Smarter Guard Dogs & Sentries - Updates

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PC Smarter Guard Dogs & Sentries 4.6.8

Updates for Helldivers 2
  • Fixed the Rocket Sentry's red minimum-range ring staying on screen after the sentry was gone (it stayed through extraction, on the ship and in later missions until the game was restarted).
  • The ring flashes again as it should, and the same fix covers the Tesla Tower's ring.
  • The Rover gives each enemy about half a second of beam before moving on, so it spends much more of its time firing, and it's never switched away before its first shot.
  • Steadier targeting laser on the guard dogs.
  • The Laser Sentry never leaves a burning enemy near you hidden, only counts an enemy as burning once it has actually hit it, and falls back to its own heat estimate if the game's heat meter stops reading.
  • Safer: sentries also check their line of fire to a target that has dropped out of their list, and the dog keeps protecting you through a moment when your position can't be read.
  • The dog stops firing at a dead target sooner, and a Tesla Tower can no longer go idle for the rest of a mission.
  • Lighter on your PC: the log file is written far less often (each write caused a tiny hitch), and the safety checks do less work.
  • The Laser Sentry no longer flicks between targets or ignores enemies close by: it gives each enemy about half a second of beam before moving on, keeps firing at burning enemies within 15 m of you or itself, and never sits idle while enemies are in reach.
  • The Laser Sentry stays on Chargers, Bile Titans and other heavy armor until they're dead instead of lighting them and moving on.
  • A safety stop is never given up on, even when a sentry or the dog keeps its target.
  • Enemies hidden from a sentry stay hidden while the game moves its records, and the dog no longer briefly shows them again when a read fails.
  • Faster start-up after a game patch.
  • The log notes any target a sentry keeps firing at that the mod doesn't recognize, for bug reports.
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  • Every sentry and guard dog stops firing at the spot the moment its target is lost. The game kept them shooting where it was for about a second, so a Machine Gun Sentry could still hit a helldiver who stepped in front of it.
  • New Sentry Safety option (on by default): your sentries don't fire through, swing their fire across or blast other sentries, yours or your teammates'.
  • The safety now also covers you while you pilot an exosuit.
  • Make sure the new Sentry Safety option is checked.
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  • The Rocket Sentry now fires at gunships whether they're moving or hovering (waiting for them to hover could leave it sitting idle).
  • Works alongside Bingus' Laser Sentry Cooldown: an overheated Laser Sentry cools down and comes back, and this mod still stops it before it overheats.
  • Target Prioritization uses each sentry's real range: Machine Gun, Gatling, pod and FRV guns 75 m, Laser 50 m, Autocannon and Rocket 100 m.
  • Mortar and EMS Mortar safety distances now match their real blast (13 m and 12 m).
  • The Flame Sentry's barrel is now found reliably, so its turns get the same safety check as the other sentries.
  • A safety stop is never delayed by another pending redirect, for dogs and sentries.
  • Lighter on your PC: less memory reading and less garbage each frame, faster start-up, and the log is written less often.
  • Holds up better after game patches.
  • The log numbers each sentry (Laser Sentry #2) and shows how many of a kind were out at once.
  • The Guard Dog and K-9 get their burst off on a new target before switching to a closer enemy.
  • The Bright and Brightest laser settings now look different (Brightest is whiter).
  • A problem with the targeting laser can no longer stop the dog and sentry handling.
  • If the mod hits an error, your sentries are now put back to normal too.
  • More reliable detection of your dog's gun when other dogs are nearby.
  • Lighter on your PC, especially over long sessions.
  • 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).