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Need Smarter Sentinel Precept/weapon Usage


Keiiken
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Helios' attack precept targets where the head should be on the enemy hitbox not where it is so if an enemy is crouched, knocked down or of non-standard height attacks miss. There seems to have been an adjustment to still lower for the Grineer rollers but still not low enough especially if one is right beside you. I have also played as loki and used disarm forcing ospreys to the ground and then having my Helios unable to attack them.

 

Sentinels do not take advantage of the weakspots from Banshees Sonar or the spores from Saryn's Venom. They will also attack a normal enemy just slightly closer than and any that been primed by Nova even though blowing up the primed target would take them both out, they operate strictly on distance. They will also take aggro form Nyx during absorb, if you can have absorb protecting the sentinel at least the thing should be smart enough to know that it needs to stop firing during absorb or only fire at the things that shot it first.

Djinn has the longest Targeting range of all the sentinels but the travel time of stinger makes it useless hitting a moving target unless its moving directly towards or away from you and you are standing still. I dont want the sentinel to be 100% accurate and read mind but having it realise that the target is moving at a constant speed in another direction and its attacks are missing so it needs to start leading the target after a few shots would be nice. Instead it can fire for up to half a minute under some circumstances and never come close to hitting the target.

 

Helios' scanning precept does not use any kind of smarts for scanning. At first I though ok even when I finally fill the codex I will still have use for it since it can show me enemies behind cover etc but I probably wont make it to that point. This weekend alone my Helios has burned over 800 codex scanner charges mostly on things already complete in my codex. It does not prioritize based on things I don't have complete or are harder to scan. As a matter of fact it will start scanning an enemy and then kill it before the scan is complete which seems to burn scanner charges. Unlike some people I can actually afford to buy tons of codex scanners but even then its tedious and wasteful so I wont be bothering to get anymore and once again I will stop adding to my codex.

 

Sentinels will keep shooting at enemies that move behind cover even when they do not have a punch through mod on their weapon.

 

Sentinels do not defend themselves and will continue to shoot at the closest enemy to them even when that enemy has another target and other enemies are killing the sentinel. Particularly annoying with djinn since its Fatal Attraction only draws aggro and does not actually force enemies to come closer like the description says.

 

Sentinels do not reload if their target dies. Their weapons seem to have fixed magazine size even if they have unlimited ammo. They will stop shooting when they kill the target and if no other target is nearby they do not seem to reload as when they find a new target they will finish out the previous magazine then reload before they can continue attacking.

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And wait for melee 2.0 so you can had more stuff to that bucket list.

 

I find it fun how sometimes i try to use my melee, and the sentinel is so strong it kills everything before i can reach the enemy.

 

 

So yah, sentinels still need some more options to make them a little better.

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The problems stated in your first paragraph have already been reported, but I agree with all the rest as well. I really hope once they get U13 sorted out they'll get to fixing the Sentinel AI so it's a little less brain-dead.

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i have found if a sentinel is shooting higher than the enemy, if you crouch you have a better chance of hitting it

 

Yes thats true but the point is you shouldnt have to.

Its just crap to see it doing headshots against Corpus crewmen but shooting over the MOAS and hitting Grineer heavies in the crotch.

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