Forum Discussion
@doubleome wrote:Why on earth doesn't it have any sort of charges or cooldown on it's function? It's the most frustrating gadget to fight against. It's a fire and forget gadget you can place nearly 100% safely behind cover no chance to take it our reliably.
Especially in fast paced rush 16vs16 there just aren't enough people around to really take it out and it just stops anything for ever and ever it's kinda ridiculous. The way it works just falls way way outside any other mechanics and gadgets in the game.
The Sentinel is one of the few defenses vehicles have against incoming missiles in a game where everyone has missiles. Last time I used it I was in a spot for maybe 5 minutes and it blocked 18 missiles! With that many shots coming at you there's no chance of survival without it
- doubleome3 years agoSeasoned Ace
@Karen0202 Again I think that’s a completely different issue all together, the fact 18 missiles are being fired in such a short duration and the fact one simple fire and forget gadget can stop the power of enough missiles to destroy at least 4 vehicles.
- Karen02023 years agoSeasoned Ace@doubleome I can see your frustration coming from an infantry POV, but like Ironhead said, they can be destroyed. And from a vehicle POV, there's no surviving sometimes without it when your facing good adversaries who know how to take out a tank. Even with that Sentinel I had to "tactically withdraw" due to the overwhelming attention I was receiving. Vehicles have very limited defensive options to protect themselves, to nerf one of the few available would be another mistake
- doubleome3 years agoSeasoned Ace
@Karen0202 Thats why vehicles should also have an APS as a defensive cooldown instead of smoke, something that’s clearly visible when active.
The sentinel being unlimited and having zero feedback when your explosives just vanish in thin air is just bad design. The least they can do is give clear feedback when a sentinel took out your explosives.
Even just a small cooldown between charges so that 2 rockets fired at the same time from a team aren’t just instantly taken down, so you can basically overwhelm it, in turn make it tougher vs explosive splash damage so it’s not just taken down so quickly.
Everytime I face one of these things it’s just frustrating to play against it’s just not fun and yes that’s my opinion but usually things that are like this are heavily defended for the wrong reasons.