Today was my third day playing multiplayer and the first time I see people using them in masses.
Out of the 4 games I played where there was an Anders leader, the games where resolved by full sentinel armies. Whenever anders got her sentinels it is game over, I won a game like that, the enemy eliminated me first, they were going for the remaining 2 when our Anders just wiped all their bases and we won the game (I was spectating the game).
So I went to the prima guide to see what’s up with these sentinels and to my surprise they’re actually a leader power that unlocks them to all your mini bases and bases!!!
THAT IS RIDICULOUS!
At first I thought anders could only build them instead of hornets. So my proposal is…
BALANCE PROPOSAL
Make the leader power spawn a bunch of these sentinels instead. That way they can’t be spammed from bases and minibases and are on a long cool down.
This leader power can be upgraded to give the sentinels the abilities and upgrades that you can buy in the base.
WHAT THIS MEANS
Anders would still have access to these super strong units with high mobility, damage output, and effectiveness all across without having them nerfed at all! And at the same time prevent the spamming.
What do you guys think?
Disclaimer: I do think spamming a single unit is a totally valid strategy, my issue is on how incredibly hard it is to counter it.
Though I haven’t tested it, due to the sentinels being aircraft that’s strong against vehicles, meaning it beats the anti air specific units a little easily, I would say the best way to counter it is to make use of the “rock-paper-scissors” system of halo wars and counter the air with infantry, which if memory serves correctly the sentinels aren’t too strong against anyway. Just a suggestion but I don’t know how effective it’d be.
Actually that makes a lot of sense, they would function similarly to Cutter’s odst. I feel like that would actually be a lot better overall. Since no other leader as anything remotely similar to getting access to extremely unique and powerful units en masse. The only drawback is that I feel like it might take away from some of the flavor of Anders as a leader but overall I feel like it’d be healthier for multiplayer. There’s a thread for feedback that I think this would go well in.
They are equal or worse to a level 2 hornet with wingmen, no need to anything to them.
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> Though I haven’t tested it, due to the sentinels being aircraft that’s strong against vehicles, meaning it beats the anti air specific units a little easily, I would say the best way to counter it is to make use of the “rock-paper-scissors” system of halo wars and counter the air with infantry, which if memory serves correctly the sentinels aren’t too strong against anyway. Just a suggestion but I don’t know how effective it’d be.
I maxed on infantry, pretty much infantry cannot keep up with them so it’s just wasted resources and population.
Yeah I also tried countering them with lots of wolverines and they just out run them to safety. Maybe make an upgrade to speed up wolverines?
Yesterday was the only time I’ve been able to put them off, I had around 15 reavers, too bad the game crashed after I destroyed his army.
Use Infantry, anti-air, and anti-air turrets. Turrets are the most important as it’s the main defense against the rush. A group of Marines and four turrets make quick work a group of Sentinels. Sentinels are squishy even with the shield passive ability. KNOW YOUR ENEMY. Scout your opponent’s and counter accordingly.
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> Use Infantry, anti-air, and anti-air turrets. Turrets are the most important as it’s the main defense against the rush. A group of Marines and four turrets make quick work a group of Sentinels. Sentinels are squishy even with the shield passive ability. KNOW YOUR ENEMY. Scout your opponent’s and counter accordingly.
No one is talking here about any rush, I’ve never seen anyone rushing with sentinels.
Rushes are easy to stop. Read the thread again.
Ah, I see my error.
I like using sentinels in the way you described. My team and I use sentinels to punish players who over extend their map control. The players that push back our sentinels are the ones that have anti-air defenses, keep up with home defense and have control of territory in front of their base. Team mate leader powers can help make quick work of a group of sentinels.
Also unit diversity is important. More than one unit counters sentinels