(XBOX)Vaktalor Posted October 19, 2016 Share Posted October 19, 2016 (edited) First and foremost i want to give credit where it's due this idea was first brought up by @MurakumoVance he brought this up on the 24th episode of his series Warframe God Builds at the 9 minute and 53 second mark he says this... "Now as long we are being honest here i really wish that Digital Extremes would release something like a sentinel repair kit for your gear because companions like kavats or kubrows can be revived where as if a sentinel dies then we too have to die and then revive wasting one of those revives just to get our sentinel back that's.. kind of stupid..." I have to agree with him on that the regen mod only helps for so long before your sentinel is dead for the rest of the mission unless you die and revive Here's a scenario, what if you are about to run out of ammo for all of you weapons and you have no revives left your going for let's say for example 80 minutes on Mot in the Void then your carrier dies and you have a bad melee weapon you would not be able to get ammo back or kill anything to get ammo because you would die now you would have no choice but to extract and try again... this would be a good addition to the game since we got a good change for sentinels not too long ago as i'm writing this or we could also have sentinels being able to be revived just like kubrows and kavats can as an alternative i would like to hear what you all would like to say about this idea please stay civil with this Edited January 3, 2017 by (XB1)falconpwnch0234 fixed a minor typo..... Link to comment Share on other sites More sharing options...
GinKenshin Posted October 19, 2016 Share Posted October 19, 2016 sentinels are suppose to not have indefinite survivability. that'll make them too similar to companions. they'll have survivability, utility and a bit of CC. that'll kill kubrows at least, since kavats have more special abilities (unless you wants this a 1 time thing, which I think you don't) just a simple change to the regen mod, making it have a timer. for example, if the sentinel dies, it'll revive like normal, then an Xmin timer will start, if the sentinel dies and the timer hasn't re-setted yet, then it'll stay dead, if the sentinel dies after the timer re-setted, it'll come back...etc at least our own gameplay has an affect here too Link to comment Share on other sites More sharing options...
AandOE Posted October 19, 2016 Share Posted October 19, 2016 They can have a large Control Module cost, to be a good sink for them. Any other end game-ish resources that might need a sink can be thrown in there too, for good measure. Link to comment Share on other sites More sharing options...
artemisfortune Posted October 19, 2016 Share Posted October 19, 2016 Sentinels don't need to be even more Overpowered. Since leveling up Djinn (which I took forever to obtain) I never had him die once. Link to comment Share on other sites More sharing options...
shut Posted October 19, 2016 Share Posted October 19, 2016 21 minutes ago, JSharpie said: Sentinels don't need to be even more Overpowered. Since leveling up Djinn (which I took forever to obtain) I never had him die once. Sounds like you haven't been playing any Tank frames. OT: I'd personally love a repair kit system. Preferably, make the repair kits super cheap to craft, BUT give them a several-second-long animation (akin to Reviving an ally) when used in the mission. Sentinels are supposed to be the low-maintenance "budget" companions, after all. Link to comment Share on other sites More sharing options...
erny0507 Posted October 19, 2016 Share Posted October 19, 2016 26 minutes ago, JSharpie said: Sentinels don't need to be even more Overpowered. Since leveling up Djinn (which I took forever to obtain) I never had him die once. I cant believe it. Link to comment Share on other sites More sharing options...
erny0507 Posted October 19, 2016 Share Posted October 19, 2016 3 minutes ago, SortaRandom said: Preferably, make the repair kits super cheap to craft mmm i think it would a good resource sinking thing so maybe some balanced cost, not cheap that is meanless but also not expensive to be a luxury. Link to comment Share on other sites More sharing options...
(XBOX)Vaktalor Posted October 19, 2016 Author Share Posted October 19, 2016 (edited) On 10/18/2016 at 7:13 PM, erny0507 said: mmm i think it would a good resource sinking thing so maybe some balanced cost, not cheap that is meanless but also not expensive to be a luxury. stuff like polymer bundles and plastids could be decent as an alternative or there could be 1 or 2 control modules in the mix like @AandOE said earlier Edited January 4, 2017 by (XB1)falconpwnch0234 Link to comment Share on other sites More sharing options...
Ciaus Posted January 4, 2017 Share Posted January 4, 2017 Bumping this. Playing any tank frame or melee style kinda guarantees death to the things. Link to comment Share on other sites More sharing options...
EvilChaosKnight Posted January 4, 2017 Share Posted January 4, 2017 +1 to the idea. Control modules sink could be nice. Any AOE attacks (esp. scorches and sapping ospreys) on mid-high levels just wipe sentinels out nearly in an instant, and Regen mod does nothing to counter this. Link to comment Share on other sites More sharing options...
Ninjamurai Posted January 4, 2017 Share Posted January 4, 2017 I play pretty tank-ily, and my Carrier prime never really dies. My Carrier is very well modded out & I don't equip it with a weapon so that it doesn't draw aggro. I can take it on sortie missions & it only ever takes *any* damage if I either A) get downed, or B) walk into a cloud of toxic from an infested osprey or such. I'm not entirely on the side of having a gear item that just lets us revive them indefinitely, as I feel that the whole pets vs. sentinels thing is fairly balanced as it is. (Pets are somewhat less useful than sentinels but can be revived infinitely. Sentinels are more useful but once they're gone they're gone.) Though, one thing about sentinels that disappointed me was the revive mod specifically. If this mod was changed to be something like "Level 0 mod = 1 revive, Middle Level mod = 2 revives, Max Level mod = 3 revives" then I feel this would be much much more fair than just "1 revive with varying amounts of health based on the mod level." More fair (& probably just easier than) some new gear item that we have to build 500 stacks of to use in missions that we can't keep them alive on. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now