This post entirely summarizes my thoughts, thanks again osmos for making a great argument
@birb No, the point is, once you get hit by scattered spit, you literally can not stand back up. With neurotoxic slash and tackling, it’s possible to have no grace period whatsoever, to take out a shotgun or do anything. With B12 armor.
If you get neuro’d as a gap closer, you can stand up and suicide during the shaking animation. If they get close and slash u first, u suicide right when the slash happens (you have like 1 second wiggle room, neuro spit keeps you down for about like a second, out of 3 seconds of shaking) or m37 pb them if you have m37.
But yeah I do understand that once ur down from neuro slash u might not get up if ur solo.
they just managed to make a T1 be more dangerous than a lurker in the backline with a mostly unavoidable cancer mechanic that is not engaging at all
what u do when u get hit with a 4s superslow followed by an instant stun scatterspit just to get finished off with a slash that will paralyze you just enough time for a tackle
(T1 BTW)
Which one do you want? I got like 6 of them.
And again. While a lurker or a warrior can still damage you if you are not right next to your buddy, a senti can do nothing except runner slash you like twice. You should see how absolutely useless senties are with a battle buddy.
But again, you didn’t answer my question. Why the fuck are you alone in the back lines? Why do you think you are gonna live long like that?
You act like a battlebuddy wil save you most of the time, or that most engagements at backline are even 1x1. The issue is that not only a T1 is being as formidable as most dangerous T2, and I main backline btw, but also that the crowd control of sent is beyond anything reasonable.
Is the spitter even comparable to sent capacity of support? the sent skill ceiling? Nope. Anybody that has minimal skill can 1x1 or even 2x1 spitters, not possible with any sent that hugs a corner. You’re trying to defend a T1 that is being able to beat his evolution, and not only that, a lot of T2s in their own circumstances.
I don’t understand people who defend this, do they have no game logic?
Ngl being in duos doesn’t save you unless your battle buddy is a robusto, because the scatterspit is basically guaranteed to hit both of you now unless you maintain spacing, which you shouldn’t do because you want to stay close to shake each other
The battlebuddy in question dosn’t even have to do much other than shoot the senti. Because it can’t cap you while its being fired upon. Like, if the person you are buddying with CANNOT shoot his gun, then you don’t have a buddy.
Sent and spitter are very different. Where spitter is actually usefull at range, where it can damage both humans and cades, sent is practicly useless. The ONLY use sent has is either solo capping, capping survs (or armorless marines), or stunning hugged humans. Thats it.
Meanwhile spitter can take down cades from afar, skirmish, be on the front and actually contribute, does damage, and has a kill combo that works against even groups of marines (albeit only one marine at a time).
Litterary though. Why you lone?
The scatterspit is a 1 second stun, with an 8 second cooldown. If you and your buddy BOTH get capped by a single senti, then holy skill issue.
While this is true, marines should absolutely be at a notable disadvantage in a 1v1 with most castes, I don’t think that all critism of the caste should be entirely written off as “y u lone.”
There’s something off about Sentinel in its current state that, in my opinion, makes them absolutely dreadful to go up against. Sentinel somehow feels even less engaging to face in a 1v1/2v1 than a Lurker - which is pretty impressive considering that the latter is a tier 2 and is entirely designed around pouncing you once while invisible before putting you in a blender for 80% of your HP.
You’ve entered this discussion and immediately shifted it towards something almost completely unrelated. If you want to complain about capping in general, especially on the frontline where the impact of solo capping is vastly diminished, make your own thread that actually has anything to do with Sentinel balance.
Marines usually outnumber xenos 3:1, so I don’t get why marines get mad when they can’t 1v1 xenos… If you have a buddy with you then it’s stupid easy to 2v1 a sentinel, since they need to use all their abilities to stun one guy and are completely vulnerable after. The 2nd person can either shoot the helpless sentinel or shake their buddy up, which instantly negates the entire paralyzing slash stun.
Also sentinel in the backline is gimped by the fact that they need to play near weeds, as they run out of plasma after 1-2 skirmishes. Other castes in the backline like runner or lurker are still stronger backliners, as they don’t have this restriction and can play much deeper into marine territory with their speed and only needing to manage 1 resource (health) instead of 2.
Whether you like the change or hate it. Holy shit sentinel cannot go back to the way it was, which was the complete and utter worst caste that had been gutted years ago due to nerfs to neuro.
I haven’t really seen it mentioned, but sentinel was the thing you skipped over to get to spitter/boiler. You could barely 1v1 a marine, anymore than that was wasting your time.
It cannot be nerfed back to the state it was in, it needs to be properly looked at else you might as well just remove the caste.
Honestly yeah, solo capping is not bad in and of itself. I think a more glaring issue then sentinel is warrior lunge-capping, since there’s genuinely nothing you can do once you get lunged to avoid that perma. And it’s just something warriors normally do.
what? how is the impact of capping diminished when u were on the frontline?
Absolutely true, sentinel is the slowest t1 btw, but still has only 500 health, 0 armor, 22 slash dmg! if you shoot them enough on the approach you have a good chance that their health is low enough to kill them during neuro stun.
This is why team counters senti so hard - because they’re weak as shit and if u have people who actually shoot, it dies in 1.5 seconds (they can hardly react)
This is unlike lurker, warrior, and runner which can solo groupfight and get away most of the time. If a sentinel flops or gets caught it just can’t run and dies.
If u shake a neuro slash’d person as they are being dragged they can get up and immediately pb the senti - which if you shoot the senti as a followup means an instant kill. Irregardless it’ll usually instant kill if senti is on the same SCREEN as 2 people, unless they’re just camping a corner or something (in which… literally same thing as warrior lunge capping. Sentis need teammates to lunge cap a lot of the time tho - not that it’s impossible)!