I believe this is being looked at through the angle of singles and what this change does for me as an individual, rather than what the change means for a group and your Squad.
What about multiple Sentinels at a single moment in time?
The cooldown becomes mitigated to near enough zero cooldown when there are two Sentinel systems in the area for example.
Because in a two-sentinel scenario: One will trigger and counter a projectile and then go through and counter any further projectiles for a few seconds before spinning down and needing to recharge.
When it is recharging, any further projectiles would be detected by that second sentinel - and when that one hits cooldown, the other one would be near enough ready to repeat.
That effect is felt even more when you start to introduce even more Sentinels (or even Jammers) into the area, thus making a no-go zone.
What I am saying here is, and this is just my opinion the presence of a cooldown w...
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