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View Full Version : How do Sentinels turn so quickly mid-Kidnap/Abduct?



puff_ng
11th Mar 2015, 09:19
So many times a Sentinel flys straight at me and I dodge roll to the side at a 90 degree angle and somehow I still get caught.

How?

--Ram--
11th Mar 2015, 09:22
A roll nowhere near guarantees they won't get you in most cases. Just how it is. They can either cut off your roll, or do a 180 and come back around to get you. If they do the latter your best bet is to run in a circle in the same direction they are travelling, that way they shouldn't catch up if they miss you the first time.

ursorlicious
11th Mar 2015, 09:23
maybe yours or his latency.

FireWorks_
11th Mar 2015, 10:09
Watch the replay, often there is a wall they bump into and manage a sharper corner than it would be flight only.

But as Ram said, you gotta move after the roll to escape the last moment of grab time.

ursorlicious
11th Mar 2015, 10:15
well played sentinels are really hard to avoid.

Da_Wolv
11th Mar 2015, 10:43
Watch the replay, often there is a wall they bump into and manage a sharper corner than it would be flight only.

But as Ram said, you gotta move after the roll to escape the last moment of grab time.

Yep. I main Sentinel since I have it unlocked and it has a huge skill ceiling in terms of movement.
Frankly, most times you are better off slightly stepping aside than doing a full dodge roll, because good sentinels can bump into objects and walls to re-allign their flight to still get you.

Equanimityjohn
11th Mar 2015, 11:24
Because 'bumping in to walls' should totally be a measure of skill in any sense of movement based gameplay. :/

ursorlicious
11th Mar 2015, 12:06
Because 'bumping in to walls' should totally be a measure of skill in any sense of movement based gameplay. :/

bumping into a wall should interrupt his flight.

Celeress
11th Mar 2015, 13:03
bumping into a wall should interrupt his flight.

I completely agree.
Especially when you see sentinels flying straight into a wall without interrupting flight.. that shouldn't even be a thing :P

FireWorks_
11th Mar 2015, 14:25
bumping into a wall should interrupt his flight.


I completely agree.
Especially when you see sentinels flying straight into a wall without interrupting flight.. that shouldn't even be a thing :P

Any of you play sentinels?

ursorlicious
11th Mar 2015, 14:30
Any of you play sentinels?

what's the point?

Ygdrasel
11th Mar 2015, 15:26
what's the point?

What's the point of playing anything ever, if we're just asking ridiculous questions now...

If you played Sentinel, you'd understand why "bumping into a wall should interrupt his flight" is a terrible suggestion.

ursorlicious
11th Mar 2015, 15:42
What's the point of playing anything ever, if we're just asking ridiculous questions now...

If you played Sentinel, you'd understand why "bumping into a wall should interrupt his flight" is a terrible suggestion.

yeah, you don't get it and now stop talkin **** please.

it's not. aim your flight well or you're **** up. easy as that.
it is terrible that a sentinel can catch you in a house or something like that without any problem.
you would prefer jumping with the reaver class into a wall and bounce like a rubber ball to get humans too? lol

Sanguise23
11th Mar 2015, 17:22
What's the point of playing anything ever, if we're just asking ridiculous questions now...

If you played Sentinel, you'd understand why "bumping into a wall should interrupt his flight" is a terrible suggestion.

I play sent alot! prob my fav class, i agree with Ygdrasel, your flight would be canceled all the time if wall canceled flight.

Korevas
11th Mar 2015, 17:40
yeah, you don't get it and now stop talkin **** please.

it's not. aim your flight well or you're **** up. easy as that.
it is terrible that a sentinel can catch you in a house or something like that without any problem.
you would prefer jumping with the reaver class into a wall and bounce like a rubber ball to get humans too? lol

Sorry but that's just a terrible idea. What you are suggesting would make flying that much more harder, so it would pose a dramatic nerf at lower skill levels, which IMO is not at all something sents need right now. Also, it would mean that even a slight fps stuttering, lag, or being blinded in flight might cause you to fall down and die horribly.

--Ram--
11th Mar 2015, 19:15
yeah, you don't get it and now stop talkin **** please.

it's not. aim your flight well or you're **** up. easy as that.
it is terrible that a sentinel can catch you in a house or something like that without any problem.
you would prefer jumping with the reaver class into a wall and bounce like a rubber ball to get humans too? lol

Would you prefer running into a wall as human concussing you and knocking you down? Obviously not because that would be ridiculous, but only as ridiculous as what you are suggesting.

cmstache
12th Mar 2015, 00:41
I personally would prefer MUCH stricter rules, ie hitting walls causing flight cancellation, etc. in return for sharper controls and a higher skill ceiling. Unfortunately, balance changes aren't normally that drastic of a change. The sentinel has been dumbed down a lot in some ways in the course of the game for easier access in some ways. Maybe an option in the menu for "advanced flight controls" making it more sensitive but more punishing?

ursorlicious
12th Mar 2015, 08:28
Sorry but that's just a terrible idea. What you are suggesting would make flying that much more harder, so it would pose a dramatic nerf at lower skill levels, which IMO is not at all something sents need right now. Also, it would mean that even a slight fps stuttering, lag, or being blinded in flight might cause you to fall down and die horribly.

l2read please.

i didn't say that every single stripe with a wall should cancel your flight, but hitting frontal into a wall shouldn't be possible at all. it is terrible that you can fly in (and out lol) a little room or directly into a wall without any restriction.


Would you prefer running into a wall as human concussing you and knocking you down? Obviously not because that would be ridiculous, but only as ridiculous as what you are suggesting.

HA HA HA, so funny. you can't compare that.

you could also use shift and climb up, if you hit a wall. i don't see the big problem here.

Celeress
13th Mar 2015, 01:04
What's the point of playing anything ever, if we're just asking ridiculous questions now...

If you played Sentinel, you'd understand why "bumping into a wall should interrupt his flight" is a terrible suggestion.

I don't think I said "bumping into a wall should interrupt his flight" but w/e.
I just don't think Sentinels should be able to fly STRAIGHT INTO A WALL for as long as they want, that's just bad design

KaininitePriestess
19th Mar 2015, 06:07
it is terrible that you can fly in (and out lol) a little room or directly into a wall without any restriction.

You know, very large birds can do some insane maneuvers in and out of seemingly very tight spaces just fine. When things are flying, they flap their wings. Those things know that when they're going through a tight spot, they tuck their wings in the downstroke and then open them up again once they're clear. It's not impossible at all.

Besides. This is Nosgoth. A wizard did it. Literally, in some cases.

SquirrelInDaSky
4th Apr 2015, 10:45
Plz make sentinels fall down if a player manages to hit their wings. Flying with pierced wings sounds like ridiculous idea. Also, substitute their legs with bat claws so it's harder for them to walk on the ground. Sentinels are supposed to only be useful in the air, because i said so.

Vampmaster
4th Apr 2015, 11:06
There are ways to edit a PC's registry that can make a mouse much more sensitive than windows normally allow. If you have a specialised mouse, you can even toggle between multiple settings.

Open regedit and edit these values:
HKEY_CURRENT_USER\Control Panel\Mouse\MouseSpeed
HKEY_CURRENT_USER\Control Panel\Mouse\MouseThreshold1
HKEY_CURRENT_USER\Control Panel\Mouse\MouseThreshold2

Use 2, 0, 0 for the values.

HexMee
4th Apr 2015, 12:53
There are ways to edit a PC's registry that can make a mouse much more sensitive than windows normally allow. If you have a specialised mouse, you can even toggle between multiple settings.

Open regedit and edit these values:
HKEY_CURRENT_USER\Control Panel\Mouse\MouseSpeed
HKEY_CURRENT_USER\Control Panel\Mouse\MouseThreshold1
HKEY_CURRENT_USER\Control Panel\Mouse\MouseThreshold2

Use 2, 0, 0 for the values.

Sentinel has a maximum turn speed so no.

Vampmaster
4th Apr 2015, 13:59
Sentinel has a maximum turn speed so no.

I hope so, because this type of thing seems to be a very common tactic and would circumvent the intended limits of the game if not taken into account.

NightbladeStalker
9th Jun 2015, 19:28
just make it so if they are using a ability and they hit a wall they hurt and knock themselves down. Same thing with Take Flight.

GrayPhilosophy
17th Aug 2015, 07:32
just make it so if they are using a ability and they hit a wall they hurt and knock themselves down. Same thing with Take Flight.

Unless the flight controls are made a hell of a lot more responsive and easier to control, this would make sentinels nearly impossible to play effectively by the average player. They have a fairly decent skill ceiling already as it is.

KaininitePriestess
18th Aug 2015, 03:11
^^ This, pretty much. They have a huge learning curve compared to the other classes as it is. Not whining or complaining about it, just saying.

SonixSquad
18th Aug 2015, 12:40
I think a small animation adjustment and tweak would work. If a sentinel flies directly at a wall they auto grip (climb mode) however they can also let go and continue flying back the direction they came. So when performed fast, it would look like a sentinel using a wall to repel in the opposite direcation. A bit like what a swimmer does when they get to one side of the pool, they use their feet to push off (fly off). This would actually mean increased agility for the sentinel but making the whole flying into a wall thing look way cooler.

kLauE187
18th Aug 2015, 12:45
They have a huge learning curve compared to the other classes as it is.
Only thing which makes sentinel hard to play is how to fly correctly. Pop sonic shriek into 4, get an easy grab and CONCENTRATE to land your puncture haha jk.

Sonic shriek 20s cooldown which gives u global wallhack, higher spread for humans, denies sight and sound. Meanwhile shadow bomb 25s cooldown and barely denies vision. I hope sentinel gets another nerf, atleast for sonic shriek. An ability which does so much is just silly for competitive. It shouldn't raise human spread and it shouldn't be a global wallhack at all. The vision and sound deny is already pretty strong and it would be fine if the wallhack has area radius, but global? Also they should fix sent turnrate, it's silly to roll to a side and still get grabbed because everyone turns 360° faster than prenerf tyrant. This is pretty much the most boring meta in a while, 2 sent 2 deceiver and i really can't see it anymore. Nerf sent, buff reaver so we get some variety.

WWidow
18th Aug 2015, 14:20
Only thing which makes sentinel hard to play is how to fly correctly. Pop sonic shriek into 4, get an easy grab and CONCENTRATE to land your puncture haha jk.

Sonic shriek 20s cooldown which gives u global wallhack, higher spread for humans, denies sight and sound. Meanwhile shadow bomb 25s cooldown and barely denies vision. I hope sentinel gets another nerf, atleast for sonic shriek. An ability which does so much is just silly for competitive. It shouldn't raise human spread and it shouldn't be a global wallhack at all. The vision and sound deny is already pretty strong and it would be fine if the wallhack has area radius, but global? Also they should fix sent turnrate, it's silly to roll to a side and still get grabbed because everyone turns 360° faster than prenerf tyrant. This is pretty much the most boring meta in a while, 2 sent 2 deceiver and i really can't see it anymore. Nerf sent, buff reaver so we get some variety.


I agree totally. The spread is even increased if shriek is used through a wall....lol

GrayPhilosophy
19th Aug 2015, 06:44
I think a small animation adjustment and tweak would work. If a sentinel flies directly at a wall they auto grip (climb mode) however they can also let go and continue flying back the direction they came. So when performed fast, it would look like a sentinel using a wall to repel in the opposite direcation. A bit like what a swimmer does when they get to one side of the pool, they use their feet to push off (fly off). This would actually mean increased agility for the sentinel but making the whole flying into a wall thing look way cooler.

So much this!!


Only thing which makes sentinel hard to play is how to fly correctly. Pop sonic shriek into 4, get an easy grab and CONCENTRATE to land your puncture haha jk.

Sonic shriek 20s cooldown which gives u global wallhack, higher spread for humans, denies sight and sound. Meanwhile shadow bomb 25s cooldown and barely denies vision. I hope sentinel gets another nerf, atleast for sonic shriek. An ability which does so much is just silly for competitive. It shouldn't raise human spread and it shouldn't be a global wallhack at all. The vision and sound deny is already pretty strong and it would be fine if the wallhack has area radius, but global? Also they should fix sent turnrate, it's silly to roll to a side and still get grabbed because everyone turns 360° faster than prenerf tyrant. This is pretty much the most boring meta in a while, 2 sent 2 deceiver and i really can't see it anymore. Nerf sent, buff reaver so we get some variety.

This I can agree to. I primarily play sentinel myself, but I see no reason why shriek should have that much of an effect on humans. If I recall correctly it used to just be echo location which was only the "wallhack" thing. Being able to see the enemy silhouettes through walls is a powerful enough tool as it is.

KaininitePriestess
20th Aug 2015, 05:00
Being able to see the enemy silhouettes through walls is a powerful enough tool as it is.

The problem with the ability as it was before is that it was pretty much useless. Nobody used it because it did the exact same thing that simply looking around for a few seconds could do in maps this small, and it had the added disadvantage of taking away an important damage-dealing ability. That's why it was changed to begin with.

GrayPhilosophy
20th Aug 2015, 06:35
The problem with the ability as it was before is that it was pretty much useless. Nobody used it because it did the exact same thing that simply looking around for a few seconds could do in maps this small, and it had the added disadvantage of taking away an important damage-dealing ability. That's why it was changed to begin with.

I argue it's been used incorrectly then. I've been using it with great success ever since I first got it. It's true that it takes up the spot of another damage ability, but using it properly could mean getting away with the right target or finding wounded stragglers who managed to hide away.

If anything, perhaps they could keep the disorienting visuals and deafening, but get rid of the weapon spread.

KaininitePriestess
21st Aug 2015, 03:10
I honestly never really noticed any problems with weapon spread, personally. Yeah, it disorients you for a moment when it first pops, but after you get your bearings, it doesn't really effect me all that much.

Raptr0s
10th Nov 2015, 19:59
For a minute there, I thought you were talking about wall bouncing.

But yeah, good sens are hard to dodge. Whenever I dodgeroll, I almost always get caught by them.

Your best bet is to just sprint and make sharp turns.

Although I think that sens running into walls while grabbing or flying is silly. You think they'd smack their face into the wall and fall over or something.