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Sentinel Mod Ideas.


Lactamid
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As said before many of us would love some new mods for the sentinels...so here are some ideas.

 

Tracker: Marks mods and research samples on the map.

lvl up: Increases range and very slightly boosts the drop rate (not rarity, only quantity)

 

Treasure Sweep: When resources are on the ground and are in range the Sentinel uses a low amount of energy to make a sweep to collect them.

lvl up: Increases sweep range and lowers energy cost.

 

Backup plan: The Sentinel is built and programed for the art of survival. With this precept the Sentinel will spend low amounts of energy to collect nearby pick-ups such as ammo, HP-bubbles and Energy-bubbles (a small amount of life/energy may be lost in the transfer?). The Sentinel will also convert a % of  other ammo pick-up laying on the gound.

lvl up: higher percentage of ammo converted aswell as increased returns of Health and Energy globes (more life energy lvl 1: -5, lvl 2: 0, lvl 3: +5, lvl 4: +10, lvl 5: + 15).

 

Sacrifice:

Solo: When a player is about to die the Sentinel spends all of its remaining energy to restore the players life. Doing this destroys the Sentinel for the rest of the mission.

Lvl up: Increases the HP transfered to the player.

Multiplayer 1: When a player is downed and about to die the Sentinel spends all its energy and restores the players HP (same as solo).

Lvl up: Increases the HP transfered to the player.

OR:

Multiplayer 2: When a player is downed and about to die the Sentinel spends "almost" all of its energy to extend the players downtime. The Sentinel will still fly around and follow you but won't be operational for 5 minutes.

Lvl up: Reduces the recovery time of the sentinel. (minimum 3 minutes) or increases the downtime extended.

Note: this mod requires a minimum of 20 energy.

 

Targeting-Aid: The Sentinel marks the weakspots of incoming enemies with red circles (the one closest to your reticule, not all of them, would only cause lag). Aiming at a circle "snaps" your aim into the center.

Lvl up: Slightly increases the size of the circle.

 

Lift: The Sentinel uses a small anti-gravity beam to increase a players jumping distance/ hight.

Lvl up: range, hight. Only 2 lvls.

 

Intrution: When a player starts overriting/hacking a system the Sentinel will work one tile into place (this tile will be yellow instead of green to seperate it from the others, easy identification)
Lvl up: Speeds up the time the Sentinel takes to get the tile in the right possition.

(ex: lvl 0: 4 seconds, lvl 1: 3 seconds, lvl 2: 2 seconds, lvl 3: 1 second).

 

(This one might be very tricky to program? and you do have the mini map, but this would work without enemy radar or enemy sense)

Mothership Scan: A small circle made out of tiny dots is added below the reticule. This circle represents: top: infront of you, bottom = behind you, left = left, right = right. If no enemies are near the dots in the circle will be white. When an enemy is near a dot will turn red. Dot in circle = enemy possition on map. (max 5 dots, nearest targets)
lvl up: range.
 

Focus Fire: If a player shoots at an enemy the Sentinel will always switch its target to the same enemy as the player. The combined firepower increases the chance to stagger the enemy.

Lvl up. Increases the stagger chance.

 

Edit:

AtA Battery (precept): When a flying enemy closes in on the Sentinel it fires a barrage of micro implosion missiles causing medium damage to the target and momentarely disabeling its flying capability making it fall to the ground. 

lvl up: Range, multiple targets, length of disabeling effect.

Mod dropped by Grineer flyers

 

Tractor Beam: Holding "button X" point to a location and have the Sentinel go there. When there the Sentinel will start using its tractor beam to lift/drag you there.
This could be used to speed up travel, get to some places you can't reach, buy time with "shortly hang in air when being in the tractor beam on your way to the location".

The Tractor Beam is a substitute idea to the coming "grappling hook". It works a bit differntly and is installed in the Sentinel insted of you warframe.

lvl up: Increased range.

*To make this a bit more balanced perhaps it should drain shields/energy to use it? 

lvl up: The Tractor Beam will drain less energy/shields. (lvl up range is canceled by the energy/shield drain)

 

Threat Recognition (main weapon precept): The Sentinel will mark heavies/ancients with a special marker on the mini map aswell as making them glow red. The Sentinel will also mainly target Heavies/highest lvl enemies within range. Enemies closer than 5 meters will disingage heavy-interception and cause the Sentinel to attack the closest taget.

Lvl up: Range increase. +3% Sentinel damage bonus (to heavies) per lvl (starts a 0, max 15%)

 

Executioner (main weapon precept): the sentinel will target weaker units (lowest HP) first killing them off. The sentinel will also recieve a special bonus dam% to targets under a certain % of HP.

Lvl up: +25% damage to units under X-% of HP

Do note that this precept may decrease your weapon xp as it will "steal kills".

 

 

Corpus - dissrupion rounds: X% of damage bypasses shields. Dangerous to Tenno due to their special kind of radiation, the Sentinel is equipped with a special ammonition chamber to hold these special rounds that pierce the shield of Corpus units.

(Note: Grineer shields operate at a different wave length than Corpus thus making them less effective...or something? :). 

Lvl up: increases % dam that bypasses shields.

 

Grineer - pain: Lowers ememy hit rate. Having thick armor the Grineer troops are shielded from most damage types. How ever, targeting specific parts of their armor causes massive vibrations that travels inside the Grineets body and inflicting pain - lowering concentration. 

(Note: Corpus have more soft-parts on their armor, MOA:s and Ospreys do not feel pain, Shields lowers the effectivness of these rounds?)

Lvl up: less enemy accuracy.

 

Infested - pulse rounds: Delivers a small knock back to target. On impact there is a smal explosion transforming the the bullet shape increasing its size - pushing the target back. Initial testing lowered the rounds over all damage, but since the addition of a micronized charge the damage is essentially equal.

(The unarmored Infested has no good way of countering this kind of bullets, the increased size of the bullet makes armor more effective in lowering the damage inflicted?)

Lvl up: increases knock back distance.

Factory - ammo resupply.

The Sentinel is equiped with a small ammunition factory that replenishes your weapons.

Lvl up: rate of replenishment.

 

Penetrator (power) - The sentinel fires a single round that penetrates all enemies in a line.

Lvl up: range and damage.

 

Death Trail (power): The sentinel deploys a number of mines that explode when coming into contact with an enemy. The power is triggered by enemies hitting you with melee weapons or taking damage while running + enemies being nearby (start indicated by "beeps" from sentinel)

Lvl up: amount of mines dropped.
Mod drops from mine ospreys
 

Medusa (power): The sentinel targets nearby enemies and encases them in a rock-hard shell incapacitating them.

Fireing on the shell will cause a wide spray of shrapnel that damages nearby enemies. (low damage).

Lvl up: targeted enemies.

 

Fortify (power): Remaining in one place for a set amount of time triggers the sentinels fortification protocols. The sentinel redirects power to increase its masters shields, armor and firing speed.

Lvl up: increases % of shield/armor/speed-boost.

 

Deceptive deployment (power) *if you have a better name go with that

Sentinel deploys a number of devices that functions as "audio becons" luering enemies towards them (away from you, or as "traps"). When destroyed these devices explode for a low amount of damage but also has a chance to drop pickups (healt/energy orbs will be 25)

lvl 0: 1 device - 10% of pickup, 45 dam, 6 energy

lvl 1: 1 device - 15% of pickup, 50 dam, 7 energy

lvl 2: 2 devices - 15% of pickup, 60 dam, 8 energy

lvl 3: 2 devices - 25% of pickup, 75 dam, 9 energy

lvl 4: 3 devices - 20% of pickup, 95 dam, 10 energy

lvl 5: 4 devices - 20% of pickup, 120 dam, 11 energy

* damage ignores armor.

** Can damage player/ allies OR if devices are destroyed by player / allies damage will be possible

 

Over clock (power): The sentinel spends a vast amount of energy which enables it and nearby sentinels to operate at higher levels. Fire rate bonus, skill use frequency, greater shields/ shield recharge.

individual:

Shade: Distortion field - Shade deploys a AoE semi-cloak which makes it harder to target allies inside

Wyrm: Arc-gun - Wyrm fires smal )-shaped plasma bullets that bounces of enemies

DethCube: MtD (multi target destroyer) Dethcube now targets up to 5 enemies with "vaporize" (depending on vaporize lvl and overclock lvl) lower damage than the usual one.

*new one: ??? seems like it will be a support sentinel with shotgun...may edit later on.

Edited by Lactamid
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freedom: sentinel gains the ability to roam freely through the map regardless of where you are, while helping whoever needs it most with its attacks/cloaking/shield recharge/other skills

(cmon guys even if the thread is necroed we can do this)

Edited by belthagor
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freedom: sentinel gains the ability to roam freely through the map regardless of where you are, while helping whoever needs it most with its attacks/cloaking/shield recharge/other skills

(cmon guys even if the thread is necroed we can do this)

My sentinel would clear most lvls alone up to lvl 30 or something XD

Maybe some range (in the same room) would be required, or some push "Y" to make the sentinel stay in place?

A lot of people who've wanted sentinels to stay at the cryo.

Personally I think this would possibly brake the game (run to the cryo, place sentinel, get all the loot leave at wave 5 - no worries at all).

Edited by Lactamid
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Some really nice ideas. Good utility.

Thx. I hope to get some more usefull mods in the game than just the "more life" ones we have now. There is just the Sanctuary mod that isn't a special precept and even with that I still think there is a slot left. That is just sad. There needs to be ways to make the Sentinel fit more to your playstyle and I hope these ideas might give that chance.

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