Awesomenauts – the 2D moba Guide

Sentry, the Infiltrator for Awesomenauts

Sentry, the Infiltrator

Overview

Have you ever thought about sentry’s teleport? Like REALLY thought about it. Like… Really. Really think about it. about its potential.POTENTIAL ENERGY!?!?ORKINETIC ENERGY!?!?!?!

Lecture On Momentum

In classical mechanics, linear momentum or translational momentum (pl. momenta; SI unit kg m/s, or equivalently, N s) is the product of the mass and velocity of an object. For example, a heavy truck moving rapidly has a large momentum—it takes a large or prolonged force to get the truck up to this speed, and it takes a large or prolonged force to bring it to a stop afterwards. If the truck were lighter, or moving more slowly, then it would have less momentum.

Like velocity, linear momentum is a vector quantity, possessing a direction as well as a magnitude:

P=MV

Linear momentum is also a conserved quantity, meaning that if a closed system is not affected by external forces, its total linear momentum cannot change. In classical mechanics, conservation of linear momentum is implied by Newton’s laws; but it also holds in special relativity (with a modified formula) and, with appropriate definitions, a (generalized) linear momentum conservation law holds in electrodynamics, quantum mechanics, quantum field theory, and general relativity.

End of Lecture

Source – Copied and Pasted directly from Wikipedia

How to: Portal

To use momentum as Sentry, you must first:

1:
Place your beacon from where you want to be launched.

2:
Find a jump pad that is to your liking. In other words, find a jump pad that flies you in the direction you want to be launched.

3:
Launch yourself on said jump pad, and immediately activate the teleport.

4:
WEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!

There are tons of different ways to do this. Experiment!

How to: Apply this Stuff

This strategy is all about launching yourself into the enemy lines, and smacking the first person that’s on the other side.

Some examples:
If there’s a “1 Health” turret, and you know you can get it, but it’s being blocked by the whole team, you can place a beacon a sizeable distance away from it, and take it out right from under their animated noses.
The build to help in these situations will be discussed soon

Or, if there’s an enemy about to get away, but he’s just too far, you can book it to a jump pad, and show ‘im what for. 😀

How to: Build da Build

Since I don’t know how to paste a picture like this, here’s a link to the build. I’ll explain it, so don’t feel like you have to look it all over at once.

[link]
How it: Works

Also, the order isn’t important, but it is recommended.

So, this is a pretty weird build. Blackhole has some odd upgrades, but blackhole isn’t the main focus here.
To explain:
The first purchases you make are blackhole, beacon, piggy bank, and movement speed.
(The piggy bank is objectable but movement speed is recommended as early as possible. If you don’t get piggy bank, health regen is the most viable option.)

Teleport Beacon

When you launch into combat, you’ll need some health to take the hits that you will inevitably get from the enemy team. Heal over Time is exactly this.

The attackspeed after exiting is great for either pushing a turret, or pushing for that close kill. Getting the boost is vital for the overall burst that we’re going for.

Finally, if you place a beacon, and as you find the perfect jump pad, enemies cover your beacon in snare traps, leons, or even worse… froggy G’s, the silence will give you enough time to run away, or enough time to slaughter them where they stand. Or stood, in this case.

Black Hole Sun

In order to get the most burst dealt and the least damage taken, the shield resistance is your go-to purchase. Although the importance of it, as in the priority of buying it, isn’t very high, it’s still very much worth the solar

The cooldown is a very nice thing to have, but it isn’t as reliable as say the flat damage, or gravity. The cooldown synergizes with the movement speed, and the shield, but flat damage and gravity synergize with the beacon’s upgrades and their respective burst capabilities. It’s up to your playstyle.

The movement speed boost, along with the Space Air Max (Movement speed utility), ALONG with the jump pad that is rocketing you into the enemy lines and beyond, is amazing. It’s really underrated, baically. It helps to run away too, and it’s helped me in numerous cases. Really worth it, this one.

Photon Mines

Damage is pretty self-explanatory. You hafta kill the peeple fasterr.

Attackspeed can get pretty crazy with the boost from the beacon. Think about it. A sentry flying toward you at a ridiculous speed, shooting mines out his arm like a sprinkler; you attack him, but he just regenerates his health faster than Nibbs with a voltar! What’s scarier than that? I know: Shooting mines out your arm like a SUPER sprinkler.

Lifesteal is… ok, think back to the sprinkler analogy. What if you regenerated health faster than Nibbs with a voltar that’s FARMING THE CREEPS!?
Enough said.

This build is the build of the Infiltrator that I think Sentry was meant to represent. It’s cost effective, and it’s as fun as weilding a portal gun.

(If it wasn’t clear, I’m not saying you have to use a jump pad everytime you teleport. spamming the ole’ juke a roo in the middle of the battlefield is perfectly ok.)

How to: Do it Right

Obviously, this is kind of weird, or, maybe even, unreliable, but it’s all about how you do it.

Tips

Of course, every map has different jump pad placement. Try to get used to these different arrangements. I recommend going to custom mode, turning off turrets and droids and bots, and just practicing your jumps. It’s the best way to experiment.

Play it safe. If the whole enemy team is pushing your turret, and you feel the need to launch youself into the crowd uncontrollably and kill everyone, don’t take the time to teleport back to base to take the jump pad. It’s better to stay there. I know, it’s fun, but I think your team would rather win than lose becuase of a teleport happy Sentry.

In team fights, your role is to discourage the enemy from exiting. Always keep an eye on them, and how they move; try to anticipate them, and shoot mines where they might want to escape. Your beacon can also deny them of one more exit if placed effectively. Of course, if you’re losing the team-fight, try to keep your team alive with your shield, or, if you don’t have the cooldown, your body. Also, if you have the movement speed on BHS, by all means, use it to run away, if necessary.

How to: Credits

Thanks for reading, and have fun with the SCIENCE OF MOMENTUM!!!

Credits:

Lecture in Momentum Source: Wikipedia. I do not own this. Only for a hint of comedic effect.
Sentry Momentum Demonstration Pictures: Dolphinflavoredi. It’s definitely not Dolphinflavoredicecream. It’s another guy. His name is Dolphinfllavoredi. Thanks to him!

And rate.
…please.

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