How to make the Sentinel not suck
#76
Posté 04 mars 2012 - 06:12
#77
Posté 04 mars 2012 - 06:58
Praetor Shepard wrote...
Something crossed my mind that's slightly related,
I can recall consistently get high scores after kills and assists (like +400, +500, for example) with the Human Female Vanguard from Biotic Charge and blasting with the Shotty. I don't use Nova much so I'm that familiar with how kills and assists are registered for that power. So in theory, Vanguards seem capable of collecting a larger share of the exp with less kills and assists than say the Sentinel during a match because I recall getting scores of like +242 for kills and so on.
So, what if the scores for the Sentinel could get some sort of boost for kills and assists? Or on the other hand, reduce the scores for Vanguards, Adepts and Infiltrators for kills and assists?
Could something as simple as that change up the general perception of the Sentinel?
So--just so I understand--your proposition is not to rebalance and retool the human sentinel to make it more fun and worthwhile to play next to the other classes, but to arbitrarily grant it a score point handicap to trick people into feeling better about playing the class?
#78
Posté 04 mars 2012 - 07:05
#79
Posté 04 mars 2012 - 02:22
Guglio08 wrote...
The Tech Armor is basically the issue here. Either the cooldown penalty needs to be reduced or outright removed, or the detonation needs to be more attractive.
I agree its use should be more along the lines of nova. As it is right now it doesn't even kill regular troopers on bronze, and only staggers them slightly. Though having the armor up does provide some really good pasive benifits.
Modifié par cronshaw8, 04 mars 2012 - 02:23 .
#80
Posté 04 mars 2012 - 02:58
sentinal has alot more survivability than most other classes, since health is so important that 30% reducation is the diffrence between losing a bar and keeping a bar, the fact overload generally stunlocks most apponants after removing there sheild means its an easy viper headshot kill right after, works on pretty much everything except for phanatoms which it strips the barrier, then headshot, then they barrel roll and cloak and you headshot them again in th 0.5 seconds they dont move during cloak and they die.... im not sure why people say sentinal sucks but i seem to get most killls and point every round I play even when joining on wave 3-4
#81
Posté 04 mars 2012 - 07:17
STARSBarry wrote...
erm what.... as a turian sentinal spec'd into damage reducation and weapon damage, with overload maxed on single target damage ability, apart from an atlas theres nothing I cant take down, my melle damage is high on gold I can 1 shot standard grunts and 2 shot everything else, with Viper and constant headshots things go down fast, only problem is when the atlas start rolling in but thats what the rest of the team is for
sentinal has alot more survivability than most other classes, since health is so important that 30% reducation is the diffrence between losing a bar and keeping a bar, the fact overload generally stunlocks most apponants after removing there sheild means its an easy viper headshot kill right after, works on pretty much everything except for phanatoms which it strips the barrier, then headshot, then they barrel roll and cloak and you headshot them again in th 0.5 seconds they dont move during cloak and they die.... im not sure why people say sentinal sucks but i seem to get most killls and point every round I play even when joining on wave 3-4
If you actually took the time to read the thread, you should know that we are talking about the uselessness of the HUMAN sentinel. They can't tank as well as turian sent, get 2 biotic power which made them into a gimped human adept. On top of all those, the tech armor power CD penalty makes it worse.
#82
Posté 04 mars 2012 - 07:20
#83
Posté 04 mars 2012 - 08:11
H00plehead wrote...
So--just so I understand--your proposition is not to rebalance and retool the human sentinel to make it more fun and worthwhile to play next to the other classes, but to arbitrarily grant it a score point handicap to trick people into feeling better about playing the class?
I didn't explain what I was thinking properly, but why would it be considered a trick if its relatively easy taking out most enemies we've faced so far?
So what I was trying to say in a roundabout in my earlier post was to standardize the scores differently, where a kill is a kill, thus worth the same regardless of what weapon or power was used, for the average enemy.
For example, there are some score differences between enemy types that are killed that seemed good on paper, but not necessarily in practice, IMHO. Phantoms warrant a high score, they should remain high value targets.
But I'd argue that at least the Atlas and Nemesis should not be worth as much as they currently are. Then if a single enemy kill score, regardless of how it's done, is set to say, for the sake of argument, 300 then the utility of the different classes would look differently, IMHO.
I hope that makes sense, but I gotta run right now.
#84
Posté 04 mars 2012 - 08:13
#85
Posté 04 mars 2012 - 08:20
I carry only a Phalanx or Carnifax (remember, Sentinels only had pistols in ME anyway), and enjoy the added durability of Tech Armor along with the power boost it provides my Warp and Overload (already two of the best direct damage powers there are), and am able to cast them relatively rapidly. I do really well with this class and enjoy it greatly.
I have no interest in the female human Sentinel but I suspect the same sort of strategy would work alright with her, just with a focus on biotic explosions.
#86
Posté 04 mars 2012 - 09:47
bazzag wrote...
To try to make a cool human sentinel i would probably focus more on the combat side than powers. Max out the fitness, training and armor abilities and focus on using a shotgun and smg or pistol, so essentially you become a close quarter soldier
Or with turians, a small tank.
Wonder what a krogan sentinel can take damage-wise.
#87
Posté 04 mars 2012 - 09:50
OperatingWookie wrote...
bazzag wrote...
To try to make a cool human sentinel i would probably focus more on the combat side than powers. Max out the fitness, training and armor abilities and focus on using a shotgun and smg or pistol, so essentially you become a close quarter soldier
Or with turians, a small tank.
Wonder what a krogan sentinel can take damage-wise.
Same as the soldier
40% damage reduction and a **** load of HP and shields.





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