o.0- Posted May 10, 2016 Share Posted May 10, 2016 26 minutes ago, (PS4)official_79 said: Tanky would be an understatement xD, downright immortal if you know what you're doing Yeah, Pack Leader can make them practically Immortal with any Melee Frame. Then without Pack Leader (I guess there are players out there that don't have or use that mod), then Inaros and the Health Link mod can make um tanky. Link to comment Share on other sites More sharing options...
(PSN)official_79 Posted May 10, 2016 Author Share Posted May 10, 2016 5 minutes ago, Subject_1974 said: You want a respawn? Get a dog. IIRC Kubrows do not respawn, they can be revived. Not too sure since the last time I used a kubrow was when I was testing how it worked with Inaros Link to comment Share on other sites More sharing options...
(PSN)BlitzKeir Posted May 10, 2016 Share Posted May 10, 2016 29 minutes ago, motorfirebox said: Eh. Being able to revive your pet is the one thing kubrows have going for them. Kinda unfair to take that away, too. DE's argument for kubrows entering bleedout is that kubrows are more valuable for their damage and CC than their utility. So, their perspective differs. However, the way I see it, you're both wrong. Their argument is exactly why sentinels should auto-revive. Don't compare sentinels and kubrows. That comparison ignores the problems. Think about it in terms of game mechanics. Sentinels provide valuable utility in the form of invisibility, close-range CC, status (via weapons), and energy regen. But in high-level missions, they drop dead the second a bombard shows up and fires silent stealth rockets that one-shot you through your shields. Boom, your sentinel's utility is gone. If your build was partially designed around its benefit, then you're gimped until you die. Why? What is this balancing? Are they under the impression sentinels break the game at the high level? Because I disagree, and it's frustrating that sentinels die as soon as they are legitimately needed. DE has never offered a real answer. Whenever sentinels come up, one of them just laughs it off and mocks people who use Carrier for its caster-boosting potential. The OP is 100% right. Sentinels should auto-revive shortly after death an unlimited number of times. Perhaps a minute; maybe 2-3 minutes if they feel like being mean about it. Kubrows are mobile and can fend for themselves, so it's not really a problem for them. Link to comment Share on other sites More sharing options...
(XBOX)BluAina Posted May 10, 2016 Share Posted May 10, 2016 It's not wonderful but in cases where I do have a sentient and in a downed state, I pop a health pad or two to keep its health going, or toss out a spare syndicate specter to take some aggro off it Link to comment Share on other sites More sharing options...
Slaviar Posted May 10, 2016 Share Posted May 10, 2016 It's always better to use sent than Kubrow because Kubrows have terrible AI and glitch a lot. Just because they can be revived doen't make them any better. And IMO sents should be revivable, this way or another Link to comment Share on other sites More sharing options...
motorfirebox Posted May 10, 2016 Share Posted May 10, 2016 5 minutes ago, (PS4)BlitzKeir said: DE's argument for kubrows entering bleedout is that kubrows are more valuable for their damage and CC than their utility. So, their perspective differs. However, the way I see it, you're both wrong. Their argument is exactly why sentinels should auto-revive. Don't compare sentinels and kubrows. That comparison ignores the problems. Think about it in terms of game mechanics. Sentinels provide valuable utility in the form of invisibility, close-range CC, status (via weapons), and energy regen. But in high-level missions, they drop dead the second a bombard shows up and fires silent stealth rockets that one-shot you through your shields. Boom, your sentinel's utility is gone. If your build was partially designed around its benefit, then you're gimped until you die. Why? What is this balancing? Are they under the impression sentinels break the game at the high level? Because I disagree, and it's frustrating that sentinels die as soon as they are legitimately needed. DE has never offered a real answer. Whenever sentinels come up, one of them just laughs it off and mocks people who use Carrier for its caster-boosting potential. The OP is 100% right. Sentinels should auto-revive shortly after death an unlimited number of times. Perhaps a minute; maybe 2-3 minutes if they feel like being mean about it. Kubrows are mobile and can fend for themselves, so it's not really a problem for them. I am thinking about in terms of game mechanics. The relative value of the companion you choose is such a mechanic. Giving sentinels an auto-revive tips the balance even further in their favor. Link to comment Share on other sites More sharing options...
(PSN)official_79 Posted May 10, 2016 Author Share Posted May 10, 2016 1 minute ago, motorfirebox said: I am thinking about in terms of game mechanics. The relative value of the companion you choose is such a mechanic. Giving sentinels an auto-revive tips the balance even further in their favor. If so, a simple buff or change for Kubrows would be justified. However, that is for a future thread. Link to comment Share on other sites More sharing options...
(PSN)BlitzKeir Posted May 10, 2016 Share Posted May 10, 2016 2 minutes ago, motorfirebox said: I am thinking about in terms of game mechanics. The relative value of the companion you choose is such a mechanic. Giving sentinels an auto-revive tips the balance even further in their favor. My point is their relative value evaporates in T4. As is, you can't design a build with a specific sentinel in mind. Because once they die, which they will, your build is gimped. It makes no sense to weaken you as the enemies get stronger. Link to comment Share on other sites More sharing options...
rawr1254 Posted May 10, 2016 Share Posted May 10, 2016 Tbh they should change regen from insta revive to> extra ammo picked up gets converted to parts for the sentinel(ie mutations) this'll let you not have a rainbow of useless ammo on the floor all the time. And so different ammo = a different amount of parts ie rifle/pistol = 5 part sniper = 10 parts. Pick up 100 parts to revive the sentinel. Link to comment Share on other sites More sharing options...
Fionntan Posted May 10, 2016 Share Posted May 10, 2016 11 minutes ago, (PS4)BlitzKeir said: DE's argument for kubrows entering bleedout is that kubrows are more valuable for their damage and CC than their utility. So, their perspective differs. However, the way I see it, you're both wrong. Their argument is exactly why sentinels should auto-revive. Don't compare sentinels and kubrows. That comparison ignores the problems. Think about it in terms of game mechanics. Sentinels provide valuable utility in the form of invisibility, close-range CC, status (via weapons), and energy regen. But in high-level missions, they drop dead the second a bombard shows up and fires silent stealth rockets that one-shot you through your shields. Boom, your sentinel's utility is gone. If your build was partially designed around its benefit, then you're gimped until you die. Why? What is this balancing? Are they under the impression sentinels break the game at the high level? Because I disagree, and it's frustrating that sentinels die as soon as they are legitimately needed. DE has never offered a real answer. Whenever sentinels come up, one of them just laughs it off and mocks people who use Carrier for its caster-boosting potential. The OP is 100% right. Sentinels should auto-revive shortly after death an unlimited number of times. Perhaps a minute; maybe 2-3 minutes if they feel like being mean about it. Kubrows are mobile and can fend for themselves, so it's not really a problem for them. Absolutely not. Giving sentinels infinite-revives even with a cooldown & no player effort needed is too overpowered. The downside promotes players not to go down in the middle of enemy groups without thought. Remove the only disadvantage and it becomes a power creep issue. 1 minute ago, (PS4)BlitzKeir said: My point is their relative value evaporates in T4. As is, you can't design a build with a specific sentinel in mind. Because once they die, which they will, your build is gimped. It makes no sense to weaken you as the enemies get stronger. That is understandable & can be quite frustrating when they die at high levels. However there should be other ways to buff them than just self-revives w/o effort. 1 minute ago, rawr1254 said: Tbh they should change regen from insta revive to> extra ammo picked up gets converted to parts for the sentinel(ie mutations) this'll let you not have a rainbow of useless ammo on the floor all the time. And so different ammo = a different amount of parts ie rifle/pistol = 5 part sniper = 10 parts. Pick up 100 parts to revive the sentinel. This one is a good start. Link to comment Share on other sites More sharing options...
oceano4 Posted May 10, 2016 Share Posted May 10, 2016 No thanks,they just got Medi ray, PLEASE let Kubrows have SOMETHING better than Sentinels. Link to comment Share on other sites More sharing options...
PrVonTuckIII Posted May 10, 2016 Share Posted May 10, 2016 Isn't there already a mod for this? (Regen). Link to comment Share on other sites More sharing options...
Fionntan Posted May 10, 2016 Share Posted May 10, 2016 Just now, PrVonTuckIII said: Isn't there already a mod for this? (Regen). OP response to that: 1 hour ago, (PS4)official_79 said: Again, the respawn I proposed would scale up. At probably around 4 deaths, it would hit its cap of 5 minutes. Kubrows on the other hand could simply be revived when they go down with revival almost being a guarentee since they are always close to their master. Link to comment Share on other sites More sharing options...
motorfirebox Posted May 10, 2016 Share Posted May 10, 2016 14 minutes ago, (PS4)BlitzKeir said: My point is their relative value evaporates in T4. As is, you can't design a build with a specific sentinel in mind. Because once they die, which they will, your build is gimped. It makes no sense to weaken you as the enemies get stronger. That's part of the valuation. A Chesa is less useful than a Carrier, but the Chesa will still be picking items up for you in T4—one at a time, and never the one you need, but still making the effort—while the more useful Carrier will be dust. Link to comment Share on other sites More sharing options...
Tsoe Posted May 10, 2016 Share Posted May 10, 2016 meanwhile in cat land KAVATS MASTER RACE Link to comment Share on other sites More sharing options...
TrinityPrime Posted May 10, 2016 Share Posted May 10, 2016 Makes me think we might see some sorta companion revival system with a new lander, in the form of air support with it's 10 min cooldown. Link to comment Share on other sites More sharing options...
motorfirebox Posted May 10, 2016 Share Posted May 10, 2016 3 minutes ago, KnotOfMetal said: Makes me think we might see some sorta companion revival system with a new lander, in the form of air support with it's 10 min cooldown. I'd be fine with that. Kubrows still have greater survivability, since you can revive them manually, but all companions (including Kubrows) get a buff. Link to comment Share on other sites More sharing options...
(PSN)Kabanyash_ Posted May 13, 2016 Share Posted May 13, 2016 On 10.05.2016 at 4:06 AM, motorfirebox said: Kubrows still have greater survivability, since you can revive them manually *gets downed while reviving a Kubrow* Link to comment Share on other sites More sharing options...
Eminem2420 Posted May 13, 2016 Share Posted May 13, 2016 I don't think this would be a good idea. They already have a mod for this. Having them being able to respawn up to 5 times would be overpowered. Link to comment Share on other sites More sharing options...
Voltage Posted May 13, 2016 Share Posted May 13, 2016 Ever since I started may 2015 I had carrier. When Ash prime dropped I got carrier prime, THE ONLY TIME I SWITCH is for prisma shade. I paid for 100p in junk imprints just to get mastery rank. Kubrows are irrelevant for combat imo and kavats just seem like more mastery rank for me Link to comment Share on other sites More sharing options...
Kintair Posted May 13, 2016 Share Posted May 13, 2016 I'm in favor of a gear item that will respawn a downed sentinel. Just having it be an automatic thing would be too much, but having it be something you have to PAY for (Credits, possibly resources if the gear item is buildable like health/energy/ammo restores rather than a direct purchase like scanners), giving them something similar to Kubrows' upkeep costs, just applied in a different manner. Kubrows get the ability to revive manually (for free) when downed, but you pay for that with a periodic upkeep cost out-of-mission, and if they "die", they're gone for the rest of the mission. Sentinels cannot be revived manually, and so drop instantly when "downed", but you'd be able to "pay" to revive them. With how fragile they are compared to Kubrows, I feel that this would be fine. I'd even be okay losing Regen (and probably Spare Parts and Self Destruct) in exchange for this. Link to comment Share on other sites More sharing options...
(PSN)official_79 Posted May 13, 2016 Author Share Posted May 13, 2016 3 hours ago, Eminem2420 said: I don't think this would be a good idea. They already have a mod for this. Having them being able to respawn up to 5 times would be overpowered. A mod that only regenerates hp once in a game where missions can be endless is quite useless. I suggested they be revived an unlimited amount of times, but with each death the respawn timer scales up. So, at max, you'd wait around 5 entire minutes for your sentinel to respawn. This would not be overpowered by any means, as it punishes you for being wreckless with your sentinel. Late game you'd be waiting a whole 5 mins to get back a companion that only serves as a utility. It also adds a better contrast between sentinels and kubrows. If a kubrow's hp drops to zero it can be revived like any other living being in game, whilst if a sentinel dies it can be simply made again because it is a machine. Link to comment Share on other sites More sharing options...
freeformline Posted May 13, 2016 Share Posted May 13, 2016 I think adding some way to keep sentinels around in the late stages of endless missions (even if it is just briefly, every five minutes) would be a wonderful quality of life improvement, because it is tremendously irritating to lose my radar bot when I most need it. An alternative idea would be to simply allow companions to benefit wholly or partially from defensive abilities that affect their user so they have a better chance of enduring circumstances their user has properly prepared for, while still allowing punishment for when their user is caught off their guard. I suppose the Vazarin focus school could be used to revive dead or destroyed companions and defense sharing could be tied to Unairu, should DE decide companion interactions have a place in the focus system. I think the kubrow versus sentinel debate is irrelevant to this topic and should be discussed in its own thread. I want fixes for my magic space dog as much as anyone, but that is no reason to dismiss other potential ideas for improving Warframe's gameplay. If nothing else, improvements to sentinels could well be adapted to improvements for companions in general, so we might as well explore them. Link to comment Share on other sites More sharing options...
tutzdes Posted May 13, 2016 Share Posted May 13, 2016 Ok. make Sentinels respawn and give all Kubrows a huge minigun, which auto-kills anything that enters LoS, shredding them like slash weapons and auto-desecrate all corpses ability, also Kubrows should instantly revive downed players and allow you to carry more than 3 weapons at once - something like 10 should be alright. In warframe you either keep your expendable sentinel safe or bring a really useful and durable companion - a Kubrow. Link to comment Share on other sites More sharing options...
Sziklamester Posted May 13, 2016 Share Posted May 13, 2016 Sentinels are partly organic. I am agree with this both kubrows and sentinels need tweaks and buffs but mostly they need some stat change and finally weapons. The current weapons except 1-2 are weak. There need more raw damage for kubrows and better Ai and the sentinel weapons more buffs and variety. There would be nice if we can choose from some weapon and also would be nice some new sentinel which can heal you. This mod inspired me. Link to comment Share on other sites More sharing options...
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