In my opinion, CQC is the most rewarding way to play ME2 - nothing beats blowing someone away at point blank range.

You cannot go wrong with assault rifles, but shotguns are more fun ;)

#5
Mand0l1n

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Personally I prefer the assault rifle on my sentinel though I have done a couple of shotgun sentinel playthroughs. The gps is good mid range but I just don't like the feel of it. The mattock is good at close range so you can still play shotgun style if you want but have the added versatility long range. I tend to focus more on casting when playing a sentinel as I find myself just spamming tech armour when I play up close which gets boring fast imo.

#6
RedCaesar97

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I recommend the shotgun. Both the SMG and Pistol are just fine for mid range, and they both outperform most of the Assault Rifles anyway.

#7
Simbacca

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Despite my dislike of the weapon on most classes, the GPS is thee perfect gun for my assault sentinel that loves to set off heavy warpbombs. The sentinel's armor makes taking that second to charge the gun up possible, not to mention castable while still holding the charged round ready, during one on one encounters. You get the best of both world's with shotguns, the GPS is a better defense stripper at mid range than any assault rifle while remaining more versatile, and you still have access to the Scimitar, Eviscerator, and Katana to play around with.

#8
Doriath

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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.

Modifié par chrisnabal, 08 septembre 2011 - 10:32 .


#9
capn233

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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 agree.  The Vindicator is one of the best guns, unless you have the OP weapons.

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
Locutus_of_BORG

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GPS. Does close, does far. OP weapons for the OP class (Assault Sentinel). Barring that, Mattock 'cos the SMGs will more or less outperform the other ARs anyway, so go big or go home.

After what must be 20 PTs, I think 'challenge' is overrated. OP weapons ftw.

#11
capn233

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I dunno. I just can't give up my assault rifles. Was my main bonus power in ME1 and I like them in ME2. Took the sniper rifle for my Vanguard though. Viper Vanguard ftw!

#12
1upD

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 I'm always amazed at how much useful feedback I get almost immediately from these types of questions on this forum. Thanks. I'm still a little unsure. I was thinking that using Assault Rifles does not necessarily preclude the use of melee. When I use melee, how often do I shoot with my pistol? Often I'm just trying to stop a charging husk or taking out a solitary target.  The midrange benefit of an assault rifle would really compliment my powers. On the other hand, I do like SMGs, and I've heard a lot of people say they can replace ARs. Once I do Kasumi's loyalty mission, I'll get the awesome Locust SMG, which I already know is like a mini assault rifle.  On the other hand, if I do use the Mattock, I can compliment it with the Tempest for close combat.

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
mcsupersport

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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.

#14
capn233

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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.

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
1upD

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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.

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.

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.

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.

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.

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.

#16
MELTOR13

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I will say that my Power Armor Sentinel w/Mattock was pretty fun. Shred defenses with boosted Warp/Overloads, CC w/Throws and Cryos, hammer defenseless enemies with the Mattock (lol Shredder Ammo FTW)

#17
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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.

Get the Mattock then. The ultimate multi-purpose weapon of ME2. Just beware of arthritis on your trigger finger.

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
1upD

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iOnlySignIn wrote...

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.

Get the Mattock then. The ultimate multi-purpose weapon of ME2. Just beware of arthritis on your trigger finger.

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.

The GPS's massive Shield/Barrier piercing is wasted on the Sentinel, who already has both Overload and Warp.

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.

#19
Mand0l1n

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Personally I wouldn't waste cooldowns on defence stripping. It'll kill your momentum. Bring along a squadmate with pull and save your cooldowns for a pull/warp pull/throw combo. The gps is a great defence stripper but I would still recommend an assault rifle because I find it more satisfying to fire.

#20
Kronner

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iOnlySignIn wrote...

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.

Get the Mattock then. The ultimate multi-purpose weapon of ME2. Just beware of arthritis on your trigger finger.

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
Simbacca

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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
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Kronner wrote...

iOnlySignIn wrote...

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.

Get the Mattock then. The ultimate multi-purpose weapon of ME2. Just beware of arthritis on your trigger finger.

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.

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.

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
Kronner

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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
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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.

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.

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
Doriath

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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 .