» Wed Sep 01, 2010 8:09 pm
You have to remember that a turret can only be as effective as other abilities that have the same cost. A sentry costs one supply pip, as does a grenade, health buff, or land mine. A sentry also costs 1 ability point, as does 1 extra pip of supply, silent running, or comm's hack. If you look at from that point of view, it doesn't need to be more powerful; it does what it is suppose to do at a cost roughly equal to its effectiveness. That being said, I can't tell you how many times I've locked down an area with just me and my sentry fending off people single handedly. A properly placed sentry will force an enemy either to fire at you and let the sentry fire at their back, or fire at the sentry and let you fire at their back. To put it another way, it's one more thing the enemy has to think about and take care of when trying to do an objective (just like landmines, or a medic reviving people, or people using downed fire), which can make all the difference in a fire fight, making it well worth the ability cost and supply pip.
In Brink, your abilities don't define what firepower you bring to a fight unlike say TF2. You and your guns do, which everyone has access to the same loadouts, and any abilities you may have merely supplement your killing ability and increase the number of tactics you can choose to employ.
On a side note, if trying to set a sentry or repairing an existing one is getting you killed, then stop trying to set one down. Clear the area and wait for a calm moment to set it. Or just ignore the fact that you have the ability to place sentries and change tactics; focus on ensuring all your teammates are buffed. The engineer's weapon damage buff of 18-31% is nothing to be scoffed at and costs the same supply pip as a sentry.