AgitatedLemon wrote...
Mook enemies aren't an amazing example, for obvious reasons. And what's wrong with having to occasionally pause the game? Not that it's even necessary, I could very well unload my Mattock into them and call it a day.
You're also neglecting Shepard's own evolutions and weapon proficiencies.
Mook enemies are the, uh, only example that really matters, because they make up the overwhelming majority of enemies you encounter in any given situation. I don't know about you, but I tend to think in tactics that are relevant to most of the enemies I'll be fighting at any given time, not tactics that are irrelevant to most of the enemies I'll be fighting at any given time.
Including the Blue Suns Centurion and Eclipse Vanguard types doesn't really change anything. Sentinel Shep has an SMG: Warp/Overload once, zap the enemy a few times...
et la voilà, the protection is down anyway. No multiple Sentinels required.
Of course you
can just bring Miri everywhere with your Sentinel if you really really want to. You
can do anything you bloody well want to and still bull through pretty much anything, even on Insanity, because BioWare games are mostly easy enough to do that with little consequence. But we're talking about optimization, and redundant squadmates, and I honestly can't think of a better definition of redundancy than a squadmate that does everything that Shepard can do, except not as well.
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Occasionally having to pause the game messes with flow, makes the proceedings longer, and is generally something I prefer to avoid if at all possible. YMMV, I guess. You could be a complete lunatic like Sylvius and refuse to do anything
but pause, even when you're aiming your gun, on the grounds that you have to remove twitch from the game to make it a "true" RPG.
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I don't really think I
am neglecting Shep's weapon/power proficiencies, here. You're playing Sentinel. Of your many powers, there are four that you are Definitely Going To Max Out: Tech Armor, Warp, Overload, and your passive. I honestly can't think of any way to avoid maxing those out and still developing a sensible build for the Sentinel, unless you do something silly like pick up Energy Drain instead of Overload (which doesn't really change the way the build works anyway).
And regardless of your build and weapon proficiencies, unless you pick up Slam, the only thing the Sentinel can't do is set up Warp bombs. Shep can detonate them, but not set them up. So if you need a squadmate to set up Warp bombs, why bother with Miranda when Jacob does a much better job of that
and can give everybody Incendiary Ammo to boot? And if you
do go with Slam as your bonus power, why do you need Miranda at all?