No Man's Sky

No Man's Sky

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broken sentinels in new update
so how the hell do you evade sentinels now i run 2k u away and they still see me and chase me for 3 hrs
i get in my ship they immediately turn into trade ships that chase me until i land which then turn back into ground units
cant run from them cant dig a hole and break line of sight wtf
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Showing 1-12 of 12 comments
Once I had them still chasing me after I flew to the next planet, it's a bug but all it takes is a reload to break off the chase.

They are pretty dumb and blind for most of the time though, it doesn't take too much distance for them to go into search mode and the count down begins.
Summoning the Anomaly and going aboard has always curtailed Sentinel interest and pursuit. And it still does. So does entering and landing on the Space Station.

If you kill a wave or two of Interceptors to release the Pulse Drive lock-up, and do a long Pulse across the system out of aggro range, that will end space pursuit also.

But the more efficient way is to just learn to kill the ground Sentinels. It is actually pretty easy from the LP door of a Minor Settlement. Other kinds of buildings have some ideocyncracies to the hide'n'shoot tactics. And the run.n.gun style needs even a bit more practice. But the planetary shut down that results, and the various Sentinel resources and Upgrades are certainly worth it.

On the ground, any kind of hiding-in-cover where the Sentinels cannot precisely detect you and target you will cause them to give up and deactivate in about 20 to 30 seconds. There is a count down clock in the upper right of screen when they are Searching for you.

Buildings, interior of ruins, or even TM tunnels you have dug deep enough will provide the cover you need, especially if aided by the personal Cloaking Device. You might have to recharge and cloak a couple of times before the swarm fully deactivates, though.
Once you have the knack of it, and the right timing, you can actually just Cloak, and RUN out of the Sentinel patrols aggro range

There ARE exceptions and caveats to the ground tactics.
If you whittle down a wave of Sentinels to just a Quad, or a Hardframe, or a Walker, it won't deactivate just from timing out. You need to get out of the area, preferably with a Cloak to help break the initial detection.
Regular floaters can't locate you well enough to shoot you if you are in a building/tunnel, even with the door open ... but quads CAN, and their laser hurts FAST! Stay around a corner while resting inside. Quads can also sometimes get under the floor of a low building, and glitch their heads up through the floor just enough to shoot you inside the building - be prepared to move to put an object between you.
Hardframes can target you through a doorway, but they can't get in / glitch in, and they won't target you if you a bit deeper in the room. On the other hand, they do not shoot upwards very well, so if it is just you and the Hardframe (or sometimes you and a Quad), and the weather is decent, your best "end the round" tactic may be to dash out and jump to the roof to finish the hold out.

Alternatively, if you get your hands on a Sentinel map (admittedly problematic UNLESS you fight at least one Sentinel battle to conclusion), or otherwise find a Senitnel Pillar, you can just land right next to the Interface Terminal (the colorful pad on the ground beside the Pillar), ignore the defenders for a few moments, open the Interface, and TURN OFF all the planetary Sentinels from there. They will stay turned off until you end your session or leave the system.
Originally posted by BrotherMurus:
Once I had them still chasing me after I flew to the next planet, it's a bug but all it takes is a reload to break off the chase.

They are pretty dumb and blind for most of the time though, it doesn't take too much distance for them to go into search mode and the count down begins.
the problem is it happens EVERY time i engage with them, that and half the time my capital ship refineries get their inventory deleted when i leave the ship
Originally posted by dreamrider:
Summoning the Anomaly and going aboard has always curtailed Sentinel interest and pursuit. And it still does. So does entering and landing on the Space Station.

If you kill a wave or two of Interceptors to release the Pulse Drive lock-up, and do a long Pulse across the system out of aggro range, that will end space pursuit also.

But the more efficient way is to just learn to kill the ground Sentinels. It is actually pretty easy from the LP door of a Minor Settlement. Other kinds of buildings have some ideocyncracies to the hide'n'shoot tactics. And the run.n.gun style needs even a bit more practice. But the planetary shut down that results, and the various Sentinel resources and Upgrades are certainly worth it.

On the ground, any kind of hiding-in-cover where the Sentinels cannot precisely detect you and target you will cause them to give up and deactivate in about 20 to 30 seconds. There is a count down clock in the upper right of screen when they are Searching for you.

Buildings, interior of ruins, or even TM tunnels you have dug deep enough will provide the cover you need, especially if aided by the personal Cloaking Device. You might have to recharge and cloak a couple of times before the swarm fully deactivates, though.
Once you have the knack of it, and the right timing, you can actually just Cloak, and RUN out of the Sentinel patrols aggro range

There ARE exceptions and caveats to the ground tactics.
If you whittle down a wave of Sentinels to just a Quad, or a Hardframe, or a Walker, it won't deactivate just from timing out. You need to get out of the area, preferably with a Cloak to help break the initial detection.
Regular floaters can't locate you well enough to shoot you if you are in a building/tunnel, even with the door open ... but quads CAN, and their laser hurts FAST! Stay around a corner while resting inside. Quads can also sometimes get under the floor of a low building, and glitch their heads up through the floor just enough to shoot you inside the building - be prepared to move to put an object between you.
Hardframes can target you through a doorway, but they can't get in / glitch in, and they won't target you if you a bit deeper in the room. On the other hand, they do not shoot upwards very well, so if it is just you and the Hardframe (or sometimes you and a Quad), and the weather is decent, your best "end the round" tactic may be to dash out and jump to the roof to finish the hold out.

Alternatively, if you get your hands on a Sentinel map (admittedly problematic UNLESS you fight at least one Sentinel battle to conclusion), or otherwise find a Senitnel Pillar, you can just land right next to the Interface Terminal (the colorful pad on the ground beside the Pillar), ignore the defenders for a few moments, open the Interface, and TURN OFF all the planetary Sentinels from there. They will stay turned off until you end your session or leave the system.
the problem with that is after the recent update they NEVER enter searching mode and stay locked onto me no matter how far or how much terrain is between us
I thought the space station entry would be a "fix" but I had one time when after entering the space station and waiting a long while, I still got pursued. Quite annoying!
Ozwald Apr 22 @ 9:55am 
I've never had them continue to chase after entering the space station or anomaly. In fact the wanted level drops off immediately to 0 stars at the threshold of the entrance.
Simple solution, just clear wave 5 and shut them down. I've done it with just a basic boltcaster with no upgrades, so there's no reason you can't manage if you have a decent setup... With an upgraded Neutron Cannon it's trivial.

Or save/reload
Last edited by Shadow Strider; Apr 22 @ 10:21am
JErosion Apr 22 @ 11:05am 
ive had the game bug a few times and the have had the sentinel go on the forever war, it sucks when you are just starting out in a fresh game, but at this point i just fight the five waves and call it a day for that planet, on the flip side ive had a few games gets stuck on one of the waves., cant find missing drone but no timer going down
Supay Apr 22 @ 1:14pm 
Originally posted by HellzBellz5:
so how the hell do you evade sentinels now i run 2k u away and they still see me and chase me for 3 hrs
i get in my ship they immediately turn into trade ships that chase me until i land which then turn back into ground units
cant run from them cant dig a hole and break line of sight wtf

I dig down and cloak to make the meter go down. Between that and them unable to find me i never had this issue. It was a bit of an issue before the cloaking upgrade. Good luck!
Nostromo Apr 22 @ 1:19pm 
I usually have my Nomad nearby, and hop in it and speed off. Doesn't take long to lose them (altho nowadays they often seem to have a 2nd "timer" that starts just after the first one ends - so you must evade longer than once upon a time - but it hasn't been an issue even up thru today).
ohiorice Apr 22 @ 1:28pm 
I use a Mino for nearly every on-planet excursion. When I need to escape, I jump in it and start leaping like a frog. Zig Zag of course. Usually just a couple of long bounds and they calm down because they can't find me.

This won't work in a straight line like it will when you zig--a--zag.. :-)
Lystent Apr 22 @ 1:54pm 
I wish I had this problem; I'm used to encountering the opposite, when I am actively hunting them. But, to think of it, there had been a couple patches since my last "hunt"; maybe they swung things too far in the other direction?
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