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4/10/2019 2:11:52 PM
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Prime - Sentry is not an effective invader counter

So in Gambit prime the armor for sentries suggests two jobs. Knock down blockers and counter Invaders. It is worth noting that these two jobs conflict with each other basically every invasion since it is very likely you are getting a blocker dump and an invasion at the same time, so you have to choose - either let motes drain or let an invader chase down your guys with motes. Either way it is "Gj sentry..." But that isn't even my main point. My point is how bad sentries are at countering Invaders. The blocker focused perks are underwhelming but at least it adds some value and taking out blockers is possible. The single anti-invader perk (marking) is a fine start, but it changes very little little in a sentry vs invader fight. The invader just has too many advantages. I think Invaders should be concerned about going up against a sentry and feel like they might be better off if they avoid the sentry, which right now is laughable. Unless I have help, right now as a sentry my standard invader process is: - find them - mark them - get killed by them in the process - hope my team can use the mark to avoid them or finish the job. That is not a fun role. So here are a few random examples of perk ideas for making sentries more capable at countering Invaders while still leaving Invaders powerful: - sentry can intermittently see invader tag or location on radar - sentry tag intermittently disappears from invader hud - sentry has a large slowing Aura as invader gets closer to them - sentry gets a shield/shield Aura on invasion - damage from sentry drains heavy ammo - sentry gets super energy on invasion - on death sentry spawns taken dogs that chase invader - sentry grenades gain that time slows down/sticky debuff And I'm sure there are plenty more. You get the idea. Right now sentry is just another kill to invaders. Make it so invaders have a reason to be concerned about sentries.

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  • Imagine having four sentries that all get overshields when someone invades. “Wrong neighborhood motherf***er”

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  • I prefer sentry/invader in prime and i definitely feel invader is stronger. BUT, you have to remember, against invaders, youre not alone. You can mark them for your whole team to see which is highly underrated. Its a 4v1, overshield be damned, you still have the addvantage. When harvesting motes or in damage phase i will usually move closer to bank to be the first obstacle for the invader. Mark them, call out their position, hopefully kill them or just protect your collector. Radar is such a useful tool for quickly figuring out where they spawned.

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  • Edited by Xc_LuxZenRa: 4/13/2019 5:51:31 AM
    Sentry should mimic the invaders shield buff once someone invades. That way. It gives it a little more umph!! Edit: welp you took the words out of my head. Just finished reading. Gg.

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  • If invaders can see everyone all the time sentry should be able to see invaders all the time.

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    • Sentry could use a buff for sure. Not a big one. But he it the nail on the head about invaders and blockers happening at the same time.

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    • I think Sentry at high enough tier (3/4) should provide "unlock" for bank, if he stands nearby, regardless of invader's set. So if Sentry is around, his team-mates could dump their motes safely. Also, if Collector (and only the Collector) dumps motes, this send healing pulse to all nearby team-mates, similar to Crest of Alpha Lupi, when titan plops a barricade.

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    • They have seriously given invaders high value target type health now with that improved overshield ... I loaded a fully powered izanagi burden and hit a headshot and it didn't kill the invader that's insane ... Me and the clan now have an inside joke that the hvt is invading us when the invader comes over .. it takes what 3 jotunn shots to take down a yellow bar in prime it takes 2 to take out the invader .. The first time I invaded with a full set I was completely surprised at how much damage you can tank now ... It's to much and has no place in gambit prime which was already influenced to much by invasions

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      • [quote]So in Gambit prime the armor for sentries suggests two jobs. Knock down blockers and counter Invaders. It is worth noting that these two jobs conflict with each other basically every invasion since it is very likely you are getting a blocker dump and an invasion at the same time, so you have to choose - either let motes drain or let an invader chase down your guys with motes. Either way it is "Gj sentry..." But that isn't even my main point. My point is how bad sentries are at countering Invaders. The blocker focused perks are underwhelming but at least it adds some value and taking out blockers is possible. The single anti-invader perk (marking) is a fine start, but it changes very little little in a sentry vs invader fight. The invader just has too many advantages. I think Invaders should be concerned about going up against a sentry and feel like they might be better off if they avoid the sentry, which right now is laughable. Unless I have help, right now as a sentry my standard invader process is: - find them - mark them - get killed by them in the process - hope my team can use the mark to avoid them or finish the job. That is not a fun role. So here are a few random examples of perk ideas for making sentries more capable at countering Invaders while still leaving Invaders powerful: - sentry can intermittently see invader tag or location on radar - sentry tag intermittently disappears from invader hud - sentry has a large slowing Aura as invader gets closer to them - sentry gets a shield/shield Aura on invasion - damage from sentry drains heavy ammo - sentry gets super energy on invasion - on death sentry spawns taken dogs that chase invader - sentry grenades gain that time slows down/sticky debuff And I'm sure there are plenty more. You get the idea. Right now sentry is just another kill to invaders. Make it so invaders have a reason to be concerned about sentries.[/quote] Nice sentry ameoir is firstvibgot amd masterwlrked..i enjiyed the role..but jow cant even play..but i like ir perks..i think a shield would make strongblike invader or slownauroa when close..so invader stays away!..but think then evryone would pick thay armour..so maybe the get super energy when hit invadet..like full bar with 2 hits

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        • New proposed changes (my personal ideas, so take it or leave it.) 1.) Specialized Assault - Increased Special weapon damage on blockers. (20% increase + an additional .1x precision multiplier bump.) This would incentivize the use of more specialized weapons to deal with blockers. This would reduce the need to dump heavy ammo onto a blocker, especially a Large or Giant blocker. 2.) Take Me with You - Killing an invader causes them to drop more motes (minimum increased to 5 from 3), heavy ammo (100% Heavy drop rate), and grants increased Taken damage for a short time. (+10% for 8 seconds) 3.) Veil of Shadows - Gain an overshield when an invader is present. (Same Shield as invader, except you can’t see the enemy. Glows yellow instead of red.) 4.) Ethereal Return - Blocker kills Reload your magazine, have an increased chance of dropping heavy (increased by about 10%), and bank heals and increases ability recharge rate when you are near.

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        • [quote]- on death sentry spawns taken dogs that chase invader[/quote] This got me laughing hard. But that is an interesting idea. I like it.

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        • Invaders have too much overshield.

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        • I like the idea of allowing the sentry to see exactly where the Invader is, but against the right players, it becomes pretty easy to predict the spawns. That being said, as a sentry Id say using sleeper is a great option cuz it should be a 1 shotkill.

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        • The full invader set is so op it’s a joke. There zero counter to it.

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          • I played a ton of regular Gambit, but Just haven’t been able to get into Gambit Prime and have maybe played 15 games. I just don’t like how everything is so massively weighted toward invaders extending the game over and over. It might as well be a 1v1 activity with two invaders going at each other. What we have now is “Invader Prime”.

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            • *Spawns taken dogs to hunt invaders* [i]"Fetch me their souls!"[/i]

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            • Sentry was never meant to be a counter to an invader, just a protector. All the sentry is supposed to do is keep the pad clear, scout/destroy invaders,and if you have the final perk buff teammates resistance during primeval damage phase. To effectively be a sentry you have to have the mentality of protecting your team which to be honest no solo queue is going to do. I'm an invader and when I'm scoping out my prey the sentry is always the one that runs away and half the time the enemy collector gets me which is assbackwards. There are many weapon great for prime but the hard cold fact is the community as a whole is a large majority casual and pve purists which are terrible for a competitive mode like gambit or gambit prime. When I'm invading the enemy just runs away rather than 4 man rush me and to make matters worse the ones that hide are usually the ones with no motes at all.

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              • Edited by SufrinTourettes: 4/11/2019 6:57:20 PM
                How about sentry has same buffs as invader during invasion to balance the fight. This way sentry becomes a threat to Invaders.

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              • The first perk should just be reworked into a blanket damage buff against Taken and Invaders like Malfeasance has. Sentries could do their role more effectively and still be useful during the Primeval phase. Second perk should be a buff that provides healing near the bank and a small overshield when leaving it. Third perk should mark the Invader and the mark should persist until the Invader dies or leaves. Killing the Sentry will NOT deactivate the mark. Fourth perk should just add healing in the Well of Light.

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              • After some thought, the final perk on the sentry tree should make them immune from the invader wall hack when near the bank(30m radius)

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              • I think the concept of "roles" has everyone confused. Here's a list of tasks and who should be completing them. Killing Enemies: Everyone Banking Motes: Everyone Clearing Blockers: Everyone Fighting Invaders: Everyone Killing the Primevil: Everyone Invading: Invaders Seriously though, you don't get to stand at the bank just because you wear sentry, just like an invader can't just stand at the portal waiting for invasions. Everyone should be team shooting invaders, Sentry just has the added bonus of marking them for the [i]team[/i]. I don't understand the rationale everyone has in thinking they should be able to 1v1 invaders. Tldr; I think sentry is fine. Invasions are a 1v4, not a 1v1.

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                • Sentry armor marks invaders for everyone and its 4v1. The sentry armor is perfectly fine and shouldnt act as a free kill on invaders.

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                • I play with all 3 characters in every role except for collector, invader is my favorite role and I have 56 one man army medals because of my obsession with that role. Here's my take: I think you guys complaining about invaders are simply not good at pvp in general. Whenever I'm invading I can easily be picked off if I'm not going try hard, invaders with all notorious gear aren't OP. When I'm doing sentry or reaper duty, I can easily pick off the invader when they come through. I think learning general spawn points would help alot of you guys/gals struggling against invaders. Think about this example: is every single invader like "steven seagal hard to kill" or are there bad invaders too?.....yep, that overshield you're crying about isn't god mode.

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                  • I get ya but as someone who is almost covering multiple roles, it's not that bad. If the invader is good they'll kill you anyway, marking them makes it easier for your team to work together to kill them as they should be doing. I have players in my clan who say the invader isn't their problem as they continue to kill ads alone and die to them with all their motes or die to the invader, OR let us die to the invader then get killed themselves. Sentry or not, if you're invaded, your priority should immediately shift to shutting them down ASAP as a team so you can continue without being delayed any more than an invasion causes by default.

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                    • It should grant ability and super energy, along with ammo to weapons upon an invasion. Sort of like how invader works when invading.

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                    • Edited by whateverman7: 4/11/2019 5:51:28 PM
                      I disagree. It sounds like you think countering invaders is a 1 person job, and it isnt. Taking invaders down is a team thing. Sentries help with that by marking and showing the rest of the team where invaders are, which is important. Now, whether the rest of the team takes advantage of that and go after the invader is a different topic. Edit - after reading more comments, it seems a lot of people have the thinking i stated: that countering invaders is a 1 person job. It's not, it's a team job. Also, I know people think invading is the most important thing in the game, but it isnt. It is no more important than reaping, collecting motes, depositing motes, and clearing the bank.

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                    • What I'd wish for is a perk that makes the ads leave me the fork alone when an Invader comes. Dueling an Invader with over shield is manageable. Till a month ago, there's was just too many OEM in crucible that you eventually get used to it but the mobs hit a hell of a lot harder than the Invader. You'll have to reposition very far so they don't aggro you or go into an engagement weak. That vex Cyclops thing one shots.

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