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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/27/2010 09:02:47
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[RMD]RAPIER
Killing Spree
Joined: 08/12/2008 18:09:15
Messages: 52
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My two primary characters are an AM and a sent master so I'll chime in on this on.
Most player don't realize how limited the sent master is.
No shield healing. Players jump in the beam all the time and get nothing.
No shields regen.
No regen.
No resupply.
The only reason to play the character is for the offensive sents.
The arangements of sents are limited.
1. Three defence sents
2. One offence two defence
3. Two offence with no defence.
The only ways a sent master can heal himself is with booster, a medic or run around and pick it up. No medic on = hide.
Problem with booster is it requires 100 adren to activate.
While your making XP for pretty much every hit you only make adren for kills. Sooooo what happens alot especially with the lighting sents is the monster gets it life knocked down and another player takes it's last breath, which = no adren = no healing.
What I have found as far as the best way to play the character is as a loaner.
Map starts, set two sents, and run around and kill monsters and pick up weps and ammo. scout map for base set up. This is the norm for waves 1-5. Hopefully you pick up a Lucky. Lucky = life,adren & ammo.
Wave 6 = hide or run bezerk, link fire rate on bezerk is slower than std link and adren flow will not keep the bezerk running for long unless someone links you. everything built is usually destroyed.
Wave 7 - 13 Set up base, full enclosure, no opening to fire from or take fire. set two lighting. The walls are your defence. Stay in enclosure and keep sents charged. Wave 12 is you money wave, most are trying to hide from the warlords and the seem attracted to the lightings. Hope the walls hold
Wave 14 - Swap out sents two defence and one offence, keep charging and stay out of rock paths if possible. or go to turret base, set up two defence and one offence and charge turret.
Wave 15 & 16
re-set-up blind, two offence and keep charging.
Durring all this you are running when possible booster to keep your life and shields up.
I've been told by other played that I would be better off to run one offence an two deff sents but this doesn't give the kill rate which I need to build adren and run booster.
Mods to character I would like to see.
1. I would like to be able to charge other playes shields, I don't care if I get XP from it. Player expect an engineers link to raise their shields and it should. team player?
2. Sents based on a mulitable of three. I.E. two offence + deff. verses just two offence. Help support bases and players.
I Like the sub class the way it is, these mods would just help team play.
They only other thing I would like is some way store character builds, I would play other sub classes more if I didn't have to build the character every time I wanted to play it.
Of the eng sub-classes I find this the only one that is survivable with out the support of other engineers. but I have not tried them all because of the character rebuild.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/27/2010 19:19:53
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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[RMD wrote:
RAPIER]Mods to character I would like to see.
1. I would like to be able to charge other playes shields, I don't care if I get XP from it. Player expect an engineers link to raise their shields and it should. team player?
I had already given all the engineer specialists shield healing level one for the next build, based on previous discussions I think with Elite. However, it looks like I forgot to note it in the changes log. Updated now. If you have an eng link, you ought to be able to shield heal.
[RMD wrote:
RAPIER]2. Sents based on a mulitable of three. I.E. two offence + deff. verses just two offence. Help support bases and players.
I am not at all sure about giving sentinel specialists more offensive sentinel power. With the latest changes, I am trying to encourage the 1 offensive plus 2 defensive approach.
[RMD wrote:
RAPIER]They only other thing I would like is some way store character builds, I would play other sub classes more if I didn't have to build the character every time I wanted to play it.
I am not planning to do this in a hurry. It only takes about 30 seconds to select the skills.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/27/2010 21:37:59
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[RMD]RAPIER
Killing Spree
Joined: 08/12/2008 18:09:15
Messages: 52
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I am not at all sure about giving sentinel specialists more offensive sentinel power. With the latest changes, I am trying to encourage the 1 offensive plus 2 defensive approach.
I'm not asking for any more offensive power, I just would like to be able to put up one def with the two offensive.
The sub-class is giving up all vehicles and turrets for a second offensive sent. The normal eng can put up one def and one offense ot two deffs. plus a turret plus a vehicle.
Don't get me wrong, I'm happy with the sub class as is. It just would be nice to be able to put up one def with the two offense.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/28/2010 08:05:04
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Ryuxen
Rampage
Joined: 10/08/2009 09:10:26
Messages: 131
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[RMD wrote:
RAPIER]I am not at all sure about giving sentinel specialists more offensive sentinel power. With the latest changes, I am trying to encourage the 1 offensive plus 2 defensive approach.
I'm not asking for any more offensive power, I just would like to be able to put up one def with the two offensive.
The sub-class is giving up all vehicles and turrets for a second offensive sent. The normal eng can put up one def and one offense ot two deffs. plus a turret plus a vehicle.
Don't get me wrong, I'm happy with the sub class as is. It just would be nice to be able to put up one def with the two offense.
Yeah, a normal engineer can spawn 2 def sents and 1 offense, but the Sentinel specialist should spawn more than that.
My idea would be to let them create 4 sentinels:
2 offensive sents like 2 lightning or 2 plasma sentinels or 1 lightning + 1 plasma sent and 1 defensive sent for each offensive one.
Just giving them the ability to spawn 2 more def sents when they have spawned 2 offensive sounds a good idea for sentinel specialists.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/28/2010 16:43:50
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[RMD]RAPIER
Killing Spree
Joined: 08/12/2008 18:09:15
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Yeah, a normal engineer can spawn 2 def sents and 1 offense, but the Sentinel specialist should spawn more than that.
My idea would be to let them create 4 sentinels:
2 offensive sents like 2 lightning or 2 plasma sentinels or 1 lightning + 1 plasma sent and 1 defensive sent for each offensive one.
Just giving them the ability to spawn 2 more def sents when they have spawned 2 offensive sounds a good idea for sentinel specialists.
4 sents would be nice !!!!!!!
But All I want is 3 with a max of two offensive the third would be strictly for protection.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/28/2010 17:37:34
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
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Location: UK
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Ryuxen wrote:
Yeah, a normal engineer can spawn 2 def sents and 1 offense, but the Sentinel specialist should spawn more than that.
Remember that the offensive sentinels for the Sentinel Specialist do one third more damage than they do for the normal engineer.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/28/2010 19:00:30
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Elite
Godlike
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Szlat from my perspective on the sentinel specialist... it is a balanced class. I wouldnt recommend adding more sentinels, the only thing it needed was shield regen or shield healing which you have already implemented into the next build. Any more sentinels and I fear people will only play the sentinel specialist to camp and let the sentinels do all the work for them. With that said having sentinels carefully positioned in key points of any map will result in a good number of kills, adequate to what is needed. Also with rapid build level 10 a specialist can respawn a sentinel right after it has just been destroyed, proving in quick rebuilding of any base or relocating sentinels. Thus I see no reason to add more.
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WM: 383 Elite_Guard(AI)
AM: 381 Elite_Junkie(AI)
MM: 382 Elite_Medic(AI)
EN: 384 Elite_Engine(AI)
My skin: Elite(AI)
Most rocket launcher kills: 459 |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/28/2010 19:25:40
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Ryuxen
Rampage
Joined: 10/08/2009 09:10:26
Messages: 131
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Elite wrote:
Szlat from my perspective on the sentinel specialist... it is a balanced class. I wouldnt recommend adding more sentinels, the only thing it needed was shield regen or shield healing which you have already implemented into the next build. Any more sentinels and I fear people will only play the sentinel specialist to camp and let the sentinels do all the work for them. With that said having sentinels carefully positioned in key points of any map will result in a good number of kills, adequate to what is needed. Also with rapid build level 10 a specialist can respawn a sentinel right after it has just been destroyed, proving in quick rebuilding of any base or relocating sentinels. Thus I see no reason to add more.
Mmmmmm.... ok. I would like to test that class so bad.
Well Shield regen max lvl 5 would be nice.
The engineer link gun on sent specialists what damage does it do?
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/28/2010 19:42:21
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
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Ryuxen wrote:
The engineer link gun on sent specialists what damage does it do?
80% of the damage for a normal engineer.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/28/2010 20:01:41
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Thè-Hättêr
Wicked Sick!
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Joined: 06/09/2008 23:49:41
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why not make the cost increase? that in order to avoid too many sentinels. in my opinion that class is fine if not overpower
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"Only a few find the way, some don't recognise it when they do, some don't ever want to."
Cheshire, The Cat
Alice and the Hatter: Quotes: Alice in Wonderland
Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
The Hatter: Why should it? Does your watch tell you what year it is?
Alice: Of course not, but that's because it stays the same year for such a long time together.
The Hatter: …which is just the case with mine.
HERE IS MY NEW SKIN ... please take time to download it
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thanks road
working on a new skill please support and advice would be great |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/28/2010 21:44:18
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[RMD]RAPIER
Killing Spree
Joined: 08/12/2008 18:09:15
Messages: 52
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Remember that the offensive sentinels for the Sentinel Specialist do one third more damage than they do for the normal engineer.
I did not kown that there was a differance between the the std eng sentals and the sental masters. I stand corrected.
80% of the damage for a normal engineer.
I did not realize this either I was wondering why it took over 60 seconds of sustained fire to kill one Titan, may be my level to.
Any more sentinels and I fear people will only play the sentinel specialist to camp and let the sentinels do all the work for them.
By cutting the link guns power by 20% isn't camping what you want them to do. 20% longer to kill a monster will get you dead.
the only thing it needed was shield regen or shield healing which you have already implemented
This may address what I am after. My point is even standing behind a double thick block wall I am taking a lot of damage. I tried using the two def and one lighting on kill bill map tonight and I took even more damage than with two offenses. Reason, one lighting won't kill them fast enough and the position is getting overrun.
Also with only one lighting going I'm not making enough adren to run booster, with two I can use booster twice as often.
Shield regen will help.
I do like the sub-class and will continue to play it even if you make no changes.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/29/2010 12:55:37
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ralyax
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Joined: 11/28/2005 07:06:51
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Wow a lot of new classes I havent tried out!!!!
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Henshin!!!!! |
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