imperial guard sentinels are the missiles 2 good now?

Issues dealing with gameplay balance.
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Superhooper01
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imperial guard sentinels are the missiles 2 good now?

Postby Superhooper01 » Mon 31 Mar, 2014 7:09 pm

Hey guys 1st up im glad that the sentinels have had there missile pods upgraded as they were so slow and pretty easy to dodge and using them to take down vehicles wasn't easy due to the time it took to load and fire often leaving them to be owned. However maybe its because i often fight against Yarrick i find myself facing at least 2 sents with the missiles loaded in and in some cases seeing players get another sent in tier 2 just for more firepower from the new missiles. when u have 2 of these bugers firing at u in can kill a set up team within 2 or 3 barrages and as a chaos player wipe a gl tic squad in a a volley from 2 sents firing at the same time. i can miro to avoid these but 1 slip up and no more tics. A game i played with Creamy-surprise which Crazyman casted showed how powerful these sents can be with the guants of creamys nid army being tore apart by them which he complained about as a squad of termanguants can be wiped easy plus adding in hell fury strikes and manticore strikes with these 2 sents firing can mean lots of squad wipes. i feel factions like nids and low level health squads like heretics and sluggas are now under pressure to get into the lines of guard formations due to this change in sent firepower especially with attack ground commands. alone 1 sent with this upgrade isn't to bad but when there are 2 or more sents with the rockets loaded in allows them to wipe set up teams and rip apart heretics and more etc. im not sure what the original speed was of the travel time on the rockets but if its the case of it being doubled (im sure some1 will tell me below) can it be reduced to a 1/4 or at least looked at as the change has affected how i tackle sents and can cause geting a set up team to be a bad move in some cases. :?
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Re: imperial guard sentinels are the missiles 2 good now?

Postby Torpid » Mon 31 Mar, 2014 7:16 pm

I think they are. I don't see why they got buffed in the first place. They were super easy to land before and the AV missles do so much work it's insane. All you had to do before was attack ground. Given how much damage they did I think it was fair to ask for a little bit of micro from a race that is micro-dependent anyway.
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Re: imperial guard sentinels are the missiles 2 good now?

Postby Tex » Mon 31 Mar, 2014 9:08 pm

For me they are on the bubble. They are absolutely incredible at this point and I now find myself back teching to sentinels and building more of them in T2.
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Re: imperial guard sentinels are the missiles 2 good now?

Postby Bahamut » Tue 01 Apr, 2014 1:08 am

What does "on the bubble" means?
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Re: imperial guard sentinels are the missiles 2 good now?

Postby Tex » Tue 01 Apr, 2014 4:01 am

The "bubble" is another way of saying "the fence". Basically meaning they could fall off or "pop" onto either side.

I think that the sent missile launcher is really good, but I also feel like IG T2 has needed something to really help out in those "well... im stuck in t2 again" kind of games.
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Re: imperial guard sentinels are the missiles 2 good now?

Postby PhatE » Tue 01 Apr, 2014 5:17 am

They wreck blobs. But IG need a little love right now, I wouldn't mind seeing the change stay for a little while longer.

However, having said that. Repair bunkers with these things are ridiculous! I know that bunkers repair rate got reduced a little while ago. If it had a shared rate depending on the amount of vehicles nearby you wouldn't have "those games" that last 40 minutes but it was actually just a 25 minute stalemate with manticores and the inevitable baneblade.
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Re: imperial guard sentinels are the missiles 2 good now?

Postby HandSome SoddiNg » Tue 01 Apr, 2014 6:12 am

Well hoopa, Chaos does have a harder time vs 2 Sents openings in t1,even with 2 CSM eternal wars u can't rightly outgunned Sents with enough dps like Sniper scouts dealt at the same rate as GM repairing and pressurize the IG player enough .

Kraks missiles, when their targeted at your tics,keep them Spread into Worship mode to reduce model losses . But ,Once Sents has Kraks,they lacked the FF which u can push to your advantage against repair bunkers ,though its troublesome positioning your AC Havocs as they simply just target-ground with kraks ,2 Sents into Manticore can be painful for Chaos to deal with . But,with TCSM when u caught one-off guard they go down Pretty dam fast :D ,keep your forces fanned out and advance aggressively. Don't let the repair bunker become their liability
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Re: imperial guard sentinels are the missiles 2 good now?

Postby Superhooper01 » Tue 01 Apr, 2014 4:02 pm

I dont have a problem killing them sod just the damage they do with the traveling speed as well as the cost to get them seems to be a bit mental especially when u have more than 1 of them firing on one target especially models with high models. id like to see the travel time reduced or the cost increased.
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Re: imperial guard sentinels are the missiles 2 good now?

Postby HandSome SoddiNg » Wed 02 Apr, 2014 5:56 am

Superhooper01 wrote:I dont have a problem killing them sod just the damage they do with the traveling speed as well as the cost to get them seems to be a bit mental especially when u have more than 1 of them firing on one target especially models with high models. id like to see the travel time reduced or the cost increased.


They were recently buffed with Speed increase of Kraks i believe, Cost increase won't justify its functionally as Sents no longer have their extra armor like retail and can go down relatively fast to TCSM/Sniper scouts when out of position . Maybe can revert back to its Original firing rate,but Price increase for a vulnerable substitute walker ,don't think so.
Also, 2 Sents meta you're bound to expect a repair bunker where they eventually retreat towards,tha'ts your opportunity to push i guess
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Re: imperial guard sentinels are the missiles 2 good now?

Postby crazyman64335 » Wed 02 Apr, 2014 3:39 pm

in short i don't believe they really are OP now. This is because of all the extra stuff that comes with the missiles themselves, missing because of terrain / hitting terrain half the time. Giving up the multi las on the sent makes it scale better but also means you have to have the discipline to force fights in a position where your sent can actually hit its missiles, otherwise it's just a waste of an upgrade. To people who are struggling with the sents just try to fight the sents up or down a cliff and laugh as their missiles completely miss :lol:
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Re: imperial guard sentinels are the missiles 2 good now?

Postby Bahamut » Wed 02 Apr, 2014 3:46 pm

well, you lose 40 direct dps on the senti but you get 21 from the guardsmen. Yeah i guess it does mean less chance to wipe stuff and such, but those missile are well worth the downside whenever they hit
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Re: imperial guard sentinels are the missiles 2 good now?

Postby Dark Riku » Wed 02 Apr, 2014 5:23 pm

HandSome SoddiNg wrote:Well hoopa, Chaos does have a harder time vs 2 Sents openings in t1,even with 2 CSM eternal wars u can't rightly outgunned Sents with enough dps like Sniper scouts dealt at the same rate as GM repairing and pressurize the IG player enough .
Dual csm with EW put a lot of pressure on them already. Add in a CL with a flamer to do even more dps or a PC with healing support in the back or a sorcerer that can force of the repair support with AoE... Chaos has enough pressuring tools.

crazyman64335 wrote:To people who are struggling with the sents just try to fight the sents up or down a cliff and laugh as their missiles completely miss :lol:
Attack ground ;)
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Re: imperial guard sentinels are the missiles 2 good now?

Postby Helios » Wed 02 Apr, 2014 5:42 pm

Dark Riku wrote:
Attack ground ;)


They can still hit the terrain with attack ground.
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Re: imperial guard sentinels are the missiles 2 good now?

Postby Commissar Vocaloid » Wed 02 Apr, 2014 11:21 pm

Helios wrote:
Dark Riku wrote:
Attack ground ;)


They can still hit the terrain with attack ground.

^

I've found it buggy at most.

Also, my response to IG missiles buff?

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Are they over performing? My answer - maybe? But for a generally lack luster T2, wherein a lot of units are very specific to their aplpication and situation (with perhaps exception of storm troopers), the senti-upgrade is one of the few things that can help IG out in a generally bland tier. The missile's before the buff were not very good - it has been mentioned that good micro would help guarantee missiles hitting targets before the projecticles became faster, but it's a little cumbersome if you have to attack ground one (let alone two) unit(s) mid battle because a regular attack won't connect.
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Re: imperial guard sentinels are the missiles 2 good now?

Postby Atlas » Thu 03 Apr, 2014 12:57 am

Yeah attack ground shouldn't become the standard way to use a unit mid-combat.
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Re: imperial guard sentinels are the missiles 2 good now?

Postby Torpid » Thu 03 Apr, 2014 1:00 am

Well, that's how we all use the weirdboy. I hope...
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Re: imperial guard sentinels are the missiles 2 good now?

Postby crazyman64335 » Thu 03 Apr, 2014 2:08 am

That Torpid Gamer wrote:Well, that's how we all use the weirdboy. I hope...

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Nope
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Re: imperial guard sentinels are the missiles 2 good now?

Postby Vapor » Thu 03 Apr, 2014 3:00 am

Atlas wrote:Yeah attack ground shouldn't become the standard way to use a unit mid-combat.


Maybe not standard, but if you want to maximize the potential of any artillery unit it definitely helps to use attack ground mid-combat...
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Re: imperial guard sentinels are the missiles 2 good now?

Postby HandSome SoddiNg » Thu 03 Apr, 2014 6:58 am

That Torpid Gamer wrote:Well, that's how we all use the weirdboy. I hope...


My God, Warpath + Shootaboyz will demolish 2 Sents straight up lol. Warpath will laugh at Kraks
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Re: imperial guard sentinels are the missiles 2 good now?

Postby Kvek » Thu 03 Apr, 2014 1:33 pm

HandSome SoddiNg wrote:
That Torpid Gamer wrote:Well, that's how we all use the weirdboy. I hope...


My God, Warpath + Shootaboyz will demolish 2 Sents straight up lol. Warpath will laugh at Kraks


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you usually get hwt vs orks in t2, so that should stop them (with the shield upgrade, ofc)
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Re: imperial guard sentinels are the missiles 2 good now?

Postby Torpid » Thu 03 Apr, 2014 1:53 pm

FOOT OF GORK!
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Re: imperial guard sentinels are the missiles 2 good now?

Postby Kvek » Thu 03 Apr, 2014 2:32 pm

That Torpid Gamer wrote:FOOT OF GORK!

while using warpath? sure
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Re: imperial guard sentinels are the missiles 2 good now?

Postby Superhooper01 » Thu 03 Apr, 2014 7:23 pm

Lol why are we taking about orks? were suppose to be talking about the sents damage and speed on its new weapons as well as cost effectiveness :P taking the sents out for Chaos, eldar and orks the races i play isn't that hard maybe bit harder with bunker support going off topic a bit guys :|
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Re: imperial guard sentinels are the missiles 2 good now?

Postby Commissar Vocaloid » Fri 04 Apr, 2014 5:59 am

fv100 wrote:
Atlas wrote:Yeah attack ground shouldn't become the standard way to use a unit mid-combat.


Maybe not standard, but if you want to maximize the potential of any artillery unit it definitely helps to use attack ground mid-combat...


True that optimizing would be done best by attack ground, but I think the point is that it was completely avoidable, not that it wasn't optimized. Sentinel's couldn't hit for shit when it came down to it, and usually required a unit being caught off guard or timing your missiles with the AG, as mentioned. Personally, before the buff, I used their missile pods primarily for added AV (and gen bashing) - that's not to say I didn't have the frag missiles whenever needed, but I usually didn't expect them to perform as well as I would now.
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Re: imperial guard sentinels are the missiles 2 good now?

Postby Kvek » Fri 04 Apr, 2014 6:04 am

Superhooper01 wrote:Lol why are we taking about orks? were suppose to be talking about the sents damage and speed on its new weapons as well as cost effectiveness :P taking the sents out for Chaos, eldar and orks the races i play isn't that hard maybe bit harder with bunker support going off topic a bit guys :|

If you don't have problems killing them, kill them
and bunker with two sents is an unusual thing, i doubt someone is going to build a bunker with two sents in t2
ofc, in 3v3 theres a bigger chance of that happening

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