I Hate Seeing My Com Building Sentries
TimmahIsASaint
Join Date: 2012-09-24 Member: 160678Members
Honestly, at any stage of the game. Am I the only one ? Generally I just ask my com, please build RTs before sentries or can we get some upgrades before sentries ? I feel like it just puts you behind for really very little benefit. The power packs are incredibly easy to snipe and a skulk can kill 3 sentries in under a minute I believe. Meanwhile you can put one player their and guess what you do much more damage output and you spent no money. Before you start saying "But its good defense for when you are attacking, it keeps your base safe and stops them from getting RTs." No, no it doesn't. If their team wants your RT or is going to attack an outpost of yours, some sentries will not be the defining factor in whether or not they succeed. The worst offenders are the ones who build sentries in the main base before they even place the second RT. Before you say "Game just came out chill, noobs be noobs." I know, I'm not raging I just want to vent with a rant. Bleh stupid turrets.
Comments
So there are certainly times to use them, but you should never just stick Sentries in a room and expect those alone to protect an area.
How do they compare in power to ns1? On a side note, Sentry Batteries look way too much like a static map prop than a game entity.
Just to give some context, the turret spam was a big problem in pub games for a while during the beta. Then the turrets were nerfed to oblivion and that kind of fixed the problem. Charlie said he was even considering removing them temporarily for the release until their are fixed, because it's better not to have turrets in game than having turret spam. Turrets were buffed shortly before release though.
I don't know that's up with new comm's loving to build turrets and whips, it's seems there is some deep psychological law at work, because they all do it.
How do they compare in power to ns1? On a side note, Sentry Batteries look way too much like a static map prop than a game entity.<!--QuoteEnd--></div><!--QuoteEEnd-->
I've yet to die to one, but I've killed a lot of Sentry batteries that were powering three Sentries.
If you have them cover each other, they lack the fire power to accomplish anything. If you stack them, then they're too vulnerable.
Haven't played NS1 in forever so I don't remember, but like I said, Sentries aren't for defending bases, they're for fortifying forward positions.
If you have them cover each other, they lack the fire power to accomplish anything. If you stack them, then they're too vulnerable.
Haven't played NS1 in forever so I don't remember, but like I said, Sentries aren't for defending bases, they're for fortifying forward positions.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ok possibly I can agree with fortifying foward positions but I don't want to see them until you have 3 3 marines with jetpacks. ~15-20 minutes.
They just have to be used right, like put them in choke points and with not much entry rooms... My main use of the sentry's is mostly weaking the enemy's or finishing them up.
(tl;dr: sentry's are usefull, but not worth spamming)
If they have them in every room and have no other tech, you can munch through them in no time.
If you are fighting marines in front of a sentrys FOV then YOU ARE DOING IT WRONG.
They are not perfect by any means, Charlie has balanced them well for publics. I doubt if we will see them in clan matches, but time will tell.
Please UWE, go for a turret-mode that wasnt in the gamingworld yet. Turrets are just too last century.
Thus denying Bilebomb and thus winning the game for the marines in the long run.
This strategy only serves to increase the dependency on Aliens capturing a second hive.
Whips need to properly bounce grenades back, seriously.
<u>It's very easy to place them wrong</u>, but when placed right they are incredibly worth the money
No power required means you can build them right inside a hive
I've ended games with no upgrades before. . . just pushed with sentry nests and forward observatories trapping aliens on both sides of their hive
I'll say it again . . . <u><b>no upgrades</b></u> and I'm <u><b>well past the 10 min mark</b></u> in games with 10% greens or less
<i>Don't knock it till you've seen them win the game alone like I have</i>
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Personally my favorite solution is to hard-cap turrets to one per cc and to make it very powerful, so you really need to <i>choose</i> <b>strategically</b> where you drop your turret.
Personally my favorite solution is to hard-cap turrets to one per cc and to make it very powerful, so you really need to <i>choose</i> <b>strategically</b> where you drop your turret.<!--QuoteEnd--></div><!--QuoteEEnd-->
I like this idea but not as a replacement for the current turret, could be an interesting thing to add into the game though, if done correctly.
I've seen countless new comms "secure" base by spending half our res on bloody sentries. 10 mins later and we are still 0/0 with welders upgraded and that's it. awesome games those ones...
As alien you would turn the corner and a wall of lead would fly at your face. Between electrified extractors and turrets you could leave whole sections of the map unmanned and the aliens still had a tough time breaking through until late in the game.
Why do sentries even have their own power node? This is incredibly poorly thought-out, all structures are tied to power nodes, yet somehow those 3 sentries function independently? Often new players will be chewing on the power, just to then find out the sentries are still working. Just tie them to the power node like every other structure in the game instead of keeping such confusing and outright pointless mechanics in place.
Also, hydras need a buff for sure.
edit: Xarius, sentries still function without power because they run on a battery. Off the grid.
In the beta with majority of the team knowing what to do, 3 mines + fast phasing is more economical and frees up resources for critical upgrades.
Aliens also get hive 2 leap+bilebomb rapidly when the team becomes more experienced, making turrets obselete really fast. Turret use will fade away and become very situational eventually, once players know how to counter them, and game pace picks up.
If they listened i wouldnt need a sentry turret