Sentry Aim Retention v1.0.7

A Mod for Helldivers 2
Sentry Aim Retention akl_mod_preview_image
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Make sure you have the latest version of Bingus Shared Loader before downloading this mod.

Aims to keep autonomous sentries facing their last tracked target after losing it, instead of turning back toward the Helldiver while their burst may still be firing.
  • Hold through target loss. Retains the last sampled aim and pauses rotation as soon as the previous target disappears, without waiting for the firing state to finish.
  • Resume tracking and scanning. Releases the hold when a replacement target appears or a scanning transition is detected.
  • Pause broad firing sweeps. Gatling and machine-gun sentries can keep firing through small adjustments and nearby target changes, but pause shots during broad or prolonged turns and resume near the target. Their trigger and spin-up timer stay intact during the pause.
Aim retention applies to locally controlled Gatling, machine gun, laser cannon, rocket, flamethrower, mortar and EMS mortar sentries. Selective firing pauses apply to Gatling and machine-gun sentries.

This mod is client-side only and does not affect how other players' turrets function.

AI disclosure:
GPT-6 Astra was used for this project's research, implementation, debugging, and documentation.

While all of my mods will always remain free and open source, you can help support my work and stay up to date on development over on Patreon:
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Uploaded by
CowboyBingus
Downloads
546
Comments
16
Views
3,004
First release
Last update
Platform
PC 
Version
v1.0.7
Total Size
2.5 MB
Rating
5.00 star(s) 2 ratings

Uploaded by

  • 546
  • 3,004

Ratings

5.00 star(s) 2 ratings

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Latest updates

  1. Hotfix: Lower Downtime Enhancements For Sentries

    Changelog: Fewer pauses between nearby enemies. Faster target reacquisition. Stops firing after...

spinodownloadsmods

Members
Members
Sep 11, 2026
2
1
THE SENTRY AIM FIX IS AWESOME!!! 10/10. I can FINALLY trust my GATLING SENTRY AGAIN!
NOW, WE JUST NEED THREE MORE MODS TO FIX EVERYTHNG ONCE AND FOR ALL AND HAVE THIS GAME TRULY FUN AND PLAYABLE!
1. A MOD THAT REMOVES A MAJORITY OF RAGDOLL (CLIENTSIDE). ROCK SOLID PASSIVE ON EVERYONE BASICALLY. Bots would FINALLY be playable again!
2. (You answered a previous comment dont worry) Mod that shows what CONSTELLATION YOU WILL PLAY ON AND WHAT ENEMIES! Hell, ANYTHING for a "TURN OFF AND AVOID WAR STRIDERS" Mod!
3. (VERY IMPORTANT) Mod that removes that STUPID RESTRICTION ON TAKING MORE THAN 1 MECH and CAR! If mechs are disposable ("cause piss to mech customization" -shams), it is our FULL RIGHT to take more than 1 mech. The straw that broke the camels back with this is that they also applied it to FRVs! YES, CARS!!! Completely unacceptable. We need it back! Finally everyone would be happy because everyone could take 4 mechs at ONCE!

Honorable mention: Mod that restores reticle to AMR.
 

CowboyBingus

Modder
Modder
Members
Sep 9, 2026
52
48
>Aims to keep autonomous sentries facing their last tracked target after losing it, instead of turning back toward the Helldiver while their burst may still be firing.

I am baffled. Do you mean it was intentional for the sentry to turn DIRERCTLY AT the player??

What happens (which this mod fixes) is when an enemy dies, the targeting system immediately drops that enemy's position from the turret, meaning the turret then uses its fallback aim destination (assuming this is the player / owning entity for some reason). In vanilla, the game system also does not properly stop sentries from firing once that target is lost, so what you see in-game is the turret sweeping and firing at the player.

I can't say whether this is intentional. It certainly feels like a bug you would see in other games, so I'd like to believe this is purely a bug. But I can't say for certain.
 

zombuster22

Members
Members
Sep 16, 2026
1
0
If you mean in general, I plan to take a look at better vehicle physics next.

For this specific mod, outside of the ground-firing fix mentioned above, the mod is "complete" and I don't have any other changes planned at this time.
One question since you mention this mod being complete. Is it possible to make sentries target prioritization a bit better? I notice that the medium AP sentries (MG/Gat) dump all their ammo into heavy targets faceplates such as chargers/hulks and end up doing no damage since they are unable to penetrate. The sentries may class those two specifically as valid targets because it is attempting to shoot the rear weak points as they are medium armored, but no hulk or charger is ever likely to have that rear weak spot visible to the turrets due to enemy prioritization of stationary sentries over the Helldivers.

If this is possible to fix and you are willing, would you make a new mod for sentry targeting in the future or would that potentially be an update for this mod?
 

CrownDiver

Members
Members
Sep 15, 2026
3
0
>Aims to keep autonomous sentries facing their last tracked target after losing it, instead of turning back toward the Helldiver while their burst may still be firing.

I am baffled. Do you mean it was intentional for the sentry to turn DIRERCTLY AT the player??
Another point to add the list of why you shouldn't host your own lobbies unless you're playing solo...
 

SinfulMonsoon

Members
Members
Sep 13, 2026
3
1
Amazing mod! Though I hope some day there will be a version where it basically keeps vanilla behavior of shooting nonstop when moving between targets, for gatling sentry at least. It can be really useful at times, and even if it is scary, it feels like a rather intended and logical core mechanic
 

Paegus

Members
Members
Sep 5, 2026
1
0
Can this be extended to SEAF? Or can SEAF do line of sight checks to avoid friendly fire?

And... I'm not just talking about us.

I assume they're server side though.