Smarter Guard Dogs & Sentries - Updates

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PC Smarter Guard Dogs & Sentries 4.0.0

Updates for Helldivers 2
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  • Sentries (Machine Gun, Gatling, Autocannon, Rocket, Laser, Flame, Mortar, EMS Mortar, Tesla Tower): they never fire through you or (optionally) your teammates, don't swing their fire across you while turning, and keep their blast away from you.
  • No firing into walls: a sentry drops a target that went behind cover.
  • Self-defence first: an enemy right at the sentry gets dealt with before anything else.
  • Gunships first for the Gatling, Autocannon, Rocket and Laser sentries (Stingrays on Illuminate missions); the Rocket Sentry waits until one hovers.
  • The right target for the gun: Rocket and Autocannon go for Heavy armour first, Machine Gun, Gatling and Laser for everything lighter. Armour they can't hurt and dropships are skipped.
  • Laser Sentry: spreads its fire like the Rover and cools down before it burns out.
  • Tesla Tower: no longer zaps you or your teammates standing in its range, and leaves enemies within 5 m of a helldiver alone so its arc doesn't chain into you. Its 20 m reach shows as a green ring.
  • Targeting laser for your sentries too (a red ring flashes around the Rocket Sentry while an enemy is too close for it to fire).
  • Armour list rebuilt from the wiki's armour tables, and dogs and sentries no longer keep going back to a Scout Strider they should leave alone.
  • Works with Sentry Aim Retention. Renamed to Smarter Guard Dogs & Sentries, with new art.
Smarter Guard Dogs 3.0.0
  • Teammate safety (new option): your dog holds fire while another player is in its line of fire, just as it does for you, including when you spin around. Turn it off in the mod's options if you only want it for yourself.
  • Engages at once: the moment an enemy it can shoot comes into view, the dog picks it and opens fire instead of hesitating.
  • Less time stuck: dogs give up much sooner on enemies they can't get a shot at (about a second for the Rover), and the Guard Dog and K-9 finish lining up sooner after being pulled to a closer enemy.
  • Bunker turrets: the Guard Dog and Rover leave the turrets on Automaton bunkers alone.
  • Icons for the options in Arsenal.
  • Clearer log for bug reports (and where to find it is now in the description).
  • Back to shooting faster: after a safety stop the dog fires again the moment you're out of its line, and the safety pauses are shorter.
  • Less hesitation: the Guard Dog and K-9 get a burst off before they're pulled to a closer enemy, then catch up.
  • Stops firing the moment its target ducks behind cover, just like when it dies, and the laser flashes yellow when that happens.
  • No more staring at enemies it can't hit: dogs give up on an enemy they keep lining up without a shot (too far away, or stuck in the terrain).
  • Range: the Rover sticks to enemies within 35 m while any are around, and the Guard Dog ignores enemies beyond its reach (about 32 m).
  • Big walkers: the Guard Dog and Rover leave the guns on Factory Striders and Vox Engines alone, since their shots would hit the armoured body.
  • Annihilator Tanks are now recognised and skipped like the other tanks.
  • Clearer, lighter log for bug reports.
  • AA emplacements: the Guard Dog and Rover no longer waste fire on Anti-Air Emplacements.
  • Tanks: the Guard Dog and Rover now skip every tank type: Shredder, Barrager and Annihilator, plus their turrets. Before, only the basic tank was skipped.
  • Rover vs Devastators: it now burns Devastators' legs (which are light armor) instead of skipping them.
  • Guard Dog vs Heavy Devastators: it fires short suppressing bursts at them instead of ignoring them.
NEW IN 2.0 - THE DOGS KNOW WHAT THEY CAN HURT

- Skips armour it can't get through (optional)
The Guard Dog leaves Heavy armour alone: Hulks, Heavy Devastators (their shield eats its shots), Chargers, Impalers, Tanks, War and Factory Striders, mortar and anti-air emplacements, Harvesters and more. The Rover's beam bounces off Medium armour, so it also leaves Devastators, Scout Striders to you. The K-9's arc gets through nearly everything, so it skips nothing. It is its own option ("Armour skipping") in your mod manager, so you can leave it off if you prefer your dog to shoot everything.

- No shooting into cover
When an enemy ducks behind a wall or rock, your dog stops firing at the spot where it was and switches to an enemy it can see. Enemies that only pass behind something for a moment don't make it start over.

- Guard Dog range
The Guard Dog only opens fire within about 30 m, but it used to "line up" on enemies far beyond that while closer ones were attacking you. Now, while anything is in range, it deals with that first.

- Rover spreads its fire
The Rover lights the unlit enemies closest to you first, then works outward across the group, and keeps burning the last one when nothing else is left.

- Less hesitation in big fights
Fewer needless target changes when you're surrounded, so the dog spends more of its time shooting.

- Laser improvements
The laser follows the Guard Dog's barrel to where its shots land, points straight at the target for the Rover and K-9, and switches off while the dog reloads on your back.

- Lighter on your PC
About 70% fewer memory reads per frame than 1.1.