No Man's Sky

No Man's Sky

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So whats the ratio for getting good Sentinnel Weapon Upgrades?
I've been through about 150 salvaged glass and have gotten only THREE modules so far with +2 damage. I have hears they can be even higher but I've never seen this. Do I need like 1000 salvaged glass to make this happen?
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Unless you really like to use the boltcaster don't waste your time. Even fully upgraded with 3 sentinel and 3 max X modules its still mediocre at best. I prefer the pulse splitter.

Yea I'm implying those sentinel modules only affect the boltcaster.
Last edited by Wile E Coyote, Super Genius; Aug 24, 2022 @ 12:46pm
MechWarden Aug 24, 2022 @ 12:49pm 
I would really like to know if Sentinel Tech worked on other things. It would be lame if it just worked on one weapon system. Part of me is hoping that it works on mining lasers as well, but the one time I thought it helped might have just been my imagination.
Colossal Sprout Aug 24, 2022 @ 1:17pm 
Originally posted by Wile E Coyote, Super Genius:
Yea I'm implying those sentinel modules only affect the boltcaster.
Originally posted by MechWarden:
I would really like to know if Sentinel Tech worked on other things. It would be lame if it just worked on one weapon system. Part of me is hoping that it works on mining lasers as well, but the one time I thought it helped might have just been my imagination.

*Apparently* they work for everything, but only give adjacency bonuses to the boltcaster. Not sure about the tool's damage stat. I looked for info on this when upgrading a scatter blaster recently, and apparently someone tested the actual hit points against sentinels with and without, claiming higher actual damage output with them installed.

I've no idea about mining lasers, sorry.

Originally posted by Darth Cervantes:
I've been through about 150 salvaged glass and have gotten only THREE modules so far with +2 damage.

Can't remember for sure but I think these are affected by the same seed cycling as other modules... so you should be able to do the following:

- make a save
- install a number of sentinel modules (eg. a row of 8, in order left to right)
- make note of which gave the highest/desirable stats (eg. #5)
- reload save, then buy a bunch of C class modules (4 in this example)
- install then scrap the C modules, then one sentinel module (which should be the same as the above #5)
- if all of them are duds/unwanted, instead buy and install 8 (in this example) C modules instead, and install and scrap them, then repeat the whole process from the start

Eventually you get the three upgrades you want, only using 3 sentinel modules and you get to sell the rest. I used this process for X class hyperdrive upgrades and a few weapons etc... it gets tedious but it's much less grinding than any 'normal' methods. It should be very quick and easy for what you're doing.

Of course you're unlikely to have many slots free on the tool in question... so you might want to dismantle some of the basic/crafted stuff to free up some space. The more slots you have to work with the quicker and easier it is.

Too late in this case of course, if you've already got the maximum damage stats... but I posted this anyway for future reference, and for anyone else reading who might find it helpful.
Last edited by Colossal Sprout; Aug 24, 2022 @ 1:19pm
Darth Cervantes Aug 25, 2022 @ 11:28am 
Originally posted by Wile E Coyote, Super Genius:
Unless you really like to use the boltcaster don't waste your time. Even fully upgraded with 3 sentinel and 3 max X modules its still mediocre at best. I prefer the pulse splitter.

Yea I'm implying those sentinel modules only affect the boltcaster.

Yes this is for the boltcaster. I noticed the senntinel weapon upgrades only glow when placed next to bolt caster and not any of the other weapons. I have the bolt caster mods + the 3 +2 damage sentinnel weapon upgrades. its on an alien multi-tool and damage is like 5,400 (not sure if thats considered good or not)
Yes, I have a Mic. Aug 25, 2022 @ 11:48am 
I would say closer to 50-100 glass but honestly I haven't been counting. 1000 is definitely an overestimate.
One thing I can help you with is putting what you get to good use. I've been experimenting a fair bit with these. I'm open to correction however, I don't know everything.

So these are the max values I've attained from a single sentinel weapon mod;
- +2% damage
- +15% reload speed
- +20% fire rate.
I have gotten these stats multiple times, I have never gone beyond them.

What weapon to put this on?
Well, whatever you feel like really but if we're talking about min-maxing here you should always include a boltcaster and its mods on your dedicated weapon even if you don't use the boltcaster
Why? Because although all weapons are affected by sentinel weapon mods, only the boltcaster mods grant the sentinel weapon mods an adjacency bonus. You can effectively surround those mods with the boltcaster ones to amplify any bonuses other weapons will get.
This is what I did with my pulse spitter weapon to great effect. This does mean that you will need a second multitool to act as a dedicated weapon but I personally think its worth it. You will absolutely melt through sentinels on permadeath, nevermind other modes.

I assume you'll also be experimenting with sentinel exosuit mods?
If so I recommend going for ones that most enhance shields first and foremost. As with S-class shield mods the max percentage is +34% and yes, the shield mods do grant adjacency bonuses to sentinel exosuit mods with a shield modifier. As you can imagine, stacking sentinel mods with shield mods to get 12 x +34% makes you a walking fortress and easily able to deal with sentinels.
Once you have achieved this you can gain more glass fairly easily and try to get the "perfect" sentinel exosuit mods. This will take some grinding obviously but at this point dealing with sentinels will be trivial.
If you keep a summoner alive on wanted levels 2-3 you will never even approach anything resembling difficulty in doing this, just tedium.

Let me know if you have anymore questions. Its honestly refreshing to see questions about this.

Originally posted by Wile E Coyote, Super Genius:
Yea I'm implying those sentinel modules only affect the boltcaster.
I can see why you would think that due to other weapons not granting the adjacency bonus but I would urge you to test using the scatter blaster. You will definitely notice the difference in fire rate and reload speed. You can also see the (slight) difference in the damage stat.

You are definitely right about the pulse spitter being superior however.
Last edited by Yes, I have a Mic.; Aug 25, 2022 @ 11:57am
lordoftheapes79 Aug 25, 2022 @ 12:24pm 
Did they fix these so they work with all weapons? last time I checked they ONLY worked with the boltcaster.

Anyway, I have one multitool I set up with a blaze javelin/boltcaster combo specifically for stunlocking walkers. It's quite effective.
Darth Cervantes Aug 25, 2022 @ 12:44pm 
Originally posted by Yes, I have a Mic.:
I would say closer to 50-100 glass but honestly I haven't been counting. 1000 is definitely an overestimate.
One thing I can help you with is putting what you get to good use. I've been experimenting a fair bit with these. I'm open to correction however, I don't know everything.

So these are the max values I've attained from a single sentinel weapon mod;
- +2% damage
- +15% reload speed
- +20% fire rate.
I have gotten these stats multiple times, I have never gone beyond them.

I have 3 and they are +2% damage, +15 reload, +19% fire rate. I haven't gotten any higher ones yet. I have a blank slot in multi tool that i keep trying new ones in but so far nothing as good as the ones i mentioned.
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Date Posted: Aug 24, 2022 @ 12:26pm
Posts: 8