DCaedus Posted December 7, 2019 Share Posted December 7, 2019 Please allow Sentinels to use Sentinels weapons without Assault Mode, just like Moa pets. Sentinel weapons are nothing broken or anything, it's just a nice plus to have, and they need forma and catalyst investment to do real damage. Occupying one mod slot to place Assault Mode when we need to place so many survivability mods, and many buff mods that are better than having a sentinel gun makes sentinel guns not worth using in most cases. Link to comment Share on other sites More sharing options...
kapn655321 Posted December 7, 2019 Share Posted December 7, 2019 The advantage we currently have is that sentinels can carry a weapon for Set bonuses, but be told never to fire. While I don't disagree, this would need to be addressed. 1 Link to comment Share on other sites More sharing options...
Hixlysss Posted December 7, 2019 Share Posted December 7, 2019 I was gonna be like "Well some people don't want the sentinel to shoot" but you can just not equip a weapon. So...I think part of it *is* the range? 1 Link to comment Share on other sites More sharing options...
DCaedus Posted December 7, 2019 Author Share Posted December 7, 2019 Just now, kapn655321 said: The advantage we currently have is that sentinels can carry a weapon for Set bonuses, but be told never to fire. While I don't disagree, this would need to be addressed. True, that's nice to have, but we dont need to have Assault Mode for that, so it's kinda unrelated. Link to comment Share on other sites More sharing options...
kapn655321 Posted December 7, 2019 Share Posted December 7, 2019 We need to specifically not use Assault mode for that to work. Defaulting it to on negates this feature (of having a gun with set mods equipped while not firing.) Link to comment Share on other sites More sharing options...
DCaedus Posted December 7, 2019 Author Share Posted December 7, 2019 3 minutes ago, Hixlysss said: I was gonna be like "Well some people don't want the sentinel to shoot" but you can just not equip a weapon. So...I think part of it *is* the range? I wonder as well, but then again in what situation you would want to limit the range of your sentinel gun? I can think of a couple niche scenarios... But just make the sentinel shoot the closest enemies and that's all you need. They don't have much range anyway so no need to fine tune it. Link to comment Share on other sites More sharing options...
DCaedus Posted December 7, 2019 Author Share Posted December 7, 2019 Just now, kapn655321 said: having a gun with set mods equipped while not firing. Why would you want that. And even if you did, set mods are a nice bonus, not a necessary thing. Link to comment Share on other sites More sharing options...
kapn655321 Posted December 7, 2019 Share Posted December 7, 2019 Just now, D_Caedus said: Why would you want that. Vigilant set. They can passively give you 4 pieces of that. 😉 That's a 20% chance that your crits will orange crit instead. Or orange crits to red crit instead. It's a silly bonus, but it's a useful one that we'd lose. Whatever happens happens. Might want to try that yourself.. better crits for stealthy people, without wasting the gun slot. 1 Link to comment Share on other sites More sharing options...
Rawbeard Posted December 7, 2019 Share Posted December 7, 2019 how are they supposed to know how to use a weapon without a precept? you make no sense. it's like saying "allow my PC to use hardware without drivers" Link to comment Share on other sites More sharing options...
DCaedus Posted December 7, 2019 Author Share Posted December 7, 2019 5 minutes ago, kapn655321 said: Vigilant set. They can passively give you 4 pieces of that. 😉 That's a 20% chance that your crits will orange crit instead. Or orange crits to red crit instead. It's a silly bonus, but it's a useful one that we'd lose. Whatever happens happens. Might want to try that yourself.. better crits for stealthy people, without wasting the gun slot. why would you want the sentinel weapon to not shoot tho.. Link to comment Share on other sites More sharing options...
DCaedus Posted December 7, 2019 Author Share Posted December 7, 2019 2 minutes ago, Rawbeard said: how are they supposed to know how to use a weapon without a precept? you make no sense. it's like saying "allow my PC to use hardware without drivers" That's... not how it works... Link to comment Share on other sites More sharing options...
WhiteMarker Posted December 7, 2019 Share Posted December 7, 2019 14 minutes ago, D_Caedus said: Sentinel weapons are nothing broken or anything, it's just a nice plus to have Sweeper Prime and Deconstructor Prime would like to have a word with you. Both are quite strong. And before we change anything about sentinels, we should take a look at Kubrows and Kavats. There are no slots for their claws. If you want to make your pet'sclaws better, you have to waste your pet's slots for that. If the Assault Mod is your only issue when it comes to Sentinels, then the situation for Kubrows and Kavats must make you have a heart attack. Link to comment Share on other sites More sharing options...
DCaedus Posted December 7, 2019 Author Share Posted December 7, 2019 Just now, WhiteMarker said: Sweeper Prime and Deconstructor Prime would like to have a word with you. Both are quite strong. Strong =/= broken. 1 minute ago, WhiteMarker said: And before we change anything about sentinels, we should take a look at Kubrows and Kavats. That's a different subject, and the one I'm bringing up is so much easier and quicker to fix. Link to comment Share on other sites More sharing options...
WhiteMarker Posted December 7, 2019 Share Posted December 7, 2019 3 minutes ago, D_Caedus said: That's a different subject, and the one I'm bringing up is so much easier and quicker to fix. If there was something to fix the first place. The way it is right now works. What are you building for if you have issues slotting in the Assault Mod? Link to comment Share on other sites More sharing options...
DCaedus Posted December 7, 2019 Author Share Posted December 7, 2019 3 minutes ago, WhiteMarker said: If there was something to fix the first place. The way it is right now works. What are you building for if you have issues slotting in the Assault Mod? Pets also work. What are you building for if you have issues slotting Mods? Link to comment Share on other sites More sharing options...
kapn655321 Posted December 7, 2019 Share Posted December 7, 2019 14 minutes ago, D_Caedus said: why would you want the sentinel weapon to not shoot tho.. Because I can redirect it into my systems, and they don't have to blow my cover in stealthy mission. ...or pull more aggro to me than I can handle in some cases. Link to comment Share on other sites More sharing options...
WhiteMarker Posted December 7, 2019 Share Posted December 7, 2019 (edited) 8 minutes ago, D_Caedus said: Pets also work. What are you building for if you have issues slotting Mods? If I want some elemental damage for my pet, I have to take out other mods. Do you have to do the same with sentinels? Sentinels have 18 slots, 10 on the sentinel and 8 on the weapon. Pets only have 10 slots... so yeah, what you just wrote makes no sense at all... Edited December 7, 2019 by WhiteMarker Link to comment Share on other sites More sharing options...
Rogunz Posted December 7, 2019 Share Posted December 7, 2019 25 minutes ago, D_Caedus said: why would you want the sentinel weapon to not shoot tho.. Because then they draw agro and die/steal affinity/ruin your stealth. Link to comment Share on other sites More sharing options...
DCaedus Posted December 7, 2019 Author Share Posted December 7, 2019 13 minutes ago, kapn655321 said: Because I can redirect it into my systems, and they don't have to blow my cover in stealthy mission. ...or pull more aggro to me than I can handle in some cases. 2 minutes ago, Rogunz said: Because then they draw agro and die/steal affinity/ruin your stealth. Then unequip the sentinel weapon. Set mod bonus is not mandatory. Link to comment Share on other sites More sharing options...
DCaedus Posted December 7, 2019 Author Share Posted December 7, 2019 11 minutes ago, WhiteMarker said: If I want some elemental damage for my pet, I have to take out other mods. Then take out other mods. 11 minutes ago, WhiteMarker said: Do you have to do the same with sentinels? https://i.imgur.com/G8gF7rV.jpg Link to comment Share on other sites More sharing options...
kapn655321 Posted December 8, 2019 Share Posted December 8, 2019 Seems we could solve both these concerns with a more robust health mod system for sentinels. I get that you want to have a simpler time with your modding. I also have a simpler time modding when I don't need to use a whole set. Should I throw away your bonus for mine? Should you throw away mine for yours? Sentinels being alive isn't mandatory, either. Ask a Djinn. ..which I use.. with a gun it doesn't fire, because it's good for me. So.. I'm not trying to disregard your issue here, but I did need to bring up the snags and considerations. You may have noticed that there are huge ripples of dis-satisfaction when things are retooled with a hatchet, and not a scalpel. Consider a proposal that addresses that, and you'll have my support. DE could confirm that having sets carry over was a mistake, and that's fine if they do. So far, it doesn't seem like that was a mistake, and for now I'm appreciating it. Link to comment Share on other sites More sharing options...
DCaedus Posted December 8, 2019 Author Share Posted December 8, 2019 You're making this way bigger of a deal than it is... I just want Assault Mode to be integrated into sentinels like it is in Moas. That won't make you unable to use set bonuses on sentinel guns or have any negative impact on the game. 4 hours ago, kapn655321 said: Sentinels being alive isn't mandatory, either. So not use sentinels?.. 4 hours ago, kapn655321 said: Consider a proposal that addresses that, and you'll have my support. Not sure what you want me to address. 4 hours ago, kapn655321 said: Seems we could solve both these concerns with a more robust health mod system for sentinels. Perhaps, but that takes way more work and time than simply removing the need for Assault Mode. Link to comment Share on other sites More sharing options...
kapn655321 Posted December 8, 2019 Share Posted December 8, 2019 16 minutes ago, D_Caedus said: Perhaps, but that takes way more work and time than simply removing the need for Assault Mode. Could be easy to junk some systems you like with no consideration, too. These things take time because, wouldn't you know, there are a lot of intermingling mechanics. Good luck with your ideas, hope they don't get used without those provisions. Link to comment Share on other sites More sharing options...
Rawbeard Posted December 8, 2019 Share Posted December 8, 2019 (edited) 6 hours ago, D_Caedus said: That's... not how it works... it's literally how it works. a precept is a commandment, instruction, or order intended as an authoritative rule of action. without a precept telling a sentinel what to do, it will not do things. that's also why the order of precepts can matter. Edited December 8, 2019 by Rawbeard Link to comment Share on other sites More sharing options...
DCaedus Posted December 8, 2019 Author Share Posted December 8, 2019 57 minutes ago, kapn655321 said: Could be easy to junk some systems you like with no consideration, too. They have, more than once. 58 minutes ago, kapn655321 said: These things take time because, wouldn't you know, there are a lot of intermingling mechanics. Again, you're making this a bigger problem than it is. Link to comment Share on other sites More sharing options...
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