Cyberdown Posted March 20, 2014 Share Posted March 20, 2014 My helios is OBSESSED with control modules and storage bins. Keeps snapping photos over, and over, and over of the same two objects. Any way we can tell helios "look buddy we know what that is, 50/12 required scans is enough...how about you try scanning those mobs that you end up killing before you snap the scan...THEN killing them"? Link to comment Share on other sites More sharing options...
Renathy Posted March 20, 2014 Share Posted March 20, 2014 I can imagine Helios having a sexy night, while drinking wine, with a storage container. "Hey, baby. Can I JUMP in?" Link to comment Share on other sites More sharing options...
Stormandreas Posted March 20, 2014 Share Posted March 20, 2014 Helios is rubbish TBH. Melee isn't hugely viable right no, so his weapon isn't as powerful as it could be. Not to mention he takes twice as long to scan something as it takes the player to get the scanner out, scan, put it away, then kill the enemy. It's really not viable as a sentinel right now (not compared to Dethcube or Carrier) Link to comment Share on other sites More sharing options...
Cyberdown Posted March 20, 2014 Author Share Posted March 20, 2014 well every now and then the disruptor takes down a line of mobs, between flat out missing mobs in front of it...the melee weapon (its not melee btw, it shoots a projectile and melee mods like pressure point don't effect it) is ok, has potential ect...and I can swap it out. Like any sentinel the utility is its appeal. I haven't scanned a single thing in game, which is why I snagged it. I was just curious if I could somehow set it to stop scanning ground objects over and over and over. My Helios LOVES control modules and will scan them over any other options, sometimes twice it seems. While the enemies I want it to scan...it will start....then go..."nah im gonna kill you instead" and proceed to scan the first control module it sees. Link to comment Share on other sites More sharing options...
Inquisitioner Posted March 20, 2014 Share Posted March 20, 2014 Hah, avoid control modules then. Link to comment Share on other sites More sharing options...
Un1337ninj4 Posted March 20, 2014 Share Posted March 20, 2014 (edited) Take off the attack mod, go Perma-invis Loki in a Deception mission with some scanners of your own... That sounds like a nice idea. Edited March 20, 2014 by un1337ninj4 Link to comment Share on other sites More sharing options...
Letter13 Posted March 20, 2014 Share Posted March 20, 2014 Actually, I wonder how hard it would be to script Helios to check whether you have an object scanned completely or not... Basically it would only scan enemies/objects you haven't completed yet. Link to comment Share on other sites More sharing options...
InvaderMEEN Posted March 20, 2014 Share Posted March 20, 2014 It would be really nice if it prioritized targets that had low scan amounts. *nudge nudge* Link to comment Share on other sites More sharing options...
SALE94 Posted March 20, 2014 Share Posted March 20, 2014 (edited) You waste your time and plat on that piece of ***. As for thread let him have fun he is machine but he/she.... it have... a heart lols. Edited March 20, 2014 by SALE94 Link to comment Share on other sites More sharing options...
Sixty5 Posted March 20, 2014 Share Posted March 20, 2014 The only thing I really like Helios for is the fact that his Precept gives you a bit of wallhacky goodness. Running punch through with it is rather satisfying. Link to comment Share on other sites More sharing options...
D3ST Posted March 20, 2014 Share Posted March 20, 2014 Lol,.. this sounds like the most useless sentinel ever.. Link to comment Share on other sites More sharing options...
ayliax Posted March 20, 2014 Share Posted March 20, 2014 The only thing I really like Helios for is the fact that his Precept gives you a bit of wallhacky goodness. Running punch through with it is rather satisfying. Exactly what I use mine for. Link to comment Share on other sites More sharing options...
chaosking243 Posted March 20, 2014 Share Posted March 20, 2014 all they need to do to make it viable is prioritize the scanning so that scans aren't wasted, and make the scanning instant. the weapon will likely fix itself when melee 2.0 is out Link to comment Share on other sites More sharing options...
AgentJ386 Posted March 20, 2014 Share Posted March 20, 2014 Actually, I wonder how hard it would be to script Helios to check whether you have an object scanned completely or not... Basically it would only scan enemies/objects you haven't completed yet. ^^ This DE. Make it happen. ^^ Link to comment Share on other sites More sharing options...
Renathy Posted March 20, 2014 Share Posted March 20, 2014 Actually, I wonder how hard it would be to script Helios to check whether you have an object scanned completely or not... Basically it would only scan enemies/objects you haven't completed yet. And the scanner itself. Link to comment Share on other sites More sharing options...
Instinction Posted March 20, 2014 Share Posted March 20, 2014 Actually, I wonder how hard it would be to script Helios to check whether you have an object scanned completely or not... Basically it would only scan enemies/objects you haven't completed yet. This. I don't know why this wasn't implemented at the get go. Link to comment Share on other sites More sharing options...
Letter13 Posted March 21, 2014 Share Posted March 21, 2014 ^^ This DE. Make it happen. ^^ And the scanner itself. This. I don't know why this wasn't implemented at the get go. Just a heads up, I made a feedback thread asking for this feature. I also asked DE_Steve in Twitch chat whether it would be possible to make Helios ignore already scanned/completed enemies and objects, to which he said that he thinks it's being worked on. Link to comment Share on other sites More sharing options...
Kartumterek Posted March 21, 2014 Share Posted March 21, 2014 (edited) whatever you point at it will snap. ive noticed you can modify his behavior if you keep your crosshair on what YOU want him to look at. if not then his evil nefarious agenda emerges Edited March 21, 2014 by Kartumterek Link to comment Share on other sites More sharing options...
Renathy Posted March 21, 2014 Share Posted March 21, 2014 Just a heads up, I made a feedback thread asking for this feature. I also asked DE_Steve in Twitch chat whether it would be possible to make Helios ignore already scanned/completed enemies and objects, to which he said that he thinks it's being worked on. Don't forget the scanner itself. It also needs that. Link to comment Share on other sites More sharing options...
ERrnesST Posted March 21, 2014 Share Posted March 21, 2014 This Is why you don't buy the 1rst of a product IRL :P this isn't though. Link to comment Share on other sites More sharing options...
Diarist Posted March 21, 2014 Share Posted March 21, 2014 Don't forget the scanner itself. It also needs that. Considering Helios' scans draw from that pool, it makes me wonder if thats why it'll scan stuff you've already completed. Since the regular Codex Scanner allows you to do the same. Helios using the same mechanics n'all. Link to comment Share on other sites More sharing options...
Cyberdown Posted March 21, 2014 Author Share Posted March 21, 2014 sigh...fetish reference on the thread brings out DE and gets the wheels moving *take note* Thanks for checking into it however... As for the weapon complaints: its growing on me. Reduced Bounce is key If you could get fast attack mod to work with it, maybe even pressure point...the disruptor would be a beast... Actually really like the helios, I never bothered to scan anything once in the game...so its nice to actually have a codex with stuff in it now...and since...well...I just about have every non prime frame to 30 and most weapons....I now have a new thing to grind luckily. Still wish it had a small vacuum radius however...god how I miss that Link to comment Share on other sites More sharing options...
Erusa Posted March 21, 2014 Share Posted March 21, 2014 sigh...fetish reference on the thread brings out DE and gets the wheels moving *take note* Thanks for checking into it however... As for the weapon complaints: its growing on me. Reduced Bounce is key If you could get fast attack mod to work with it, maybe even pressure point...the disruptor would be a beast... Actually really like the helios, I never bothered to scan anything once in the game...so its nice to actually have a codex with stuff in it now...and since...well...I just about have every non prime frame to 30 and most weapons....I now have a new thing to grind luckily. Still wish it had a small vacuum radius however...god how I miss that It's a Glaive weapon. While I'm struggling to level up my Helios (I only had time for 2 solo runs this morning.......GADITWASAWFUL. I'mma hunt an Asian team latur), I'm pretty sure Reflex Coil, or any charge modifier mods for that matter, would work best for his damage. Using possible Glaive mods, I don't think he needs charge speed (I noticed he throws them out the moment it comes back to him, so it's all good), reducing his glaive distance (might be bad idea until you can find the maximum distance of his attack precept) and number of bounces would almost instantly turn him into a disc thrower shredder of doom. Link to comment Share on other sites More sharing options...
SleekGranpa Posted March 21, 2014 Share Posted March 21, 2014 well every now and then the disruptor takes down a line of mobs, between flat out missing mobs in front of it...the melee weapon (its not melee btw, it shoots a projectile and melee mods like pressure point don't effect it) is ok, has potential ect...and I can swap it out. Like any sentinel the utility is its appeal. I haven't scanned a single thing in game, which is why I snagged it. I was just curious if I could somehow set it to stop scanning ground objects over and over and over. My Helios LOVES control modules and will scan them over any other options, sometimes twice it seems. While the enemies I want it to scan...it will start....then go..."nah im gonna kill you instead" and proceed to scan the first control module it sees. So wait. If it melee why are the only mods that can be used for it melee? What is the point of modding him? Do we mod him like a charge weapon or DPS weapon? Both of which are melee. Link to comment Share on other sites More sharing options...
Kwinne Posted March 21, 2014 Share Posted March 21, 2014 (edited) While we've snagged some attention on this, can we address the scanning speed of Helios? It's nice and all that it's going to stop scanning things I have, but it still faces the initial problem of not having enough time to scan things, just as a normal scanner would, but at half the distance and twice the time. :C I would be more than willing to deal with even a minute long cooldown and/or even less range (read:melee range lul?) just so long as the scans were actually happening on things without me having to stand still while Helios focuses. So far this sentinel has been a bit frustrating watching enemies blink red once or twice if i'm lucky before a stray bullet or Helios himself actually kills the enemy. I'm hoping this gets looked at a bit more in the future, would hate to see another fatal attraction being released. :| Edited March 21, 2014 by Capere Link to comment Share on other sites More sharing options...
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