(PSN)bmulligan Posted March 11, 2014 Share Posted March 11, 2014 (edited) More will be added as my understanding of sentinels deepens. For now, these are generalized concepts, and I’m looking for input so as to improve them. Faith “A Tenno must always have faith in their allies. Only a team can restore balance to the system, no single operative can do it themselves” Faith uses explosive payloads to control the enemies around it. With small amounts of blast and impact damage, and an extremely slow fire rate, faith is most useful in close quarters combat, or when attacking large groups.(think of a slow firing, low damage Penta) Stats Health: 275 Shield: 75 Armor: 50 Power : 100 Stamina: 8 Faith Ability 1 - Smite Smite is the standard sentinel ability, allowing for the sentinel to shoot from small to medium ranges when maxed. Damage from the faiths explosive payloads will be slightly increased when maxing this ability. Faith Ability 2 - Believe Faith is an effective healer when in the heat of battle. Faiths Believe would have a small/medium range, and would restore .25% to .5% of a Tenno’s total health every second, or would revive downed allies at anywhere from 2-5% per second, based upon the mods rank. Eternal “Eternal is named after it’s ability to deliver a seemingly unending stream of damage to an enemy. When in the heat of battle, Eternal can make a large difference if used properly” Eternal would be the first sentinel to use a continuous weapon. Doing little damage, but being fairly ammo efficient and having a high proc chance, Eternal could deliver a steady stream of electric/viral proc damage to a target. Stats Health: 100 Shield: 200 Armor: 50 Power : 100 Stamina: 8 Eternal Ability 1 - Suffering Again, another basic mod allowing this sentinel to shoot. This mod, would allow Eternal to shoot for medium ranges, dealing low damage that increases as the mod levels. Proc chance would be the thing that changes greatest from this mod, going from between 5 to 20% chance as the card is leveled. Eternal Ability 2 - Labor Eternal would charge it’s weapon, but not fire, instead dropping the fully charged ball onto the ground, to be detonated like a mine osprey’s mines. These mines would do little damage, but would leave a cloud of gas and chain electricity through nearby foes. Eternal would only place mines when enemies are within 50 meters, but not close enough to fire upon. A limit would be set on the number of mines placed on the battlefield, but mines would despawn if another be set down past the limit( so the sentinel doesn't become nearly worthless as no mines could be placed) Screen “Screen is a highly defensive sentinel, used to keep oneself in the fight for as long as possible.” Screen would shoot a barrage of ricocheting projectiles towards the nearest foe within range. These projectiles would have a ricochet cap similar to the Glaive, and would be primarily impact and sash damage. These projectile volleys would fire with a considerable gap in between, so while they could be effective, a Tenno couldn't rely solely on them. Stats Health: 150 Shield: 100 Armor: 100 Power : 100 Stamina: 8 Screen ability 1 - Volley Screen launches a volley of projectiles(say 3-5) similar to the Glaive,but smaller in size in damage. These projectiles would ricochet a few times, increasing each time the mod ranks up, and would then stick into the next object they come into contact with. After a fair amount of time, Screen is able to launch another volley of projectiles, behaving the same as the last. Screen Ability 2 - Shield Screen projects a protective bubble around it’s owner when reloading which absorbs all incoming damage until the bubble’s minimal hp runs out or until the reload animation finishes. This ability would have a cool down time of 20 seconds, which would decrease as the mod is leveled up. Note, these are simply concepts, and are nothing elaborate whatsoever. All concepts will be developed at a later date, as typing numbers does not precede sleep on my list of things to do. should any suggestions be posted, they will be taken into consideration and added (or a variation thereof) . Edited March 18, 2014 by (PS4)bmulligan Link to comment Share on other sites More sharing options...
NlGHTSHAD3 Posted March 11, 2014 Share Posted March 11, 2014 All sounds good to me.Especially Faith! Link to comment Share on other sites More sharing options...
Orbister Posted March 11, 2014 Share Posted March 11, 2014 i want a sentinel with an enemy radar. Link to comment Share on other sites More sharing options...
(PSN)bmulligan Posted March 11, 2014 Author Share Posted March 11, 2014 i want a sentinel with an enemy radar. That can easily be done. I'll add two more tomorrow, and then I'll work on stats and use my primitive drawing abilities to sketch some concepts. Only problem is, with the current enemy radar auras and mods, the only way to do that and not devalue the mods would be to make it enemies that have fired/been seen show up on the map. Link to comment Share on other sites More sharing options...
(PSN)bmulligan Posted March 18, 2014 Author Share Posted March 18, 2014 Added stats for the sentinels. These are subject to change should the be found unbalanced. The next task is to add weapons for the sentinels, and give the weapons stats. Anybody have any suggestions? Link to comment Share on other sites More sharing options...
Kuestenjung Posted March 18, 2014 Share Posted March 18, 2014 First of all, all Sentinels have the same stats, so this won´t change with new ones. I think the concepts have some potential but the shield ability from screen doesn´t sound good to me. Only when he reloads? It´s to dependend on the weapon. Link to comment Share on other sites More sharing options...
(PSN)bmulligan Posted March 18, 2014 Author Share Posted March 18, 2014 (edited) First of all, all Sentinels have the same stats, so this won´t change with new ones. I think the concepts have some potential but the shield ability from screen doesn´t sound good to me. Only when he reloads? It´s to dependend on the weapon. Made all sentinels stats now add up to a measure of 550 (weighted) so they're all more balanced now. Also, the Shield activates when the owner of the sentinel reloads, depending on how empty their clip is. Edited March 18, 2014 by (PS4)bmulligan Link to comment Share on other sites More sharing options...
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