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Carrier Vs All Other Sentinels


Ketec
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Besides  visual looks or some rare novelty use of their skills....how can any of them possibly compete with autoloot?

 

 

It should be non sentinel specific ability to actually to actually give incentive to use other sentinels.

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if they fix the helios to only scan incomplete codex entries, that'll be pretty nice. at that point, carrier will be for those who don't want to run around picking up drops, and helios will be for those who don't want to run around scanning things. both make us lazier. the other sentinels don't have this convenience

 

carrier has made me so lazy. shade and wyrm provide some nice utility, but I'd rather have a passive loot-grabber than radial knockdown or invisibility

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When Carrier was under a vote, as well, as it's powers, me and several other users voted against autoloot, we told DE to make Autoloot a secondary precept, like Sanctuary, because it's a far too useful feature.
Basically, once you get Carrier, there's no need to ever use another sentinel.

It's quite sad, I really like my Wyrm, but without auto loot, it's simply worthless.

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I haven't used any other sentinel since carrier was released. I used shade/dethcube before that - but i just don't see myself going around in survivals and defense/interception without one.

 

Scanning incomplete codex entries would be nice - but what happens after you have it all(i have majority already, few harder ones left). It loses value.

 

Scanning gives tiny exp - and it seems like it only contributes to the warframe, which is maxed out for most of us.

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I personally do not like Carrier very much. Heres why.

 

- I prefer to pick things up on my own. My play style revolves around me being very fast. When ever Carrier even tries to pick something up I'm usually running away and he can't vacuum it up in time and I either have to stop and let him get it or just ignore it.

 

- It all comes down to what you want when you're facing enemies. Do you want a sentinel that picks things up for you or do you want one that will kill everything and draw agro  to be a tank for the team.

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I personally find shade more useful than carrier as shade can do something you cant do without playing ash or loki whereas you can pick up loot just fine without carrier the only time I use carrier is when im farming rare resources on a survival and I want to be certain I don't miss any other than that im not too lazy to go get it myself

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I was trying to explain this in design council.

Past a certain point Carrier stops being, Utility / lazy and starts becoming required.

 

its NEEDED in some cases to pickup ammo and energy thats vital to staying alive, while still taking cover from those level 100 commandos, or that level 150 toxic that you have to stay away from.

 

With ammo convert its simply not feasible to walk over every ammo pickup while a level 150 toxic and a level 150 disruptor is chasing you.

 

in alot of ODS farm runs I see experienced high ranking players, killing themselves on purpose just to get carrier to respawn, because they are unable to continue without him.

 

when your reloads become enough of a DPS loss to require you to preempt the lag in combat that lets mobs get too close, the auto loot and energy hoover becomes "required"

 

Yet another reason is any real farm team will be using a nekros for the 60% bonus loot and oxygen which means the floor is covered in health orbs, taking a 300 damage toxic tick is instantly healed by Carrier, but without carrier you need to run round, making the next tick, Fatal...

 

I think this needs to be added as a general precept for all sentinels.

 

I WANT to use Djinn and Helios... but I can't except for low level content, like missions on the galaxy map, void exterms/mob defs/captures etc

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I was trying to explain this in design council.

Past a certain point Carrier stops being, Utility / lazy and starts becoming required.

 

its NEEDED in some cases to pickup ammo and energy thats vital to staying alive, while still taking cover from those level 100 commandos, or that level 150 toxic that you have to stay away from.

 

With ammo convert its simply not feasible to walk over every ammo pickup while a level 150 toxic and a level 150 disruptor is chasing you.

 

in alot of ODS farm runs I see experienced high ranking players, killing themselves on purpose just to get carrier to respawn, because they are unable to continue without him.

 

when your reloads become enough of a DPS loss to require you to preempt the lag in combat that lets mobs get too close, the auto loot and energy hoover becomes "required"

 

Yet another reason is any real farm team will be using a nekros for the 60% bonus loot and oxygen which means the floor is covered in health orbs, taking a 300 damage toxic tick is instantly healed by Carrier, but without carrier you need to run round, making the next tick, Fatal...

 

I think this needs to be added as a general precept for all sentinels.

 

I WANT to use Djinn and Helios... but I can't except for low level content, like missions on the galaxy map, void exterms/mob defs/captures etc

Pretty much this, in combat with enemies that can oneshot you, going around and picking energy and ammo will get you killed, you need carrier to stay alive.

Dethcube stun on long cooldown may come useful sometimes, but its better idea to leave nothing to chance and have control over battle, thats why we bring cc heavy frames.

Sorry autoloot is far too useful to be skipped.

 

edit: on the other hand if you could reliably use other sentinel powers i would consider them more useful but still behind autoloot.

Edited by Davoodoo
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if they fix the helios to only scan incomplete codex entries, that'll be pretty nice. at that point, carrier will be for those who don't want to run around picking up drops, and helios will be for those who don't want to run around scanning things. both make us lazier. the other sentinels don't have this convenience

 

carrier has made me so lazy. shade and wyrm provide some nice utility, but I'd rather have a passive loot-grabber than radial knockdown or invisibility

Honestly, I think the team is against adding useful sentinel mods so much so that they rarely add anything and it's rarely useful. Seems like they don't give a damn about sentinel mods or afraid to deal with them. So many great sentinel mod ideas get pushed away by new sentinels that are complete garbage. First, that Infested Sentinel, now this. There has not been a good sentinel since Carrier and even his design is flawed due to his ability being only his and not a mod.

 

Might as well, release a giant sentinel can can walk and has beams coming from his eyes and hands and give him the ability to fuse with you and become Onslaught.

onslaught_by_zaionic-d585ukp.jpg

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I was trying to explain this in design council.

Past a certain point Carrier stops being, Utility / lazy and starts becoming required.

 

its NEEDED in some cases to pickup ammo and energy thats vital to staying alive, while still taking cover from those level 100 commandos, or that level 150 toxic that you have to stay away from.

The game shouldn't be balanced around level 60-100 stuff.  And it isn't.  Shields and health simply don't hold up, nor do damage dealing powers.  That we can do so usually means we're relying on powers that are too good, suffering no diminishing returns or lowered effectiveness due to enemy level or whatever.  So if that's your argument, it is not a good one.

 

That said, Carrier's ability is definitely nice, a big convenience.  When you're a build that uses energy, automatically picking up orbs is great.  And when you're using weapons that aren't ammo efficient, also nice.  Plus it picks up all those mats you wouldn't bother with otherwise.  But I don't think the fault really lies with the carrier.  In part, I blame the player's looting distance.  It is small right now, so small that can you can be standing next a breakable container, break it, and not pick up the credits sitting on top.  If the player had just a bit more reach, that would help a lot.  I also wouldn't mind if the more offensive sentinels (Wyrm, Dethcube, and Djinn) had a damage boost included in their attack precepts, rather than it mostly being a range thing.

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The game shouldn't be balanced around level 60-100 stuff.  And it isn't.  Shields and health simply don't hold up, nor do damage dealing powers.  That we can do so usually means we're relying on powers that are too good, suffering no diminishing returns or lowered effectiveness due to enemy level or whatever.  So if that's your argument, it is not a good one.

The fact is that game isnt balanced around anything.

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I use Dethcube when I'm doing things like solo Defense, when I need to be able to engage enemies as soon as possible and Carrier's attack precept is shorter than Dethcube's. I use Shade when I'm Ashing around and want to be stealthy without my sentinel giving away my position until I'm ready to attack. Otherwise, yeah, it's Carrier all the way.

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I prefer shade myself, makes reviving allies easier especially when there is a mob around him. The invisibility can also save you from a couple sticky situations like being drag to a big mob of grineer by a scorpion.

 

But once again that is just my opinion and play style.

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Once you get all you need, then carrier becomes obsolette (except for ammo drop or if you're not running efficiency/siphon) 

The problem with warframe is that pick ups are "lag sensitive". Aka, the more ping, the harder they are to pick up. If you just had to walk close to drops to pick them up it would be okay, but as it is you have to stand right on them and on top of that, if you're laggy you have to stay on said spot for a while. 

When pick ups are done right carrier will be balanced. And when playing solo carrier kinda doesn't compare with other utilities. 

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There can be a lot said about which is better and which is worse, the only thing I can go off of is experience and poor data, and that experience and data has shown that most people I meet in PuGs (and everyone I have seen in my Clan Hall) is using Carrier. There seems to be poor balance because it is used by such a large percent of the people, therefore people like its ability best. Unfortunately I do not have the data to prove this.

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The fact is that game isnt balanced around anything.

Yeah, it definitely would benefit from a good balance pass.  And such a balance pass, done right, would put a stop to most people going up against those level 60+ enemies.  Regardless though, arguing that sentinels should be balanced around that content is silly.

Edited by Axterix13
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I use Carrier almost exclusively.

 

When I first equipped vaccum, it was amazing. I didn't have to watch the ground and look out for items that I may want. I just had to make sure I was vaguely near things.

 

I think the biggest issue with vaccum is that once you've euqipped it, it really REALLY sucks to go without it. In my opinion, DE shoudl go a step further than just making vaccum universal. This is how pickups should work, period.

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