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Sentinel Mod Ideas Pt. 2


Lactamid
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Mine field:

When a player is on the move the sentinel lays down a couple of mines to hinder any followers.

Lvl increases damage and number of mines.

 

First Aid:

When a player has suffered health damage the sentinel will dedicate it's power to slowly regenerate the players health.

Lvl increases the regeneration-ratio.

*The sentinel will not be able to do any other tasks while First Aid is active.

 

Ping:

The sentinel will use a passive "radar" reacting to movement (alien - motion detector).

Lvl increases range.

 

Fortify:

After a short time being stationary the sentinel deploys a coating covering the player and increasing overall armor.

Lvl increases armor %.

 

Rebuilder:

Sacrificing 50% of it's own health and shields the sentinel revives another players sentinel.

Lvl increases the revived sentinels HP.

 

Grounding Missile:

The sentinel targets an enemy air unit with a missile that dissables the flying capabilities of the enemy as well as dealing damage.

Lvl: increases damage.

 

Blink:

When a player reaches critical health the sentinel will teleport the player away to a random location.

No levels.

 

Rescue Operation:

When an ally reaches below 20% health the sentinel will teleport to that player and offer support. If the player dies, or if it recieves critical damage it will return to the player (alive).

Lvl: Increases the time the sentinel can stay away.

 

Unity:

The link between the player and the sentinel is made. Life and shield are shared, and one will not go down without the other - however the unified health and shield are not as strong.

Lvl: Decreases the HP/Shield penalty (it will how ever never be 0%)

 

Investor:

Vastly increases the value of credits picked up during missions.

Lvl - MOAR MONEEEY!

 

Synthesize:

The sentinel immitates the local wildlife reducing their your "threat level".

Some animals may briefly even fight by your side.

Lvl: increases threat level reduction/convertion rate.

 

Enemy Intel:

Knowledge is power. Completion of enemies in the codex lets the sentinel target weakspots increasing damage and crit chance against that enemy.

or:

Blablabla - The sentinel displays a weakpoint on enemies that are in the codex - firing at weakpoint increases damage (mini sonar).

Lvl: Increases damage and possibly range.

 

That's it for now. 3.37 am.

 

Edit:

Part 1.
https://forums.warframe.com/index.php?/topic/66524-sentinel-mod-ideas/?hl=sentinel

Edited by Lactamid
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  • 4 weeks later...

EMP-Missile: The sentinel fires a small aoe missle that slows down any mechanical enemies and does a little electric/magnetic damage.

Lvl - Increases slow/damage.

 

Dampening Field: The sentinel will project a small circular "dome shield" infrot of player that will reduce incomming damage.

No levels.

 

Targetting Systems: increases the base critical hit chance.

10 lvls, 1% / level.

 

Chock: The sentinel fires a disrupting projectile on a target lowering their defenses and prompting them for a 50% proc-chance.

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  • 7 months later...

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