Pretty much give every sentry a chance to be on the battle field, and do what they should do.
Mods required: Bingus Shared Loader v18 and HD2runtime
Overall adjustments:
All deployed lifetime of sentries is changed to "Cooldown+10s", could be considered a nerf on those having a cooldown shorter than 150s. Most sentries have a 150s lifetime in vanilla.
Mortar sentries:
U don't see these fellows often, their power doesn’t match the FOREVER cooldown of 180s, the incapability of defending themselves almost made them only suitable for defensive missions.
So, I changed them to 120s cooldown, same as the tesla tower (BTW this is about the time u travel between bases). their ability to fire over walls could be taken advantage in offensive missions as well. u could like go near a bot base throw down some mortars and pick off some cannons urself while the mortars shower the bots inside with grenades.
A/M-12 Mortar Sentry; A/M-23 EMS Mortar Sentry; A/GM-17 Gas Mortar Sentry
Cooldown: 180 → 120;
Deployed lifetime: 180 → 130;
CQC sentries:
They throw deadly fire and arc at close range, with nearly inf ammo capacity … as long they live. So, I just made them tankier with a 50% health boost. Still keep in mind things like chargers could ram them into crapmetal without your assistance.
A/FLAM-40 Flame Sentry
Cooldown: 100 → 90;
Deployed lifetime: 150 → 100;
Health: 400 → 600;
A/ARC-3 Tesla Tower
Deployed lifetime: 150 → 130;
Health: 600 → 900;
PE sentries:
Wait u can’t keep shooting for half a minute? Even after they received my 100% ammo treatment, they still can’t cover a full bug breach. At least their fire power is worthy of their 150s cooldown.
A/G-16 Gatling Sentry
Deployed lifetime: 150 → 160;
Capacity: 500 → 1000;
A/AC-8 Autocannon Sentry
Deployed lifetime: 150 → 160;
Capacity: 24 → 48;
Support sentries:
They’re previous 150s cooldown now I increased them to 180s which’s the mortars original cooldown. Let these sentries play a role of fire support constantly for u when ur doing sth more important. This also solves a bug for Mr. Rocket, which’s the ammo upgrade buff doesn’t apply to the second mag, resulting in Mr. Rocket only has 16*1.5+16 in vanilla. And a HUGE buff for Mr. Laser hopping to save him from killing himself too early.
A/MLS-4X Rocket Sentry
Cooldown: 150 → 180;
Deployed lifetime: 150 → 190;
Capacity: 16*2 → 48;
A/LAS-98 Laser Sentry
Cooldown: 150 → 180;
Deployed lifetime: 150 → 190;
Overheat threshold: 250 → 500;
Cooling rate: 5 → 25;
MG sentry:
This is my favorite sentry in the game and I think it’s already pretty balanced and plays its own role well. Increased its rpm to the medium setting of the support weapon which is 760, (this is changed to a 50% health buff instead, fit the role which it was mostly deployed in a dangerous spot) and only a 40% ammo boost due to its short cd.
A/MG-43 Machine Gun Sentry
Deployed lifetime: 150 → 100;
Capacity: 175 → 245;
Health: 400 → 600;
If u have some idea, please let me know in the comment. But I’ll not change any vals like damage of projectiles, ap level or sth, at least not in this mod. I see many other mod suffers from compatibility issue modifying those vals. Maybe I’ll add options to switch on/off for every modified group above, I made this mod using hd2runtime so I still needs some time to figure out how arsenal works (if nobody needs it, I’ll just skip this option lol)
Mods required: Bingus Shared Loader v18 and HD2runtime
Overall adjustments:
All deployed lifetime of sentries is changed to "Cooldown+10s", could be considered a nerf on those having a cooldown shorter than 150s. Most sentries have a 150s lifetime in vanilla.
Mortar sentries:
U don't see these fellows often, their power doesn’t match the FOREVER cooldown of 180s, the incapability of defending themselves almost made them only suitable for defensive missions.
So, I changed them to 120s cooldown, same as the tesla tower (BTW this is about the time u travel between bases). their ability to fire over walls could be taken advantage in offensive missions as well. u could like go near a bot base throw down some mortars and pick off some cannons urself while the mortars shower the bots inside with grenades.
A/M-12 Mortar Sentry; A/M-23 EMS Mortar Sentry; A/GM-17 Gas Mortar Sentry
Cooldown: 180 → 120;
Deployed lifetime: 180 → 130;
CQC sentries:
They throw deadly fire and arc at close range, with nearly inf ammo capacity … as long they live. So, I just made them tankier with a 50% health boost. Still keep in mind things like chargers could ram them into crapmetal without your assistance.
A/FLAM-40 Flame Sentry
Cooldown: 100 → 90;
Deployed lifetime: 150 → 100;
Health: 400 → 600;
A/ARC-3 Tesla Tower
Deployed lifetime: 150 → 130;
Health: 600 → 900;
PE sentries:
Wait u can’t keep shooting for half a minute? Even after they received my 100% ammo treatment, they still can’t cover a full bug breach. At least their fire power is worthy of their 150s cooldown.
A/G-16 Gatling Sentry
Deployed lifetime: 150 → 160;
Capacity: 500 → 1000;
A/AC-8 Autocannon Sentry
Deployed lifetime: 150 → 160;
Capacity: 24 → 48;
Support sentries:
They’re previous 150s cooldown now I increased them to 180s which’s the mortars original cooldown. Let these sentries play a role of fire support constantly for u when ur doing sth more important. This also solves a bug for Mr. Rocket, which’s the ammo upgrade buff doesn’t apply to the second mag, resulting in Mr. Rocket only has 16*1.5+16 in vanilla. And a HUGE buff for Mr. Laser hopping to save him from killing himself too early.
A/MLS-4X Rocket Sentry
Cooldown: 150 → 180;
Deployed lifetime: 150 → 190;
Capacity: 16*2 → 48;
A/LAS-98 Laser Sentry
Cooldown: 150 → 180;
Deployed lifetime: 150 → 190;
Overheat threshold: 250 → 500;
Cooling rate: 5 → 25;
MG sentry:
This is my favorite sentry in the game and I think it’s already pretty balanced and plays its own role well.
A/MG-43 Machine Gun Sentry
Deployed lifetime: 150 → 100;
Capacity: 175 → 245;
Health: 400 → 600;
If u have some idea, please let me know in the comment. But I’ll not change any vals like damage of projectiles, ap level or sth, at least not in this mod. I see many other mod suffers from compatibility issue modifying those vals. Maybe I’ll add options to switch on/off for every modified group above, I made this mod using hd2runtime so I still needs some time to figure out how arsenal works (if nobody needs it, I’ll just skip this option lol)