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The Supply FRV gun stops firing the moment its last enemy is gone. The game kept it shooting at the spot for another second after every last kill.
The Supply FRV gun no longer sprays bullets while it swings round to an enemy far off to the side after a kill: it turns, then fires. Enemies close to where it already points are still switched to at once. The Armed Resupply Pod gun, which works the same way, does too.
The Flame Sentry switches to closer enemies sooner, and once an enemy is on fire it moves on to the next unlit one (closer ones first) instead of staying on it while it burns. It never leaves a burning enemy that is next to you or right at the sentry.
The Flame Sentry now engages enemies out to 30 m (was 20 m): its flames reach further than the old limit allowed.
The Flame Sentry now goes for the closest enemies first and deals with one right at it before anything else, instead of the game's pick of far-off enemies while others close in.
New: Mod Options Menu support. Every option is also in game under ESC > MODS, laid out as in the mod manager.
New: Laser Brightness option, from Dim (50%) to Brightest (200%), for the line and the glow.
The targeting laser now comes out of the muzzle of every sentry and guard dog: along the barrel, and for the Rover and K-9 straight to where they aim.
Sentries stop firing the moment their last enemy dies or is lost. The game kept them (the Supply FRV gun most of all) shooting at where it was for about a second.
The same after a safety stop with nothing else to shoot, and a sentry no longer picks the body of its last enemy again.
The Rocket Sentry no longer stands idle while an enemy is inside its 10 m minimum range.
The Guard Dog holds fire far less often when you turn quickly (it fired about four times as often in testing).
A Tesla Tower the mod lets go of is now put back properly (before, it could stop picking new targets).
The Flame Sentry only engages enemies its flames can reach (20 m). The game let it pick enemies well past that.
Sentries no longer keep firing at nothing for a second after dropping a target with nothing else to shoot (for example the Laser Sentry after setting its last enemy alight, or while cooling down).
The guns on Armed Resupply Pods and the M-103 Supply FRV now get the same care as your sentries. The FRV gun never stops for riders sitting in the FRV, only for anyone leaning out of a window, and its laser shows only while it fires.
Sentries move on the moment their target dies.
A much safer Tesla Tower: it no longer picks helldivers directly, and it leaves enemies within 10 m of a helldiver alone (was 5 m). Its ring is now yellow and sits about 4 feet up.
Targeting laser: choose a solid neon green Line (the default, hidden by walls) or the new Glow (looks much better, but shows through walls and objects).
The Guard Dog's short bursts at Heavy Devastators work again.
Enemy list checked against the Enemy Codex, and idle sentries are checked less often (lighter on your PC).
The log is now SmarterGuardDogsAndSentries.log in %LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs.
Guard Dogs and Sentries can each be turned off in the options, and the sentries can be handled with or without the Tesla Tower.
Safety now lets you choose who your dog and sentries never fire through: you and your teammates, only you, or only your teammates (or turn it off, at your own risk).
New Intelligence option: Armor Intelligence (the old Armour skipping) and Target Prioritization, each of which can be turned off on its own.
Targeting laser: a thinner, more realistic beam with a small cross where it hits, and a thicker Tesla Tower ring.
The options now use the game's own stratagem icons.
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.
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).
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.