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Sentinel hate?!


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#326
WaffleCrab

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I do enjoy playing sentinel also, but whenever i play with him i got that feeling in the back of my head, telling me i could do whatever i was doing, faster. with a different class. Albeit, that 3 man overload shock... still keeps me loving it... there is just something magical having the tech armor on a turian and just zapp stunning the cerberus goons till they are nothing but whimpering husks laying on the floor.

I kinda miss the tactician feel of the class from me1 :( ME2 sent was op, so it got boring fast. and in me3(atleast the multiplayer) the sentinell skill combinations are kinda gimped :S i would love to see a sentinel with warp, cryo and inc. or warp throw/pull and overload :S but we cant have good things now can we :(

Modifié par WaffleCrab, 26 février 2012 - 04:41 .


#327
Zigil

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I'm actually playing through ME1 again as a Vanguard and forgot how much the ME2 Sentinel is pretty much the ME1 Vanguard...

#328
TevinterMagister

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Zigil wrote...

I'm actually playing through ME1 again as a Vanguard and forgot how much the ME2 Sentinel is pretty much the ME1 Vanguard...


Funny that, when people are complaining about the lack of a krogan vanguard and that krogan sentinel makes no sense when in fact the ME2 (and ME3 for that matter) sentinel is almost an exact copy of Wrex's battlemaster class.

#329
ianvillan

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solmyr-fr wrote...

ondbar wrote...

The formula is simple:  base_time * (1+per_penalty) / (1+per_bonus). So 80% penalty can be viewed as 80% increase in base cooldowns for all power (For example: warp: 8 second base cooldown becomes 14.4 second base cooldown in Tech armor.


Ok thanks ! So the cooldown penalty is applied on the numerator and not with a minus sign on the denominator as other reducing cooldown percentage ... That changes a lot of things and the penalty is not so hard if powers cooldown are improoved too.

It seems I was also mistaken for the damage reduction formula and it's way better. If a 40% reduction means 66% increase that is applied on top of other bonus (like fitness), it can be huge. Let"s say you start with 500 HP/shield,
then with fitness max out you get 500*(1+0.65) = 825 from fitness and 825*(1+0.66) = 1375 from TA . So  it's like to have a +175% bonus in health/shield when you have both fitness and TA (or 136% at TA level 6 with -50% cooldown or + 120% with TA level 1...). I'm ok to forget cooldown malus (which is less than I expected anyway) with this huge bonus.

And in singleplayer we'll probably find armor (and perhaps get bonus from research) with additional health/shield bonus or damage reduction bonus ... so the tank sentinel is back :).


You could also probably get Barrier or Fortification as a bonus power for more damage resistance,

Your recharge times will probably go extremly high but if you just go with a full gun loadout you could have a 80% damage reduction.

But then you are just a soldier with not much of active powers going for you, where as you could go soldier and take Barrier which will give you your own tech armor and more powers in the ammo power trees.

#330
TUHD

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@ianvillan: just 1 protective skill can be cast at the same time, unfortunately :(
@Topic: In ME2 the fact that the Sentinel has some obvious drawbacks is offset by the faster cooldown (engineer/adept get 20% c/d, without counting in the c/d reduction from research, while the Sentinel can count on 30% c/d without counting in the c/d reduction from research), while Tech Armor is a nifty trick to keep you alive longer. It's still the jack-of-all-trades it was in ME1, but it's outfitting is slightly changed because the game had become more action-aimed. Would need to look into ME3 more to have a chance to judge if it has become worse or better.

#331
WaffleCrab

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Zigil wrote...

I'm actually playing through ME1 again as a Vanguard and forgot how much the ME2 Sentinel is pretty much the ME1 Vanguard...


you pretty much nailed it with that comment :D

#332
WaffleCrab

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TUHD wrote...

@ianvillan: just 1 protective skill can be cast at the same time, unfortunately :(
@Topic: In ME2 the fact that the Sentinel has some obvious drawbacks is offset by the faster cooldown (engineer/adept get 20% c/d, without counting in the c/d reduction from research, while the Sentinel can count on 30% c/d without counting in the c/d reduction from research), while Tech Armor is a nifty trick to keep you alive longer. It's still the jack-of-all-trades it was in ME1, but it's outfitting is slightly changed because the game had become more action-aimed. Would need to look into ME3 more to have a chance to judge if it has become worse or better.


its worse, as you are forced to choose between mediocre cooldowns or protection. as the tech armor by default adds in 80% to the CD counter. with upgrading you get it down to 50% but it will still hurt your cooldowns alot as long as you got it on you. Also the engineers got higher damage tech bursts and faster CD's even if you dont have your armor on :S so the armor itself is pointless unless you take a heavy gun with you and make a gun based loadout. I find myself often picking revenant with stability and thermal clip extension when we lack a soldier. 108 ammo/clip with cryo ammo or AP ammo upgrade <3 at that point i use the armor :) its no soldier per se, but losers cant be choosers :)

#333
scotkrow

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It kind of makes me sick that people do damage counting and such on a game, just play the game and have fun, don't turn it into a science. Play the sentinel as the handyman, the one that can do a little bit of everything everyone else can, it'll be fun, I promise. Does anyone in here remember fun?

#334
ondbar

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scotkrow wrote...

It kind of makes me sick that people do damage counting and such on a game, just play the game and have fun, don't turn it into a science. Play the sentinel as the handyman, the one that can do a little bit of everything everyone else can, it'll be fun, I promise. Does anyone in here remember fun?


That the whole point, we dont have fun with Sentinel gameplay anymore!!
The character is crippled with Tech-Armor.
Nobody is using Tech-Armor offensively in MP demo, some of the player are using it for pure passive defense bonus.

#335
scotkrow

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ondbar wrote...

scotkrow wrote...

It kind of makes me sick that people do damage counting and such on a game, just play the game and have fun, don't turn it into a science. Play the sentinel as the handyman, the one that can do a little bit of everything everyone else can, it'll be fun, I promise. Does anyone in here remember fun?


That the whole point, we dont have fun with Sentinel gameplay anymore!!
The character is crippled with Tech-Armor.
Nobody is using Tech-Armor offensively in MP demo, some of the player are using it for pure passive defense bonus.


By have fun I mean don't be stale and keep playing all the classes like you used to, look at what the class has now and create new play styles, such as, sentinel as a caster and use the tech armor to add defence if you get hurt and are close to dieing.  Or bemore creative than that, it's just the first thing that comes to mind for me.  You're human, take what you're given and adapt to it.

#336
CerberusSoldier

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I do not hate it

#337
M.for.Murderousness

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scotkrow wrote...

ondbar wrote...

scotkrow wrote...

It kind of makes me sick that people do damage counting and such on a game, just play the game and have fun, don't turn it into a science. Play the sentinel as the handyman, the one that can do a little bit of everything everyone else can, it'll be fun, I promise. Does anyone in here remember fun?


That the whole point, we dont have fun with Sentinel gameplay anymore!!
The character is crippled with Tech-Armor.
Nobody is using Tech-Armor offensively in MP demo, some of the player are using it for pure passive defense bonus.


By have fun I mean don't be stale and keep playing all the classes like you used to, look at what the class has now and create new play styles, such as, sentinel as a caster and use the tech armor to add defence if you get hurt and are close to dieing.  Or bemore creative than that, it's just the first thing that comes to mind for me.  You're human, take what you're given and adapt to it.


I'll never understand the impulse to enter a conversation for the sole purpose of churlishly stating that the ongoing discussion simply shouldn't be taking place. Either add something valuable to the topic or don't.

#338
scotkrow

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At what point am I saying the discussion shouldn't take place, I'm simply stating my opinion that people complaining about the new workings should stop complaining and come up with new ways to play it with it's new mechanics. And I'll add this now, collaborate and share ideas about how to have fun playing it the way it is, instead of complaining about how it's new and different.

#339
CanonShepard

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scotkrow wrote...
By have fun I mean don't be stale and keep playing all the classes like you used to, look at what the class has now and create new play styles, such as, sentinel as a caster and use the tech armor to add defence if you get hurt and are close to dieing.  Or bemore creative than that, it's just the first thing that comes to mind for me.  You're human, take what you're given and adapt to it.

If Tech Armor, at the very least put my shields back up if activated when shields down, I'd still play Sentinel as my main class. If I could play with it off (to keep my fast cooldowns), have my regular shields shot down, activate the armor to restore my shields, then self-detonate to get my cooldowns back to normal, then I'd happily accept the nerf. But tech armor no longer explodes when shields go down automatically and it doesn't reactivate my shields so I'm very "WTF?!" It really hurts my heart the way Tech Armor works now.

#340
scotkrow

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Then you need to get your priorities straightened out if the way a class in a video game works hurts your heart.

#341
ondbar

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scotkrow wrote...
New ways to play it, with its new mechanics. 


People from around the world are playing MP demo, and trying to find new way how to use Tech-Armor assault path. And nobody so far has been successful. The demo is ultimate source of gameplay feedback and the feedback is the Tech-Armor assault path is broken (period).

Then the community is divided to first half that thinks the Tech-Armor passive path is ok (with maxed Fitness for example), another half  thinks Sentinel is better without Tech-Armor (specialy if you want Caster-Sentinel with small cooldowns).

#342
TuringPoint

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I love the change to tech armor, it was very OP in ME2.

In multiplayer it's kind of a boring class to play. It has less utility than Adept or Engineer, and you could just as well - or do better- just going soldier to be a tanking class.

Single player, we have an amazing assortment of abilities.

#343
CanonShepard

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scotkrow wrote...

Then you need to get your priorities straightened out if the way a class in a video game works hurts your heart.

1) You don't know anything about my priorities.
2) Don't be so literal

#344
TevinterMagister

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Alocormin wrote...

Single player, we have an amazing assortment of abilities.


This. I have little doubt it will be a great class in singleplayer. It is a singleplayer experience first and foremost and the class should not be judged by a minor addition such as this MP with its limited selection of skills per class. In fact they should've just used different class names for the MP part as they (Turian, Human and Krogan) are not representative to what the real sentinel (Shepard) is.

Overload is better than ever, we can set up our own combo now with biotics, cryo blast now works on protected enemies and we got grenades with up to 8m radius, good damage and a lasting cc effect that can be used to combo with our other abilities. I understand a lot of people loved ME2 TA, but it was so good that you hardly ever used your other abilites and is that how a sentinel should be, or the ME1 sentinel that used all of its abilites.

#345
Blodsven

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scotkrow wrote...

At what point am I saying the discussion shouldn't take place, I'm simply stating my opinion that people complaining about the new workings should stop complaining and come up with new ways to play it with it's new mechanics. And I'll add this now, collaborate and share ideas about how to have fun playing it the way it is, instead of complaining about how it's new and different.


*Ahem*... As one of the complainers, then I have already posted the new way you play with Tech Armor's new mechanic, which is that you disable it from the start and then don't put any points at all in it. When it comes to collaboration, then I noticed some people sharing multiplayer experience where they were kicked when they picked the Sentinel.

I do see it is new and different, but I'm still trying to find the fun. Image IPB

#346
scotkrow

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I've read more than one person in the first 5-10 pages of this thread talk about tech armor strategies they used in multiplayer with success. So don't tell me you shouldn't use tech armor, don't tell me people have not been successful in their endeavors to find a way to use tech armor in it's new format. My brother and I played multiplayer together and we both played sentinels, it was just the two of us and we were awesome. We both used tech armor, we took turns covering and battling, cover throwing out attacks at range, and battle using a sniper and smg to take them down at range mixed with powers and the smg at close range, it was amazing.

#347
CanonShepard

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So, after looking at the list of powers, I think I'll forgo putting points into Tech Armor, maxing out Fitness, and adding stasis or decoy as my bonus power.

#348
Blodsven

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scotkrow wrote...

I've read more than one person in the first 5-10 pages of this thread talk about tech armor strategies they used in multiplayer with success. So don't tell me you shouldn't use tech armor, don't tell me people have not been successful in their endeavors to find a way to use tech armor in it's new format. My brother and I played multiplayer together and we both played sentinels, it was just the two of us and we were awesome. We both used tech armor, we took turns covering and battling, cover throwing out attacks at range, and battle using a sniper and smg to take them down at range mixed with powers and the smg at close range, it was amazing.


*Phew*... decided to take up the challenge and read through the first 10 pages of this thread, since afterall... I for one didn't really remember any good tech armor strats mentioned.

The only "strat" I could see was on page 9 as a direct reply to me, which was to:
a) Never detonate Tech Armor.
B) Treat it as a passive 30% damage reduction
c) Accept the 50-80% recharge speed penalty

So... 30% damage reduction, which is only active if I stand out in the open eating bullets, for a constant passive 80% recharge speed penalty to my powers. Is this even a fair trade? 

Sorry, as a caster-sentinel, it is a big no-no and I keep falling back to the proven strat (mentioned more than once during the first 10 pages) to not use Tech Armor at all.

#349
FortunePaw

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The 80% default CD penalty on tech armor is just too much.

#350
scotkrow

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You sit back and cast and when they get in close turn on the armor and use a shotgun or something to blow the enemies away. It'll be fun and awesome. Get rid of defenses at range with powers, then decimate them at close range with the armor turned on.