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Sentinel Survivability


Neuhnee
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I think we all expected our Sentinels to be as hardy as we were. So why not a mod that does just that?

 

Symbiosis: 0-9 levels, Sentinel gains %10 of owners total health/shields/armour per level. Max out this mod and your sentinel is exactly as durable as your frame.

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But this doesn't invalidate his experience. I agree that Sentinels need something more to help them survive. OP is on to something, IMO

 

i wasn't trying to invalidate anything, just mentioning in my experience i haven't seen the need for this as a further data point. I almost never lose my sentinel, assuming it's roughly the level of the area your in. obviously a shiny new sentinel on pluto disappears almost immediately.

 

so if that's what you're attempting to correct with this proposed mod then it would definitely make leveling them easier. Otherwise, I personally, don't see a need for this other than some rhino player who wants a tank buddy.

 

it would be a pain to level it nine times. why not 5 levels and 20% per rank?

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Really? You want to remove one of the last slightly challenging and interesting tasks in the game? That would remove all the thinking required before engaging an enemy. It seems like that's all players want these days, to think less, yet they have the courage to blame DEVELOPERS for dumbing down games.

 

Sentinels are durable enough as it is, even without supercharge. If your sentinel dies, it is your fault, no one else's, and you are a bad player for allowing that to happen.

 

As far as I'm concerned, sentinels could have a quarter the HP they do right now and gameplay would become more interesting. It easy enough to slaughter a roomful of level 90s without taking a single point of health damage, but keeping one of your own alive against those that would kill him in seconds is a task that separates the smart from the dumb.

 

edit:

 

I think we all expected our Sentinels to be as hardy as we were. So why not a mod that does just that?

 

What? It's 30x smaller than you and HOVERS around you. Anyone with a bit of common sense would deduce that that is probably the least stable, durable and reliable conformation for any object to have. Frankly, for an object of that size with as many abilities as it has (including one that revives itself), I was surprised when it lasted as long as it did while following my Loki.

Edited by Tryysaeder
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This isn't a bad idea, but honestly I'd rather just have my pet's shield and health displayed on my HUD so I can keep an eye on it. Problem is pet picks up a ton of aggro and I as the player have no way to know how much damage my pet is actually suffering until it gone. And then it's to late  Q,Q

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OR we could just ask for the sentinels REGEN mod to..you know... WORK!

It does work, you just can't tell because even though it does a special effect (green glow, the same as Trinity's Blessing) we can't see it because it's completely off our screens and there's no HUD that shows its health, shields, energy, etc.
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Personally I think the problem comes from enemies aggroing too much on your sentinel. Especially considering when Im doing way more damage and kills I find it odd theyre shooting at my little buddy. Unless they plan to fix that, I think the sentinels could use a health/shield buff.

 

Edit: But say NO to more mods as a means to fix things, and just ask things to be fixed!

Edited by unmog
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it would be a pain to level it nine times. why not 5 levels and 20% per rank?

 

Sounds great to me, but I thought having 10 levels would put it on par with the current survival mods, Redirection, Vitality, Steel Fibre. And I think it would level fairly naturally that way. If you think about it, even if your Frame is uber, at level 0 of this mod your Sentinel would only be %10 as durable as you, so there would still be a baby sitting stage to level through. You're not going to be able to slap a level 0 version on a brand new bot and go 50rnds on Terminus . But once you got this thing maxed out you could pretty safely assume that as long as you're alive, your Sentinel is too.

Edited by Neuhnee
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Really? You want to remove one of the last slightly challenging and interesting tasks in the game? That would remove all the thinking required before engaging an enemy. It seems like that's all players want these days, to think less, yet they have the courage to blame DEVELOPERS for dumbing down games.

 

Sentinels are durable enough as it is, even without supercharge. If your sentinel dies, it is your fault, no one else's, and you are a bad player for allowing that to happen.

 

BLAHBLAH

 

 

Selfstyled Elitist much?

 

 

I have seen Moas specifically target my sentinel.

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It does drive me nuts that I can run around facestomping Grineer/Corpus and their only major concern is to gun down my pop-gun-wielding Wyrm.  Whereas infested are almost completely helpless against sentinels.  This is more of an issue when you prefer melee, as it forces you to expose your sentinel more often and sometimes it seems as if the AI doesn't consider you a threat even if you're rushing towards it with a nuclear-tipped charge attack.  Then again, if you can survive in melee, you probably don't need your sentinel anyway...

 

Infested are helpless against sentinels, as usual.

 

Trinity's Blessing heals sentinels.  In fact, it's very nearly the only thing to reliably heal sentinels...

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I have seen Moas specifically target my sentinel.

Thats because most enemies auto agro on your senitnel.

 

Trinity's Blessing heals sentinels.  In fact, it's very nearly the only thing to reliably heal sentinels...

Did-not-know-this... I guess it makes sense though.

 

I kinda wanna run around with a trinity partner as Nyx and test how mind control works with it as well.

Edited by unmog
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You want to remove one of the last slightly challenging and interesting tasks in the game? 

Lacking challenge, I see, as we get personal with our video games we tend to forget the wide player base who don't suffer the same faith as us...

 

Here's a quick fact:

 

MODs are an optional improvement given in the game, which greatly may improves stats and functions.  They are not required to progress during game play.

 

Here are some TIPs that improve difficulty during gameplay:

 

A) Remove all MODs and improved weapons / select-able characters; Forcing low DPS/DoT and Survivable stances

 

B)  Play with a character or weapon you aren't familiar with.

 

C) Take a break from shooting games for a self recommended amount of time... with hope your skills decrease.

Anyway, I'm going to go back to enjoying the game, you should too.

 

Now, I understand your pain! You take great care for your companion, but others haven't acquired that skill yet. How about you write a quick guide or video explain methods you do make it last longer. I'm sure someone of your skill level have much to contribute.

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Really? You want to remove one of the last slightly challenging and interesting tasks in the game? That would remove all the thinking required before engaging an enemy. It seems like that's all players want these days, to think less, yet they have the courage to blame DEVELOPERS for dumbing down games.

 

Sentinels are durable enough as it is, even without supercharge. If your sentinel dies, it is your fault, no one else's, and you are a bad player for allowing that to happen.

 

As far as I'm concerned, sentinels could have a quarter the HP they do right now and gameplay would become more interesting. It easy enough to slaughter a roomful of level 90s without taking a single point of health damage, but keeping one of your own alive against those that would kill him in seconds is a task that separates the smart from the dumb.

Erm, what? How is keeping your sentinel alive a "diffiicult challenge" that makes gameplay more interesting. Having had a level 30 Shade for a while with all the survivability mods ranked up to 6 bars I can assure you that sentinels are not that survivable and keeping it alive is a tedious task that mostly involves hiding behind boxes so that they don't shoot it.

On Ceres today it got nuked from full to zero when I walked through a door, maybe 3 metres into the room, before I could even get back out of the room. The next mission it died, full to nothing from a stray plasma grenade exploding near it. Even with highish level mods it dies like a chump leaving me either hugging cover like I'm playing Gears of War or letting the poor thing die.

I can keep it alive, the point is that it makes the game a tedious slog, whereas adding a pet should help us out and support us, right now I find myself doing the opposite.

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I can keep it alive, the point is that it makes the game a tedious slog, whereas adding a pet should help us out and support us, right now I find myself doing the opposite.

 

True Fact. I expected my Sentinel to help *me* out. To add some interesting new features and possibilities to the game, which it does a great job at as long as it's alive. I didn't buy a Sentinel so i could turn this game into a permanent escort mission.

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Make Regen actually work.

 

Regen works as intended, your bot *regenerates* once after death. It's just that bots are so squishy they burn through *both* lives so fast you don't notice. Part of the solution may be to change Regen so that your bot comes back with full health, and the extra levels of the mod adds number of *times* your bot will come back from the dead. Which was what everyone *expected* the mod to do in the first place.

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