what i dont like about the sentinel class in ME3 is that once your armor is breached, it doesnt automatically explode any more. love the fact that you can explode it anytime you want tho. would like to have both.
Anyone feel like the Sentinel was changed too much?
Débuté par
StJonofPDX
, févr. 15 2012 10:47
#26
Posté 16 février 2012 - 03:53
#27
Posté 16 février 2012 - 04:00
I played a Sentinel in ME 1 and ME 2 as my first character. The demo is
making me rethink and possibly go with the new Vanguard or Adept now,
and I really don't want to start my first game as the Sentinel with the
Hope that it is not what I think it is and then have to restart because I
don't like it. I'll play a Sentinel as my second or third if the talk
about it is good after the game has been out awhile.
making me rethink and possibly go with the new Vanguard or Adept now,
and I really don't want to start my first game as the Sentinel with the
Hope that it is not what I think it is and then have to restart because I
don't like it. I'll play a Sentinel as my second or third if the talk
about it is good after the game has been out awhile.
Modifié par AcidRelic, 16 février 2012 - 04:02 .
#28
Posté 16 février 2012 - 04:10
ATM I miss my Sentinel being a Tank and Spammer of weak-but-numerous-powers. It was very intuitive to play in ME2, but I haven't really figured it out yet in ME3.
I mostly have trouble understanding Tech Armor right now... I didn't find it affected my durability as much as I would've liked. I also don't know if my PT got bugged, but I didn't notice any significant changes to my cooldowns with it on or off. I basically spammed Throw the whole way through the demo, without really any more or less trouble than I did ARush.
I mostly have trouble understanding Tech Armor right now... I didn't find it affected my durability as much as I would've liked. I also don't know if my PT got bugged, but I didn't notice any significant changes to my cooldowns with it on or off. I basically spammed Throw the whole way through the demo, without really any more or less trouble than I did ARush.
Modifié par Locutus_of_BORG, 16 février 2012 - 04:11 .
#29
Posté 16 février 2012 - 04:19
I too was a sentinel in ME2 (ME1 I was other things). I have a playthrough planned where my sentinel takes fortification as a bonus power, runs them both fort and tech armor at the same time, carries giant guns, and never uses powers... or cover... I have a feeling with both on you'll be able to take 4 times as much damage.
Alternatively, It doesn't look like it will be too hard to run a power based sentinel. granted it will be slightly slower casting than an adept or an engineer, but that's the penalty I get for getting both warp and overload.
However, given the numerous non-protected enemies even insane difficulty I think I'd rather play an adept and warp bomb all day long. In ME2 the sentinel's main purpose was that It could easily strip any protection. On Insane that was really important because EVERYONE had some protection. In ME3 they fixed that just by adding more, less protected enemies. Now I can warp bomb to my heart's content.
Alternatively, It doesn't look like it will be too hard to run a power based sentinel. granted it will be slightly slower casting than an adept or an engineer, but that's the penalty I get for getting both warp and overload.
However, given the numerous non-protected enemies even insane difficulty I think I'd rather play an adept and warp bomb all day long. In ME2 the sentinel's main purpose was that It could easily strip any protection. On Insane that was really important because EVERYONE had some protection. In ME3 they fixed that just by adding more, less protected enemies. Now I can warp bomb to my heart's content.
#30
Posté 16 février 2012 - 04:23
Actually my only problem is with the cooldown time after you set off your techarmor. Mind you the explosion packs a punch. Everything else about this class was fine, though I really wish he had a better grenade, I kept overthrow my Target. Simply put, sentinal class was a great class in me, op'd in me2, and seems balanced now in me3. They had to put you in a position to use the omni blade eventually.
#31
Posté 16 février 2012 - 04:26
The grenade is one of the best things about the new sentinel imo because it allows the sentinel for the first time to set up his own warp/throw bomb.
#32
Posté 16 février 2012 - 04:28
hmm i have to still admit, the tech armor is Effing tame, compared to that off me2. ME 2 full upgrade radius, 18 meters. ME3 3,90m COMEON! bioware.. REALLY! the more damage doesnt really matter, since what people used the shield for was the knockdown, and its effing weak now. But yeah, as OP said. Nerfing the sentinel leaves a niche to be filled in me3. i think i am gonna also not use sent. in sp or mp. *sigh* so much for making a krogan sentinel tank, time to look at other options.
#33
Posté 16 février 2012 - 04:31
You've still got cryo-throw which will be a great combo to base a playstyle round when we can ditch these stupidly long cooldowns.
#34
Posté 16 février 2012 - 04:35
It took me a while to adjust, but I think grenades in this game is similat to the Flashbang Grenade from ME2. It shows 'locking' on to a target, but in reality, that's probably only for basic ranging. Shep will throw in the direction his/her crosshair is pointing - it's up to the player to adjust throw angle and direction to land the grenades in the right spot.demonuswolfus wrote...
Actually my only problem is with the cooldown time after you set off your techarmor. Mind you the explosion packs a punch. Everything else about this class was fine, though I really wish he had a better grenade, I kept overthrow my Target. Simply put, sentinal class was a great class in me, op'd in me2, and seems balanced now in me3. They had to put you in a position to use the omni blade eventually.
#35
Posté 16 février 2012 - 04:39
I'd rather have a weapon damage nerf than a cooldown penalty. In ME2... weapons were sort of weak in your hands. You're a hybrid caster... not soldier-engineer or soldier-adept.
The manual detonation of tech armor and the long cooldowns really kill this class. Just get rid of the weapon damage buffs in fitness and class trees.
The manual detonation of tech armor and the long cooldowns really kill this class. Just get rid of the weapon damage buffs in fitness and class trees.





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