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Personally I do like the strategy they add. It doesn't take too long until you learn what to do to avoid them.
This includes thinking ahead. Whenever you end a turn you want your worm to rest in the best place possible. For instance, you will learn to turn around instead of facing a wall at the end of a turn in order to avoid Sentries. Just keep playing and with time it'll feel a lot less dumb.
They are finally as good as they should have been from the beginning. In Reloaded especially, it was ridiculously easy to avoid them, almost to the point of them being useless vs. a good player. In WMD they are an actual threat.
We REALLY need lightning strike to be added to WMD. We also need dragon ball back, because the dragon ball has a decent reach to it and it was my go-to weapon for getting a sentry gun away from me if it wasn't RIGHT next to me.
I look at it this way - sentry guns can only do a max of 50 dmg. In WMD, 50 damage isn't that much since the game is balanced towards high damage. If someone puts a sentry right next to you, you can fire punch it, hit it with a baseball bat, etc. If it is further away, you can shoot it with something or girder block it. You can also teleport away. There's many ways to deal with sentries. (Wouldn't invisibilty or girder starter packs be nice?!)
You think sentry guns are stupid, yet want a boat so you can go in the water? Haha. Anyone in a boat would be a sitting duck and easily killed unless they surrounded themselves with industrial magnets and girders first.
The only thing I argued here is that they should not be unlocked at games start in Ranked mode. That its damage, denial of area, and ability to steal a turn is extreemly useful. I would equate its ability to some of the more specialized weapons that take multiple turns to unlock.