Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If you've got good jetpack stats, you can escape them, and they'll give up after a while.
However the easiest way to deal with them is not dealing with them, if the planet has aggressive sentinels, just find another planet.
If you are mining and one sentinel comes to scan you, just stop, move away and mine a little bit more.
If you reach certain wanted level, just keep running until the timer runs out.
Thanks. Yeah, that's what I was suspecting. It's a little disappointing because it really doesn't leave any room for training with escalating difficulty levels. I can't go to the "low level combat zone" to learn the tactics and get better. It's just all-or-nothing.
I can putter around and kill a few of them before I leave, but all that does is burn ammo and risk injury for really no benefit. *shrug*
I came here for the exploring, crafting, and base building anyway. Would have been nice if the combat made more sense, but I can just continue to avoid it I guess.
It has been survivable but it's added a whole new level of excitement to those transits.
Lots of shields, the sentinel glass drops will eventually yield another 6x30% shield or better, that and a fully augmented weapon. Personally I've found the scatter blaster still #1 there. It's still tense but relatively survivable then.
Drop a save beacon and run away is the best tactic , just run away number two. Die frequently is the next option, so yeah, you about have it nailed. You can fight them and win short term but they will be back.
Generally, I just jump around doing my thing until I am out of range, causing them to go into search mode and eventually standing down. They have poor aim on the best of days, so if you keep moving around, if not away, they're fairly harmless. Nothing says you have to fight them just because they're there
Your weapon of choice should ideally be either the scatter blaster or the pulse spitter. Blaze Javelin upgraded to stun also works well, but you'll be swapping back to one of these others in between blasts. All else fails, boltcaster will work, it's just slower. I am usually unlucky with plasma launcher as they tend to pop shields right as I fire.
1. First wave spawns
2. SOP for first wave is always to hit one healer, (ideally with a DOT weapon like the pulse spitter with its researched C class upgrade). This brings both healers together. Mow them down.
3. Now take out that summoner.
4. Finally, you will have to deal with the two heavy drones shooting at you. You save drones for last because while their attacks can hurt/annoy you, they don't prolong the fight quite like the others do.
5. There's a short break between killing and the second wave spawn. Reload now.
6. Second wave is more of the same.
7. Third wave has a quad walker, now instead of going after the heavy drones, go after it before them. It takes much more damage from the side, so if you're not already doing this, you need to be circling them. That laser does not track as fast as it should, so doggo is only a threat when he barks and then leaps at you. If you're in motion, he misses that lunge every time.
8. Fourth wave has the minotaur walker, you want to clear off any healers, (or any summoners who could bring more in), first and then concentrate on one area of his body. You'll blow his armor off and then the unarmored piece will take extra damage. You could also try blowing off all the armor, he dies about the same speed either way.
9. Final wave will have titanfall. That big walker shows up here after you've killed off most of the initial spawns. He's got three armored sections on his head you need to kill first before he takes any damage. If you ever need to slow him down, blow off both panels on a single leg. He'll shut down when either a leg loses armor or you remove all the brain armor for a few seconds. And if you have blaze javelin upgraded, he'll stun easily at this point.
An aggressive sentinel spawn goes more or less the same as above, but you'll see more sentinels in each wave, and certain models may show up earlier.
When I see that a planet has aggressive sentinels, the first thing I always do is pick a fight with one. A few minutes later that entire planet is dead for a good long while. Plenty of time to gather whatever I needed. Plus, they always reveal the location of a sentinel tower, you never know what kind of multi-tool you'll find in one of those.
1. Do it near a player's base who does not allow terrain edits. This will negate the lame holes made in the ground.
2. Leave the combat supplies until you need them or clear the final wave.
3. Avoid the quads simply by constantly sidestepping/strafing.