No Man's Sky

No Man's Sky

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Eldon Jun 8, 2022 @ 4:12pm
Aggressive Sentinel Planets
I came across a planet that had aggressive sentinels. I got attacked right away when I landed, and they chased me as I flew away.

I was wondering if there was anything I could do there to avoid or mitigate them attacking me?
Last edited by Eldon; Jun 8, 2022 @ 4:13pm
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Showing 16-30 of 30 comments
Faceplant Jun 8, 2022 @ 10:46pm 
I've played hundreds, if not a thousand or two hours of GTA, and it does not have anything like sentinels in it. I don't know what you're talking about.

Unless you're talking about the idiots in multiplayer in GTA, in every mission there's a defined end, and you choose to take part in the mission. With sentinels, as soon as they're set off, and they're set off over nothing on aggressive planets, they just keep coming. If you do get them to stop, as soon as they see you they're at it again.

If there was a way that you could sneak around and avoid them, it would be different, but they just pop up out of nowhere, so you can't even do that.

I suppose you could equate the sentinels to the police in GTA, but you have to activate them, they don't just come at you for no reason, although there are some pretty dumb reasons, but all the mocking videos made of the police in GTA seems to indicate that they're not exactly the peak of game design. :-)
As somebody mentioned above in passing, but is worth re-iterating in more detail as its the simplest solution:
Kill all the first wave Sentinels apart from a triangular/or repairer. This single survivor will follow you but not do anything.
Ignore it thereafter. Problem solved.
VoiD Jun 9, 2022 @ 3:47am 
Originally posted by Faceplant8:
I've played hundreds, if not a thousand or two hours of GTA, and it does not have anything like sentinels in it. I don't know what you're talking about.

Unless you're talking about the idiots in multiplayer in GTA, in every mission there's a defined end, and you choose to take part in the mission. With sentinels, as soon as they're set off, and they're set off over nothing on aggressive planets, they just keep coming. If you do get them to stop, as soon as they see you they're at it again.

If there was a way that you could sneak around and avoid them, it would be different, but they just pop up out of nowhere, so you can't even do that.

I suppose you could equate the sentinels to the police in GTA, but you have to activate them, they don't just come at you for no reason, although there are some pretty dumb reasons, but all the mocking videos made of the police in GTA seems to indicate that they're not exactly the peak of game design. :-)
That's doubly wrong.

Police in GTA never ends.

Sentinels in NMS do end, you can beat the final 5th wave and disable them on a planet.
Galactic Starman Jun 9, 2022 @ 4:44am 
Originally posted by Eldon O:
Aggressive Sentinel Planets....I was wondering if there was anything I could do there to avoid or mitigate them attacking me?
Yes. Disable them at the Sentinel Pillars for at least the duration of your game session. There can be more than one on a planet.

Find them by using Sentinel Boundary Maps. They can be drops from sentinel walker types, like quad robots or the minor walkers and the giant walkers. They occasionally can be got from opening glass items dropped from defeating pirates and sentinel space ships in systems and in pirate systems.

Grab any gravatino balls on the landscape, if the planet has them and sentinels will turn up. Use your space ship to take off, turn and fire a cannon at them. Land quickly to open barrels and repeat. The downside is you have about only 7 seconds to make a turn, fire and land. Use your analysis scanner to temporarily mark the sentinel location below before taking off. Then turn to blast the marker and any sentinels.

You might get lucky finding a map by other means like opening crates but that is rare.

Without a map you must defeat all 5 waves of a sentinel attack. Use your AI enabled exomech robot suit to help. Otherwise use a building and attack sentinels from inside the door entrance. Use your cloaking device and shield to stay alive. Defeat the summoners and healer sentinels early. You could use your space ship too as detailed above. You can also stand inside the arch of a Portal and attack in safety there,

If you want to explore aggressive planets with sentinels install the cloaking device on one of your multi-tools and use that to disappear from their view and escape. Use a creature to ride out of trouble and avoid exocars that smash things up and can attract attention on very dangerous planets. The Exobike, Nomad and fast adopted creatures can be useful to minimise attracting attention. The cloaking device is surprisingly effective at confusing sentinels but is not ideal as an aggressive tactic. It lasts about ten seconds and the sentinels will spot you again if you reappear in their vision, But it could help you escape to recover and continue the fight to the fifth wave,

Use the upgraded plasma grenade with the Plasma immobiliser thing to take down groups of sentinels quickly. it can be a lot of fun.

Once the pillar disables the sentinels it can be useful to mark the pillars with a beacon to instantly disable them on a return visit without wasting time finding a pillar again.
Last edited by Galactic Starman; Jun 9, 2022 @ 4:53am
Faceplant Jun 9, 2022 @ 8:44am 
Originally posted by VoiD:
Originally posted by Faceplant8:
I've played hundreds, if not a thousand or two hours of GTA, and it does not have anything like sentinels in it. I don't know what you're talking about.

Unless you're talking about the idiots in multiplayer in GTA, in every mission there's a defined end, and you choose to take part in the mission. With sentinels, as soon as they're set off, and they're set off over nothing on aggressive planets, they just keep coming. If you do get them to stop, as soon as they see you they're at it again.

If there was a way that you could sneak around and avoid them, it would be different, but they just pop up out of nowhere, so you can't even do that.

I suppose you could equate the sentinels to the police in GTA, but you have to activate them, they don't just come at you for no reason, although there are some pretty dumb reasons, but all the mocking videos made of the police in GTA seems to indicate that they're not exactly the peak of game design. :-)
That's doubly wrong.

Police in GTA never ends.

Sentinels in NMS do end, you can beat the final 5th wave and disable them on a planet.

Yes. I suppose you could fight through 5 waves of sentinels, but why? What's the end goal? Unless there's something specific on that planet that I need, I could just go to another planet to get it. That makes a large portion of the galaxy too annoying to step foot on.

To continue with your GTA analogy, it's like there was a large portion of the GTA map where the police would attack on sight, and were ever present. There is something similar to that in the military base, but that's not a place you can just walk into, and, if you're going there, it's likely for a reason. There is an end goal that you can't achieve elsewhere.

If a police battle started every time you drove through Sandy Shores, I think most people would just stop driving through Sandy Shores.
Krash Megiddo Jun 9, 2022 @ 9:07am 
I think the recent changes to sentinel behavior are a good thing. We're not forced to do anything and we now have a way to avoid them on their own turf if there's a good reason to go there.

The only reason I mess around on Aggressive Sentinel planets is if its part of a mission or expedition. That's a pretty good reason. And if I don't feel like messing around in those situations, I'll find the sentinel pillar and disable them.

No cause to complain, nerds.
Galadhlinn Jun 9, 2022 @ 11:22am 
Originally posted by Krash Megiddo:
I think the recent changes to sentinel behavior are a good thing. We're not forced to do anything and we now have a way to avoid them on their own turf if there's a good reason to go there.

The only reason I mess around on Aggressive Sentinel planets is if its part of a mission or expedition. That's a pretty good reason. And if I don't feel like messing around in those situations, I'll find the sentinel pillar and disable them.

No cause to complain, nerds.
I agree. I think for their first go at this, HG did a pretty good job of increasing the combat opportunities and making some parts of the universe more dangerous than others without sacrificing the chill game experience many have come to love and count on. HG really struck an effective balance here. Could it use a little tweaking? Perhaps, but it's looking pretty good now.

I made another post about building a base right next to a sentinel pillar on a planet covered in large caves. My base sits in a cave hub of sorts and one cave comes out in the pillars base. It is a blast having mini wars with the sentinels inside the huge cave caverns. But it's on my terms. When I get the itch to blast sentinels, walkers, quads and mechs, a quick port to my base, and the war begins.
https://steamcommunity.com/sharedfiles/filedetails/?id=2816165075
The great thing that HG did by instituting the pillars is giving players the ability to turn the sentinels off for a game session. This, for me, actually opened up planets for base building that I previously would not have put down a BC. Now when I find a planet that I'd like to build on that has testy sentinels, I use a pillars chart, drop a BC or a save beacon (colored red) at the pillars and stop there first to turn off the sentinels on the entire planet, so I can build and gather resources in peace. =)
Krash Megiddo Jun 9, 2022 @ 11:52am 
Originally posted by Galadhlinn:
The great thing that HG did by instituting the pillars is giving players the ability to turn the sentinels off for a game session. This, for me, actually opened up planets for base building that I previously would not have put down a BC. Now when I find a planet that I'd like to build on that has testy sentinels, I use a pillars chart, drop a BC or a save beacon (colored red) at the pillars and stop there first to turn off the sentinels on the entire planet, so I can build and gather resources in peace. =)

Totally agree! I built this base for E5:
https://steamcommunity.com/sharedfiles/filedetails/?id=2818969575
Galadhlinn Jun 9, 2022 @ 12:25pm 
Originally posted by Krash Megiddo:
Originally posted by Galadhlinn:
The great thing that HG did by instituting the pillars is giving players the ability to turn the sentinels off for a game session. This, for me, actually opened up planets for base building that I previously would not have put down a BC. Now when I find a planet that I'd like to build on that has testy sentinels, I use a pillars chart, drop a BC or a save beacon (colored red) at the pillars and stop there first to turn off the sentinels on the entire planet, so I can build and gather resources in peace. =)

Totally agree! I built this base for E5:
https://steamcommunity.com/sharedfiles/filedetails/?id=2818969575
Now that's getting on top of the sentinel problem. Do you think they are wondering if the sky is falling like Chicken Little?
Faceplant Jun 9, 2022 @ 1:03pm 
Originally posted by Galadhlinn:
I agree. I think for their first go at this, HG did a pretty good job of increasing the combat opportunities and making some parts of the universe more dangerous than others without sacrificing the chill game experience many have come to love and count on. HG really struck an effective balance here. Could it use a little tweaking? Perhaps, but it's looking pretty good now.

How did they increase the combat opportunities and make some parts more dangerous? Sentinels aren't dangerous unless you choose to fight them. They're just annoying, and you can fight them anywhere if you choose to. It doesn't have to be where they're aggressive.
Galadhlinn Jun 9, 2022 @ 3:16pm 
How they added combat opportunities:
They added pirate systems.
They increased the frequency of pirate attacks
Pirates now attack outpost stations you are near or at
They increased the distance/time needed to break combat with sentinels
They adjusted ship weapon type damage
They added ship shield damage types (some ship weapons don't damage shields or are very poor shield damage weapons)
They made it so when you agro sentinels on the ground, jumping in your ships now brings sentinel ships to the battle
They added pillars
They increased the frequency of of sentinel scans/attacks
They added contraband scans and related attacks
They added contraband to create more situations where you can be attacked
They added sentinel mechs
Level 3 conflict zones have substantially more attacks now.
They made it so the sentinel timer to disengage does not always happen now, so hiding isn't a guarantee to break combat.

HG made the difference between low conflict level systems and high level conflict systems greater in terms of conflict. They enhanced or added situations where you can be attacked, but they also gave us the tools to mitigate these changes, such as the usefulness of conflict scanners, the ability to turn off sentinels on a planet. No one said attacks can't happen everywhere.

With permadeath, survival, new inexperienced players, new saves where your exosuit and ship don't have protection, and your multitool may not even be a weapon yet, and your health is low to start, conflict and being attacked now matters more.

If they are just annoying to you, great. Go hang out in another thread. This thread is about the changes in conflict, being attacked and what can be done when attacked. Marked and noted, just ignore them and just feel annoyed. Got it.

We really need a space for those players who, whenever a player posts they are struggling, see it as an opportunity to say how great they are and how there is no problem here and how the experience another player is having is just wrong and their fault. They are clearly not capable of seeing that the developers have put in many hours of work to make the game challenging in a variety of ways to a variety of players and in so doing, some will struggle more than others and some will enjoy the struggle and overcoming it and others won't enjoy it. These are all valid experiences to all but these "pro-players." They really need their own space where they can just congratulate themselves and wallow in their self-content with their kind who never do anything wrong because they all think alike, view the game the same way and therefore are always right because there is only one way, their way.
Faceplant Jun 9, 2022 @ 3:53pm 
Originally posted by Galadhlinn:
How they added combat opportunities:
They added pirate systems.
They increased the frequency of pirate attacks
Pirates now attack outpost stations you are near or at
They increased the distance/time needed to break combat with sentinels
They adjusted ship weapon type damage
They added ship shield damage types (some ship weapons don't damage shields or are very poor shield damage weapons)
They made it so when you agro sentinels on the ground, jumping in your ships now brings sentinel ships to the battle
They added pillars
They increased the frequency of of sentinel scans/attacks
They added contraband scans and related attacks
They added contraband to create more situations where you can be attacked
They added sentinel mechs
Level 3 conflict zones have substantially more attacks now.
They made it so the sentinel timer to disengage does not always happen now, so hiding isn't a guarantee to break combat.

HG made the difference between low conflict level systems and high level conflict systems greater in terms of conflict. They enhanced or added situations where you can be attacked, but they also gave us the tools to mitigate these changes, such as the usefulness of conflict scanners, the ability to turn off sentinels on a planet. No one said attacks can't happen everywhere.

With permadeath, survival, new inexperienced players, new saves where your exosuit and ship don't have protection, and your multitool may not even be a weapon yet, and your health is low to start, conflict and being attacked now matters more.

If they are just annoying to you, great. Go hang out in another thread. This thread is about the changes in conflict, being attacked and what can be done when attacked. Marked and noted, just ignore them and just feel annoyed. Got it.

We really need a space for those players who, whenever a player posts they are struggling, see it as an opportunity to say how great they are and how there is no problem here and how the experience another player is having is just wrong and their fault. They are clearly not capable of seeing that the developers have put in many hours of work to make the game challenging in a variety of ways to a variety of players and in so doing, some will struggle more than others and some will enjoy the struggle and overcoming it and others won't enjoy it. These are all valid experiences to all but these "pro-players." They really need their own space where they can just congratulate themselves and wallow in their self-content with their kind who never do anything wrong because they all think alike, view the game the same way and therefore are always right because there is only one way, their way.

Did you read the thread title and OP? This thread is about aggressive sentinel planets, not pirates, or most of the things that you're discussing.

I don't think you read any of my posts either, because I said there are alot of problems.

The on-topic suggestions so far seem to be to either fight them through all 5 waves to shut them down for a bit, or fight your way to the pillar to shut them off. Both of those will work, but don't seem like great suggestions for someone who I believe is a fairly new player, who just wanted to explore a planet without being bombarded by sentinels as soon as they got out of their ship.

And what is this comment about "pro-players"? He did exactly what I would do, which leave the planet, but that's not a very satisfying way to play the game.

Maybe you, as a "pro-player" who is able to build a base over a sentinel pillar and is bragging about it in this thread might have a better suggestion for a beginner?
Galadhlinn Jun 9, 2022 @ 6:23pm 
Your question to me:
"How did they increase the combat opportunities and make some parts more dangerous?"
My reply:
They added pirate systems.
They increased the frequency of pirate attacks
Pirates now attack outpost stations you are near or at
They increased the distance/time needed to break combat with sentinels
They adjusted ship weapon type damage
They added ship shield damage types (some ship weapons don't damage shields or are very poor shield damage weapons)
They made it so when you agro sentinels on the ground, jumping in your ships now brings sentinel ships to the battle
They added pillars
They increased the frequency of of sentinel scans/attacks
They added contraband scans and related attacks
They added contraband to create more situations where you can be attacked
They added sentinel mechs
Level 3 conflict zones have substantially more attacks now.
They made it so the sentinel timer to disengage does not always happen now, so hiding isn't a guarantee to break combat.

Your statement to me:
Maybe you, as a "pro-player" who is able to build a base over a sentinel pillar and is bragging about it in this thread might have a better suggestion for a beginner?

You: "I don't think you read any of my posts either,"
It was another player who built a base over a Sentinel Pillars, not me.
Um, ok.
If you read my post, you'd have understood that it was a reply to the person above (base above pillars) of how the increased combat opportunities is a good thing. My example of building a base close to sentinel pillars was about the opportunity to take advantage of the combat changes to the game. It was not bragging, clearly. Your comment here says a lot.
You to me:
"This thread is about aggressive sentinel planets, not pirates, or most of the things that you're discussing."
YOU asked me to prove that combat opportunities have been increased. You broadened it out to pirates.
My post you are referring to was to another player who said:
"I think the recent changes to sentinel behavior are a good thing. We're not forced to do anything and we now have a way to avoid them on their own turf if there's a good reason to go there."
You then felt it necessary to challenge me on how HG has increased combat opportunities, but now that I have, you want to continue to argue. All of my original post except the sentence that combat opportunities has increased, all of the rest of my post, was about sentinels. There was not a single reference to pirates.

This is the second argument you have gotten into, just in this thread. While it may not be your intention, it seems like you seek out and instigate arguments. Allowing someone to have a view other than yours doesn't seem to be an option for you. Normally, I enjoy discussing alternate views or opinions from my own, as it's an opportunity to expand my understanding and learn how others are experiencing the game. But you argue for the sake of arguing.
I will not engage you anymore. You have proven many times in these forums that your goal is to prove you are right and others are wrong. That is very different from, "here is my experience." I will not engage you anymore.
Faceplant Jun 9, 2022 @ 8:19pm 
I wrote a two sentence reply to your suggestion about the more difficulty was added to the game, in response to a post that talked about aggressive sentinel planets, in a thread that talks about aggressive sentinel planets. I'm sorry that you didn't understand the context.

You replied with an essay that insulted me many time for no apparent reason. Suggesting that I wasn't even allowed to post in threads about the topic at hand. Am I really the one that instigated the "argument"?

I apologize for suggesting that you made a base above a sentinel pillar. You made one next to a sentinel pillar:

"I made another post about building a base right next to a sentinel pillar on a planet covered in large caves. My base sits in a cave hub of sorts and one cave comes out in the pillars base."

The post that you were replying to was on the topic of aggressive sentinels:

"I think the recent changes to sentinel behavior are a good thing. We're not forced to do anything and we now have a way to avoid them on their own turf if there's a good reason to go there.

The only reason I mess around on Aggressive Sentinel planets is if its part of a mission or expedition. That's a pretty good reason. And if I don't feel like messing around in those situations, I'll find the sentinel pillar and disable them."

I agree 100% with that, but that doesn't help the OP, as a new player, or anyone that just wants to explore planets, and suggesting that (as I had to interpret it, based on both the thread topic and what you were replying to) that aggressive sentinel planets somehow increase combat opportunities or is more dangerous doesn't make sense, since you can get into the same sentinel battles anywhere just by shooting a sentinel, and, as the OP pointed out, you can just fly away from battles, so you're not really in any additional danger. It just adds additional annoyance (IMO),

For a bit of context. In the past, there were aggressive sentinels, and they were a bit annoying, and you sometimes had to fight them, but they were a challenge. I can remember running around in a permadeath game with a sentinel dogging me while I was trying to gather resources to get fuel for my ship. That was both a reasonable challenge and fun.

Landing on a planet and immediately having multiple sentinels with shields and healers pounce on you, where, if you do get away from there, another group immediately pounces, is not fun (IMO), and, you can't take them on without at least having a dragged out fight that, for newer player will likely get you killed, and for more experienced players is a waste of time.

The only reasonable thing to do (IMO), again, is to either avoid those planets, or leave if you land on one.

"If they are just annoying to you, great. Go hang out in another thread. This thread is about the changes in conflict, being attacked and what can be done when attacked. Marked and noted, just ignore them and just feel annoyed. Got it."

"I came across a planet that had aggressive sentinels. I got attacked right away when I landed, and they chased me as I flew away.

I was wondering if there was anything I could do there to avoid or mitigate them attacking me?"

Really? This thread is not about the annoyance of aggressive sentinels?

Edit: I should add that someone did mention that you can kill all of the first wave but a healer drone and that can stop them. I did not know that, and that is a good suggestions. A bit of a cheese, but great if it works.
Last edited by Faceplant; Jun 9, 2022 @ 8:57pm
Eldon Jun 10, 2022 @ 11:06pm 
Originally posted by Krash Megiddo:
Originally posted by Galadhlinn:
The great thing that HG did by instituting the pillars is giving players the ability to turn the sentinels off for a game session. This, for me, actually opened up planets for base building that I previously would not have put down a BC. Now when I find a planet that I'd like to build on that has testy sentinels, I use a pillars chart, drop a BC or a save beacon (colored red) at the pillars and stop there first to turn off the sentinels on the entire planet, so I can build and gather resources in peace. =)

Totally agree! I built this base for E5:
https://steamcommunity.com/sharedfiles/filedetails/?id=2818969575


That looks like fun, I been having a hoot on the planet with aggressive sentinels as well. I have a gravitino ball spawn right inside my bases so I can on-demand make them show up and be pissed.
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Date Posted: Jun 8, 2022 @ 4:12pm
Posts: 30