Should Sentinels have guaranteed caps? -- NOT COPE

Because unless the server pop is 2, you and the sentinel will never be the only ones on the frontline, so this kind of ‘solo capping’ situation won’t happen

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yeah your right, its kinda of annoying but like, its either sentinel dies or you die, no other option in such a scenario
if you manage to kill the sent? the hive which is normally small gets reduced by another member.
if sent caps you? the hive is made larger.
the sentinel is slightly balanced by its health pool, the real problem is tackle spam, a carrier can two tap tackle someone and hug them immediately for example.

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Hot take, but I honestly feel like the game would feel so much better if capping was removed as a mechanic.

It’s obviously essential and shouldn’t be removed since it’s just integral lore to the franchise, but requiring and balancing a faction based off them almost exclusively reproducing from the enemy team is one of the worst things ever conceived in a multiplayer TDM game.

I can’t help but wonder just what it’d be like if players didn’t have to play around this.

Could not hurt to test it. Interesting idea @BasilHerb

Capture Gameplay is one of the few big things we have over TGMC and I quite like a lot about it. It’d be a damn shame to see it reduced or tuned out.

i have yet to read any of the replies.

i don’t see the issue with the sole capping power of sentinels. For how well they can sole cap they are also shit at combat, add in the fact the combo needed to get off the cap is not as simple as it seems or the fact its partly RNG if you can even hit the scattered spit.

really sentinels ether need frenzy or for the combat to happen on weeds to have good shot at capping. fact is sentinels are SLOW, yes they have nero spit but its fairly easy to dodge.

Now the issue with sentinels is when it comes to combos with other xenos… then there capping power is a issue, that i can agree on.

Edit: man i forgot about the buffs…i only play sent a bit so bite me…

but taken in account some of the buffs, i do see a few issues mostly

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this really changes the risk to reward assessment of going for a cap… as really this is the opening move to the combo, and taking away much of the RNG of the scatter makes caping much more of simple affair.

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I still disagree on the senti nerf on github. Because right now its decent/good, but will be nerfed back to useless/only viable with primes.

And there seems to not really be a middle ground since you are essentially removing the one thing its good at, and neglecting that its quite litterary useless at everything else. cept bullying survs I guess, but then its litterary a caste you can only play for 15 at the start.

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