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번역 관련 문제 보고
Take away his pew pew privlages.
If you are stealthed, your sentinel will not attack.
The attack precept Striker lets the carrier attack any hostile* targets within 5m [maxed rank precept mod].
The 'field of view' of a sentinel isn't necessarily 360 / spherical. It just feels that way ^_^. Other times, it can take ages to see something right underneath it's nose.
*hostile also means your fellow team-mates if the sentinel has the radiation status effect... and yes, that includes YOU.
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This is a decent list of mods to put on your Carrier and the order DOES matter.
Regen, Medi-Ray, Sanctuary, Fired-Up, Guardian
Vacuum, Enhanced Vitality, Metal Fiber, Animal Instinct, Striker
Basically if your Carrier has the above setup, it will 'obey' the Striker mod 'last'. So if it goes to zero health but there's an enemy nearby, it will first take the time to use Regen, then attack the enemy. The priority goes from left to right, then bottom row, also left to right. For the list above, the relevant mods are Regen, Medi-Ray, Sanctuary, Guardian, Vacuum & Striker [the rest of the mods do their own thing, all the time ^_^].
Striker's 5m activation range also means that the Sweeper is usually the best weapon for the Carrier.
For high level mobs, I use:
Shotgun Spazz, Hell's Chamber, Toxic Barrage, Shell Shock, Frail Momentum, Vicious Spread, Scattering Inferno & Frigid Blast.
Yeah, the DPS is kinda on the low end, but since it's "high level" mobs, the almost 80% status change lets the carrier knockdown any mob that's within 5m. This is the 'pet' & config I'd take on tougher missions.
My recommendation would be to not remove the sentinel's weapon (thus preventing you from leveling the weapon), but rather to just not slot in the Striker precept (or whatever other name it goes by for other sentinels). This will free up a mod slot for your sentinel, while also preventing it from shooting at anything.
1. unalerted -> empty arrow
2. alerted enemy -> semi-filled arrow
3. hostile enemy -> filled arrow
For 2 and 3, your sentinel will always fire on them. Never for 1. If it does, then you are too close to the enemy and touched it (or Coolant Leak mod did it) making it alerted.
Wyrm's Crowd Dispersion and Djinn's Fatal Attraction work on their own even with unalerted enemies, thereby breaking the stealth. I don't recommend these sentinels if you want to remain unnoticed.
I personally mostly don't put guns on sentinels because they keep stealing my XP.