take all turtle maps out of rotation I and plenty others will agree those maps are not wanted. There is no reason why sentry is still in matchmaking
Why? To make things easier for you, part of playing Ranked Matches is a mixed bag with leaders and maps (If your this concerned about the casual “Team War” playlist, my goodness). Some maps are easily defendable and others your right in the open and easily rushed. Im assuming your talking early game as well right, because after 10 minutes, people can have full, upgraded armies, and if your struggling to get a base or two because the opponents defend well, then they either deserve to win or you need to come up with a good strategy to beat them. Plus, there arnt that many maps anyway in the rotation overall, you take out 2 or 3 maps, and youll be playing on maybe 2-3 maps tops anyway. Then youll say, bring them back cos I only ever get Map X and Y all the time. I guarantee that there are plenty of ways to remove a turtle from its shell, you just need to find out how!
> 2533274884428512;2:
> Why? To make things easier for you, part of playing Ranked Matches is a mixed bag with leaders and maps (If your this concerned about the casual “Team War” playlist, my goodness). Some maps are easily defendable and others your right in the open and easily rushed. Im assuming your talking early game as well right, because after 10 minutes, people can have full, upgraded armies, and if your struggling to get a base or two because the opponents defend well, then they either deserve to win or you need to come up with a good strategy to beat them. Plus, there arnt that many maps anyway in the rotation overall, you take out 2 or 3 maps, and youll be playing on maybe 2-3 maps tops anyway. Then youll say, bring them back cos I only ever get Map X and Y all the time. I guarantee that there are plenty of ways to remove a turtle from its shell, you just need to find out how!
Do you even know what your talking about? To make things easier lol what sentry is a poorly designed map I’m pretty sure no good player likes that map.
next I never said anything about team war I barely get sentry in team war.
lol nothing you even commented is accurate in the slightest take out 2 or 3 maps and you will play 2 or 3 maps tops lol what are you even talking about buddy there are 10 maps in matchmaking lol what.
Turtle maps it’s a reason no one likes them they make the match drag on for hours. Then on top of that it’s so easy to turtle because you have to push onto high ground then right after you get up the hill your greeted with a base with either turrets or a shield
please try to understand the concer before typing a reply. Yes you can turtle on rift or any map to be exact. But they are not considered turtle maps turtle maps are the sand maps. Maps at which you have to push high ground then be meeted after pushing high ground with a base.
now rift there is only one base which you have to push highground so it’s not considered a turtle map.
sentry in halo wars 2 is the Orion of halo 5 it’s just completely cancer, not fun, draining. It’s just a poorly designed map point plank period it needs to be taken out of rotation.
1.) How is it poorly designed? Like what is your reasoning for determining this. Is it because each side is easy to defend meaning only 1 point of attack unless you send air across?
2.) I assumed you were talking about ranked, I just also implied that if you were this concerned about a map in Team War you should go to ranked as you didnt specify if you were talking about Ranked or Team War in your original post.
3.) 10 maps in matchmaking huh. Counting the ones that include 2v2 or 3v3, there is around 6 1v1, 2v2, 3v3 maps then a couple each for 2v2 and 3v3 seperately. My argument is that if you start removing maps from those playlists, you severely narrow down the maps in rotation because even though there might be say 10 altogether its not the case that there are 10 3v3 maps or 2v2 ones. Plus its doubtfull more are on the way and you said “Turtle Maps” plural indicating more than one map removal.
4.) Drag on for hours, geez. Maybe once in a dozen or two match it takes “Hours” but most ranked matches go for 30 minutes tops, usually over within 15-20 minutes due to a rush. Plus, what army are you using? Im sure any cloaked base can be wiped out by a full air army with a few healers to detect (BTW im sure there are plenty of armies that can do the same, im just suggesting the most obvious). If your letting the match drag on for hours and they have full defense in a ranked match then your loss for letting them get that strong to begin with instead of pushing the pressure.
5.) The only real point youve put is that you have to climb a hill to get to the base which most other maps dont have except the sand ones. Like wow. Any banished boi can turtle his/her base with a cloak, shield, turrets, anti-air and artillery on any map. Im sure the hill isn't so big of a deal that it is the defining reason why that strategy is OP. Thats in my experience on the map anyway. 6.) Wow so you have to deal with two lots of bases that are close together instead of the usual 1 lot of bases. If they are banished they are each well defended but cant really support each other except with units, and if its UNSC they can defend each other with Siege turrets but you can just straight up attack the base or severely cripple it anyway. ADAPT, if your really taking hours to beat your opponent, then your pretty evenly matched, a bad player on that map wont just become as good as you because their on that map, more likely they know how to use the map to hold their position and you dont know how to get passed that. Nothing an army of Vultures or a Scarab with support cant usually get rid off if you have so much pressure and theyre holding you back at those bases.
> 2533274884428512;4:
> 1.) How is it poorly designed? Like what is your reasoning for determining this. Is it because each side is easy to defend meaning only 1 point of attack unless you send air across?
> 2.) I assumed you were talking about ranked, I just also implied that if you were this concerned about a map in Team War you should go to ranked as you didnt specify if you were talking about Ranked or Team War in your original post.
> 3.) 10 maps in matchmaking huh. Counting the ones that include 2v2 or 3v3, there is around 6 1v1, 2v2, 3v3 maps then a couple each for 2v2 and 3v3 seperately. My argument is that if you start removing maps from those playlists, you severely narrow down the maps in rotation because even though there might be say 10 altogether its not the case that there are 10 3v3 maps or 2v2 ones. Plus its doubtfull more are on the way and you said “Turtle Maps” plural indicating more than one map removal.
> 4.) Drag on for hours, geez. Maybe once in a dozen or two match it takes “Hours” but most ranked matches go for 30 minutes tops, usually over within 15-20 minutes due to a rush. Plus, what army are you using? Im sure any cloaked base can be wiped out by a full air army with a few healers to detect (BTW im sure there are plenty of armies that can do the same, im just suggesting the most obvious). If your letting the match drag on for hours and they have full defense in a ranked match then your loss for letting them get that strong to begin with instead of pushing the pressure.
> 5.) The only real point youve put is that you have to climb a hill to get to the base which most other maps dont have except the sand ones. Like wow. Any banished boi can turtle his/her base with a cloak, shield, turrets, anti-air and artillery on any map. I`m sure the hill isn’t so big of a deal that it is the defining reason why that strategy is OP. Thats in my experience on the map anyway.
6.) Wow so you have to deal with two lots of bases that are close together instead of the usual 1 lot of bases. If they are banished they are each well defended but cant really support each other except with units, and if its UNSC they can defend each other with Siege turrets but you can just straight up attack the base or severely cripple it anyway. ADAPT, if your really taking hours to beat your opponent, then your pretty evenly matched, a bad player on that map wont just become as good as you because their on that map, more likely they know how to use the map to hold their position and you dont know how to get passed that. Nothing an army of Vultures or a Scarab with support cant usually get rid off if you have so much pressure and they`re holding you back at those bases.
- air is the worst unit in the game smh
- matchmaking in general sentry should be taken out sentry is available in 1s and 2s
3)litterly every map in the game is playable in 1s and 2s
where only 7 maps in matchmaking is playable in 3/
removing sentry wouldn’t be the end of the world.
what are you even talking about no one likes sentry that’s what I’m talking about read plz.
4)we can play a 1v1 in sentry we can do a best of 3 and I’ll turtle you for the entire day. The average match lasts from 12- 15 mins the match with players of equal skill is 15-30 mins the average time for a match on sentry is 30 min plus you would be lucky to have a 30 min game on sentry the longest games are played on sentry.
5)I’m not sure if your new to this games or a shooter game but high ground always gives an advantage if you have to push a base on the highground that means their units get free shot, now after their units have free shots you either have to deal with unsc overpowered turrents or you have to deal with a banished player hiding under his shield juggling his shield assuming you know what shield juggling is,
if they are unsc you have to deal with siege and anti air.
6)your talking about teams I’m talking in general, you can always support your teammates, in anything what are you even talking about. If you think it’s that easy I’ll turtle you for hours on sentry we can have a series on sentry it will be fun what do you say?
I mostly play 3s and some 2s (ranked), so I have not gotten ‘stuck on sentry’ that many times to the point where it was just too annoying to play. I know that something I struggle with as a player is changing up my strategies depending on the map. Sentry is probably one of those maps where one should change up their strategy to lean toward rushing to prevent turtling (especially depending on the match up). Easier said then done, I know. It also doesn’t help that certain leaders have OP sieging abilities (Anders) and a couple of Banished have super strong turtling potential (Colony and Pav).
I would prefer to keep in the rotation for variety’s sake because I don’t think we’ll be getting any new maps.
In my experience, the 3s maps do not have anywhere near the same problem that Sentry does in terms of turtling.
> 2533274809507599;6:
> I mostly play 3s and some 2s (ranked), so I have not gotten ‘stuck on sentry’ that many times to the point where it was just too annoying to play. I know that something I struggle with as a player is changing up my strategies depending on the map. Sentry is probably one of those maps where one should change up their strategy to lean toward rushing to prevent turtling (especially depending on the match up). Easier said then done, I know. It also doesn’t help that certain leaders have OP sieging abilities (Anders) and a couple of Banished have super strong turtling potential (Colony and Pav).
>
> I would prefer to keep in the rotation for variety’s sake because I don’t think we’ll be getting any new maps.
>
> In my experience, the 3s maps do not have anywhere near the same problem that Sentry does in terms of turtling.
It’s the opposite tbh I remember in 2s all I had was my herome (jerome) leader and like 20 pop marines with some turrents my buddy quick tech into deci banshees because they weren’t good players but they were still champs I stopped 2 armies with 2 turents and a leader while he had only a few banshees. Good to note quick teching into air isn’t a good play.
another one was when I was forge and I played a jerome I went gen first quick etched into hogs I fended off the Jerome’s push with just warhogs he had the pop lead the entire time. Then I controlled the map only to not lose to masadons because of the design of the map tho I’d to think that lose was my fault tho because I over expanded because I he was not a good player but I should of expected a Madison play
noting that both times rushing failed it’s nearly impossible to have a good rush if you cross the bridge you risk reinforcements falling if you take the long walkway reinforcements take to long to get there
i have plenty of examples of how rushing failed
> 2535447612273772;1:
> take all turtle maps out of rotation I and plenty others will agree those maps are not wanted. There is no reason why sentry is still in matchmaking
“take all turtle maps out of rotation I and plenty others will agree those maps are not wanted” - im pretty sure thats plural for more than one map to be removed lol. BTW only saw your challenge now mate, hope you were not waiting on me all of yesterday"
> 2535447612273772;7:
> > 2533274809507599;6:
> > I mostly play 3s and some 2s (ranked), so I have not gotten ‘stuck on sentry’ that many times to the point where it was just too annoying to play. I know that something I struggle with as a player is changing up my strategies depending on the map. Sentry is probably one of those maps where one should change up their strategy to lean toward rushing to prevent turtling (especially depending on the match up). Easier said then done, I know. It also doesn’t help that certain leaders have OP sieging abilities (Anders) and a couple of Banished have super strong turtling potential (Colony and Pav).
> >
> > I would prefer to keep in the rotation for variety’s sake because I don’t think we’ll be getting any new maps.
> >
> > In my experience, the 3s maps do not have anywhere near the same problem that Sentry does in terms of turtling.
>
> It’s the opposite tbh I remember in 2s all I had was my herome (jerome) leader and like 20 pop marines with some turrents my buddy quick tech into deci banshees because they weren’t good players but they were still champs I stopped 2 armies with 2 turents and a leader while he had only a few banshees. Good to note quick teching into air isn’t a good play.
>
> another one was when I was forge and I played a jerome I went gen first quick etched into hogs I fended off the Jerome’s push with just warhogs he had the pop lead the entire time. Then I controlled the map only to not lose to masadons because of the design of the map tho I’d to think that lose was my fault tho because I over expanded because I he was not a good player but I should of expected a Madison play
>
> noting that both times rushing failed it’s nearly impossible to have a good rush if you cross the bridge you risk reinforcements falling if you take the long walkway reinforcements take to long to get there
>
> i have plenty of examples of how rushing failed
My biggest complaint about Sentry is the size of the light bridge. It is way too small such that Grizzly tanks cannot cross at all, and all other vehicles have a nearly impossible time with pathing issues to get across. I also would add a visible timer to the light bridge so you know how much time you have to cross, as opposed to guessing.
> 2533274809507599;9:
> > 2535447612273772;7:
> > > 2533274809507599;6:
> > > I mostly play 3s and some 2s (ranked), so I have not gotten ‘stuck on sentry’ that many times to the point where it was just too annoying to play. I know that something I struggle with as a player is changing up my strategies depending on the map. Sentry is probably one of those maps where one should change up their strategy to lean toward rushing to prevent turtling (especially depending on the match up). Easier said then done, I know. It also doesn’t help that certain leaders have OP sieging abilities (Anders) and a couple of Banished have super strong turtling potential (Colony and Pav).
> > >
> > > I would prefer to keep in the rotation for variety’s sake because I don’t think we’ll be getting any new maps.
> > >
> > > In my experience, the 3s maps do not have anywhere near the same problem that Sentry does in terms of turtling.
> >
> > It’s the opposite tbh I remember in 2s all I had was my herome (jerome) leader and like 20 pop marines with some turrents my buddy quick tech into deci banshees because they weren’t good players but they were still champs I stopped 2 armies with 2 turents and a leader while he had only a few banshees. Good to note quick teching into air isn’t a good play.
> >
> > another one was when I was forge and I played a jerome I went gen first quick etched into hogs I fended off the Jerome’s push with just warhogs he had the pop lead the entire time. Then I controlled the map only to not lose to masadons because of the design of the map tho I’d to think that lose was my fault tho because I over expanded because I he was not a good player but I should of expected a Madison play
> >
> > noting that both times rushing failed it’s nearly impossible to have a good rush if you cross the bridge you risk reinforcements falling if you take the long walkway reinforcements take to long to get there
> >
> > i have plenty of examples of how rushing failed
>
> My biggest complaint about Sentry is the size of the light bridge. It is way too small such that Grizzly tanks cannot cross at all, and all other vehicles have a nearly impossible time with pathing issues to get across. I also would add a visible timer to the light bridge so you know how much time you have to cross, as opposed to guessing.
The bridge stays active for a minute and the bridge first turns on at 2 min mark after that if I’m not mistaken it’s turned on every 2 minutes don’t quote me on that.
or if someone actives it while it while off it’ll stay on for 1 min then turns back on that same time in 2 min