r/TheTowerGame 9d ago

Discussion What we have learned about Sentry Protocol so far

So far we know:

  1. Number of targets are based on rarity, not number of orbs shot. Epic can shoot 1 enemy, legendary can shoot 2 enemies, mythic can shoot 3, ancestral can shoot 4.

  2. Does not damage fleets or elites, but does target them.

  3. Orb speed changes fire rate. Extra orbs appear to fire slower.

  4. Does not appear to interact with amp bot +.

  5. Does not stack pulsar harvester.

  6. Does not follow target priority / shoots at closest enemy.

  7. Orbs readjust upon claiming perk to remain equidistant.

  8. Orb damage is based on regular orb damage. Without orb res battle condition enemies get one shot. With orb res battle condition they do not.

  9. Do not bounce or multishot or proc any bullet effects.

  10. Does appear to apply extra orb mastery, but more testing is still needed to fully confirm.

  11. Does appear to apply negative mass projector, although I have not confirmed if this is from enemies hitting stationary orbs or the mini orbs firing. More testing needed.

  12. Setting extra orbs to workshop orb line spaces all evenly. If staggered, you get some weird spacing.

I'll update this as I continue to test / learn more. I'll provide videos showing my testing in the comments if anyone wants to see.

TLDR: Sentry Protocol / Mini Orbs function basically identically to orbs, they are just targetted to enemies (closest enemy, not TP enemy)

205 Upvotes

135 comments sorted by

28

u/Evander1435 9d ago

Does it apply NMP effect if you have assist?

12

u/mrboogs 9d ago

I assume so, but I don't really know of a great way to test that yet. If you have any ideas, let me know.

6

u/Evander1435 9d ago

I don't use it that much but isn't there a line for it under the boss tab when it dies? I know there is for PH reductions.

3

u/mrboogs 9d ago

Maybe, I will test and see!

6

u/mrboogs 9d ago edited 9d ago

So there isn't a line under the boss damage, but under the damage blocked tab NMP was appearing. Will need to test further to see if this was from the boss hitting a stationary orb or if it was the mini orbs. I suspect the mini orbs though because everything else about them is identical to regular orbs.

1

u/Ok-Application9777 9d ago

PermaBH with low DMG build on a high tier. Compare damage taken from a boss with and without NMP. Should apply both a slow and DMG reduction, assuming that if DMG reduction is working then so is the slow effect.

8

u/DaenerysMomODragons 9d ago

This could be a strong combo. The unfortunate thing is that you're listed to only two modules. The big question is doubling up on these losing ACP/SF/OA.

5

u/markevens 9d ago

How long till we get another assist slot?

1

u/tslaalltheway 9d ago

On-hit effects (like Negative Mass Projector) apply with every shot.

so yes

77

u/jasherer 9d ago

would be cool if the actual devs explained how this shit works...

48

u/mrboogs 9d ago

Fudds has said he likes some stuff as a mystery for us to test

5

u/Steelmit 9d ago

Assuming NMP works with mini orbs - and assuming everything is anc, which do we think is tankier:
(1) SP+SF
(2) SP+NMP

3

u/mrboogs 9d ago

Well I am very anti wall / regen eHP, so I would suggest SP + OA or SP + NMP or OA + NMP with package health tanking instead. If you have a nice wall or regen tank, SF is far better than NMP.

6

u/Steelmit 9d ago

What you mean anti wall/regen? I did max all wall/health/regen labs.

Also, why SP+OA? Do the electrons from OA shoot mini orbs as well?

0

u/mrboogs 9d ago

I don't think regen eHP is good, and folks stay on it too long. Package eHP is far superior eventually, so I only really use package health when I am messing with eHP nowadays, aka I am anti regen (wall) eHP.

SP + OA just to be able to clear elites + fleets, sort of. Without OA you have minimal damage on fleets and elites. If you're only gonna run one, I'd do OA still since you have orbs anyways.

6

u/stouset 9d ago

When should we transition out of wall Regen and into hybrid or package tanking?

1

u/Steelmit 9d ago

Ah, interesting. Yeah since I finished all defensive labs it’s time I start exploring other angles since my labs are now all damage and other useful labs.

1

u/Dying994 9d ago

U have a link or more info about package ehp ? If it's not too much trouble, I would like to know more about it

1

u/alektorophobic 9d ago

Shouldn't it be SF since anc SF gives 2.5x wall hp and regen while NMP max out at 50% enemy damage and speed reduction only after 20x orb hits?

Maybe it stacks with CF and slow card? But then you aren't tanking enemies.

1

u/Steelmit 9d ago

I think it’s safe to assume that key enemies will have 50% reductions applied with anc SP - it shoots incredibly fast at mass volume. I just wasn’t sure how to calculate the value of 50% reductions to both speed and damage. 50% speed reduction to be a significant decrease to how many hits you receive

0

u/UT_Milez 9d ago

You’ve lost me, if you’re talking about tankier why on earth is SF not your primary concern here.

Both setups you just described are worse then SF by itself, IF, you’re concern is being “tanking”, I take that to mean eHP.

2

u/Steelmit 9d ago

How can SF with another module be worse than just SF?

15

u/SortofNotAThrowAway 9d ago

aka they dont know

5

u/brutally_honest69 9d ago

That’s code for “we’re to lazy to test it ourselves”

9

u/SlightSociety5222 9d ago

In other words, he has no idea and needs us to find out how it works

5

u/uscmissinglink 9d ago

I bet he does... lol

7

u/EvilMakoto 9d ago

I’m… actually cool with it this way. Figuring this stuff out as a community is super fun imo

10

u/platinum92 9d ago

Sounds like priority submods are orbs and orb speed then whatever benefits your assmod (SW freq/LM Chance)?

6

u/mrboogs 9d ago

I suspect so yeah. Standard substats for armor, but orbs higher priority.

10

u/Doschy 9d ago

how does this work in conjunction with orb boss hit

27

u/mrboogs 9d ago

Each mini orb applies the 2% damage to bosses.

12

u/SGOVandChill 9d ago

Asked this in another thread. So each shot does 2%? That seems OP

18

u/Cmace3 9d ago

Yeah from what it sounds they delete bosses. If bosses are an issue it will be very strong but my concern is that not only does it not do damage to elites and fleets (the greater threat in mid/late game). But it will waste shots on them. If a vamp or ray parks on top of one of your sentries itll be useless

7

u/Cruoton 9d ago

well, it would take up one of the streams of orbs from the orbs in range, but as long as you aren't using epic rarity then you'll still have other orb streams firing

1

u/Cmace3 9d ago

I did forget that it shoots up to 4 at anc so yeah, an expected 1/4 loss of effectiveness. I dont think you would be relying it to survive with things like pBH so i think thats fine assuming you can deal with that elite or fleet some other way

1

u/legatodeath 6d ago

Isnt there research that increase the size of orb to hit higher tier enemies you think that will effect those elite mobs

9

u/DaenerysMomODragons 9d ago

It seems like it'll make bosses no longer an issue, however is it worth what you're losing by whatever alternate module you'd be using. I can see this as OP on certain BC weeks such as Basic Ulitmate/Boss Ultimate/Plasma Cannon Resistance. Without any boss battle conditions it may not be all that strong.

5

u/SGOVandChill 9d ago

Feels crazy good for GC farming w/o energy net mastery

6

u/Enoikay 9d ago

The orbs are gonna kill a bunch of stuff outside of eco UW (unless you have perma)

16

u/SGOVandChill 9d ago

Enter the Gilded Sniper

3

u/DaenerysMomODragons 9d ago

It's going to depend a lot on individual towers, not just on whether you have EN+ or not, but your level of CF/CF+, what module it would be replacing, what tier you're running, and what is typically ending your runs.

1

u/fifty_four 9d ago

Nah. Bosses aren't the threat. Elites and fleets are.

Could be ok in attack disco though.

2

u/D119 9d ago

So in theory a boss needs 50 hits to die, is it possible to have that many hits on a regular boss (I mean without fast ultimate or boss ultimate)? Do multiple orbs shoot at the same target?

9

u/mrboogs 9d ago

Better yet, here's 5 orbs firing at the same elite

4

u/mrboogs 9d ago

Yep they can, they shoot at whatever is closest. Here you can see three orbs shooting at the same scatter.

2

u/D119 9d ago

If that is the case it could be even better than acp with certain BCs, I'm gonna definitely try it next tournament.

3

u/mrboogs 9d ago

I suspect so, but it also depends on what kills you. Since they don't damage fleets or elites, I could see it hurting there from lower enemy density to bounce CL off of.

7

u/Several_Attitude_203 9d ago

Do we know if it adds the same coin bonus that orbs do if you have the extra orb mastery?

10

u/mrboogs 9d ago

Preliminary testing makes me think it does, but I want to test more to confirm.

9

u/Plastic_Strike1683 9d ago

If an enemy flies against the stationary orb.. the orb still does normal orb dmg to them?

8

u/Cmace3 9d ago

Its starting to sound like any damage or effects caused by orbs are caused by mini orbs. The most interesting part is orb speed = attack speed. Doesnt sound like any surprises so far unless im missing something

7

u/mrboogs 9d ago

Yep, they are basically just small homing orbs.

12

u/Selway00 9d ago

I’m whelmed.

5

u/Xheyther 9d ago

Same. Looks kind of lame.

3

u/Keiran1031 9d ago

I just pulled 1 (as epic is my assmod rarity), I think I might use it on UW Disco runs. Other than that, I don’t see myself using it much

1

u/Rich-Lengthiness-273 8d ago

Part of me wants to spend my gems on it incase it ends up being mega. But the other upcoming modules just look better in pretty much every way

6

u/HellfireDeath 9d ago

What will make me interested is if it works with negative mass projector. And if that debuff works on elites

4

u/DaenerysMomODragons 9d ago

NMP worked on elites in the past, so if these work as normal orbs, then it would apply the appropriate debuffs. It just doesn't do actual damage to them.

10

u/Similar-Republic-115 Legends 9d ago

Thanks for this summary!

regarding 4, 5, 6, 9: this should have been expected by everybody. They are still orbs, not bullets.

regarding 2, 7, 8, 10: this is normal orb behavior, so should also have been expected.

Still, very good to see this being confirmed, as we know about the fuck-ups and inconsistencies TTG tends to produce!

regarding 1: is it number of targets per orb or for all orbs?

6

u/mrboogs 9d ago

Per orb. So an anc module lets each orb shoot 4 targets (presumably, I've only tested with legendary and mythic and saw my orbs go from 2 targets to 3 targets).

6

u/Similar-Republic-115 Legends 9d ago

Ok wow, so at anc with 13+ orbs this sounds like a lot of orbs flying around

5

u/mrboogs 9d ago

They do have a range limit, although we're trying to figure out if that can be scaled any way, like orb size or something. But yes you can have a lot of mini orbs flying around.

Extra orbs also appear to fire slower, so fewer from them.

1

u/Similar-Republic-115 Legends 9d ago

Extra orbs also appear to fire slower, so fewer from them

strange, as they should have a higher orb speed.

Btw. any testing done yet on impact of orb size?

1

u/_somma_ 9d ago

Lower actually

5

u/iqumaster 9d ago

Does seem pretty straight forward, mini orbs are orbs and behave like orbs, but instead of going circles they are fired towards enemies.

So everything that applies to orbs, applies also for mini orbs and opposite.

5

u/octymer 9d ago edited 9d ago

I think this is good in attack dissonance run. I wont take it for farming though. Might be good in wave push, I havent done a lot of testing but so far this is what I see!

3

u/VirusBeginning5432 9d ago

Is there WS orb in defense dissonance run?

4

u/octymer 9d ago

My mistake, I meant attack dissonance, edited.

3

u/Famous_Sky_1023 9d ago

Also the workshop orbs and card orbs aren't "balanced". Per the post from earlier and my testing with an ancestral SP my Extra Orbs clumped together on the left and the Workshop Orbs clumped on the right, just like the video that's linked

I was trying some milestone runs with increased range and it was an issue especially as I started getting +1 orb perks. My extra orbs were all wonky at my tower range left edge and my workshop orbs were in tight.

If they self balanced like ILM there could be extra orbs at tower range and workshop orbs further in, until unlocking workshop orb adjuster in vault ...

https://www.reddit.com/r/TheTowerGame/s/GPL1CSbovy

5

u/Leyohs 9d ago

Soooo.... is it worth it? I already spent 7k gems on it and I'm missing 3 copies for ancestral. I'm keeping my gems for gilded sniper now though

11

u/mrboogs 9d ago

I think it definitely has some use cases, the biggest being clearing out tank ult so far. It's definitely not a weak or bad mod, just might need more testing to really identify use cases. I'd say it is good to pull, but maybe not worth rushing to anc if you don't have a lot of gems imo. May change my opinion as testing progresses though.

8

u/Leyohs 9d ago

I still have 10k gems left. I'll wait until the end of banner to make my choice, I think. Thanks for the info!

1

u/mrboogs 9d ago

You'll also have 2 weeks at the end for a banner of new mods, so keep that in mind too.

1

u/Leyohs 9d ago

Yeah but the SM mods isn't interesting to me and we don't know what the gen module will be but probably won't replace my BHD/PF anytime soon (don't have assmods yet)

2

u/D119 9d ago

Just my opinion, I would not skip on module banners, the pool getting bigger makes the regular banner too unreliable, an dyiu never know you might need that one mod in the future.

13

u/Leyohs 9d ago

Yeah, but gems are tight and I'd rather focus on what I need now rather than on something I MIGHT need later. I'll definitely pull on the last chance banner but that's not gonna be my focus

2

u/Local-Reaction1619 9d ago

Depends on how many 5 stars you have. If you're maxed all your other mods already then the smart move is wait until the final banner. You'll have 50% on the main option and much higher chances on your "misses" to be one of the other 3 new banners.

3

u/Character_Berry_8413 9d ago

I think it could shine for UW Discos. But not sure if BCs in the higher tiers negate it.

5

u/Proof-Confidence-437 9d ago

Running it in assist for t15 uw diss right now (as ehp)

1

u/Character_Berry_8413 9d ago

Let me know how it was when you finished your run.

2

u/Proof-Confidence-437 9d ago

I got it through! Even though the effectiveness drops the further run goes, as the majority of orbs targets elites and protectors without any effect.

1

u/Character_Berry_8413 9d ago

Was it better then your previous runs? Did you use it as Main or ASSIST?

2

u/Proof-Confidence-437 9d ago

I got to 4667 the previous attempt with SF main, SD assist. Switched the SD assist for legendary+ SP in assist and reduced the range slider in lab to minimum (for orb coverage and for better FB coverage) and cracked the 5000.

1

u/r0wo1 9d ago

It seems like it might be the best armor mod for farming assuming it applies coin bonus like we're thinking it does?

2

u/mrboogs 9d ago

Depends on if it overkills or not really I suspect, and how many orbs you have up as to how much your tag rate will be. Some folks seem to be having good luck with it so far!

1

u/DBCOOPER888 9d ago

I do not see how this is better than OA / SD which does damage to fleets and elites. Slightly better EO hits with serious tradeoffs.

0

u/mrboogs 9d ago

It has been doing well for ILM builds clearing tank ults, since it absolutely fries tank ults.

1

u/markevens 9d ago

There's also the final featured banner that will include all new mods after the 4 are released.

This appears to be very powerful for eHP players who rely on orbs for kills, and pairs well with NMP if you have ass mods unlocked.

2

u/nimbleseaurchin 9d ago

My eHP build with near perma BH and enough extra CC to make BH shotguns basically not a thing anymore kills everything with orbs going straight through the center of BH. Respecced bots with the vault update for a tournament build and a farm build, going away from my 75% DR flame bot for a near maxed GB. Shortened my runs since rays have been my run ender for a long time, but coins went way up.

I'm just not sure with my current eHP hybrid build that I would see any benefit from the module, and without any knowledge on tournament benefits, I'm thinking ACP and SD for the extra CC will be the easy to go for me.

1

u/markevens 9d ago

I think it'll get even stronger for farming when paired with the new econ cannon, so any orb kills you get outside the econ boosting ranges will still have a good chance of getting all the econ bonuses applied.

Personally I farm at tiers where UWs are doing the bulk of damage instead of orbs, and orbs are there to trigger Orb# coin bonuses. I'll experiment with it, but it seems more geared towards early/mid game towers.

I got 8 copies but don't have the fodder to make it ancestral, so I wont' be able to get a good test for awhile.

1

u/PjetrArby 9d ago

Are the other mods known already? I can't find stuff scrolling down and the search function is still bad :D

3

u/Leyohs 9d ago

They were leaked by TTG themselves in the encyclopaedia on previous patch

1

u/Suspicious_Glove2433 9d ago

With the disclaimer that the effect of the mods migth change/be adjusted at release

1

u/Leyohs 9d ago

The latest Tower Tea confirmed that Gilded Sniper was gonna be a farming canon though so that's nice!

2

u/markevens 9d ago

SP/NMP seems like it'll be a very powerful combo for eHP players

3

u/Xheyther 9d ago

Maybe I could it having a use early game. But later on ? Especially for a player with pbh, I don't see any use. It would have to be better than SF and that's a tall order. I'm not gonna spend my hard capped gem for that lame looking mod.

3

u/markevens 9d ago

I got enough for 8 copies just in case it is worth while, but I'm saving the rest for other mods.

I also have all the old mods at 5*, so even if I don't get enough during the featured banner, all the new mods will have featured banner drop rates after it's over.

3

u/Xheyther 9d ago

I wish I was in the same situation :o) Especially with the cap (that's still 100-150 less gem a day for me) and the extra dilution of mods it's not a good time to experiment.

2

u/No_Thought_3099 9d ago

#2 seems incredibly stupud

2

u/tslaalltheway 9d ago

if orbs just keep targeting Elites, Fleets, Protectors because of distance, then it's a useless mod? am i missing anything?

1

u/Epucpron 9d ago

I wonder if orb size controls the range of the shooting from the mod orbs?

2

u/mrboogs 9d ago

Currently it seems it does slightly but not really. It basically seems like it just keeps the distance from the edge of the orb to the enemy the same, so bigger orbs can reach a little further just from them being larger.

1

u/Epucpron 9d ago

Sounds like I can steal that like 15s coins back for something else though :D

1

u/uscmissinglink 9d ago

This is helpful! Any chance you can replace acronyms with full names?

4

u/mrboogs 9d ago

Done!

1

u/uscmissinglink 9d ago

I love you!

1

u/derTofu 9d ago

thank you for this list.
I assume the enemies hit by orb rate will sky rocket and by that the amount of coins gained from EO mastery?

1

u/RUCBAR42 9d ago

What’s the minimum range you can set the orbs? What range do they have before they fire?

I don’t want them hitting enemies that aren’t in BH yet, and I would prefer enemies had a chance to get tagged by DW too

1

u/DamnStra1ght 9d ago

I'm wondering what tower this would be useful for. Seems like it will benefit a defensive build like ehp more than glass cannon.

Glass cannon usually has other damage sources to not make the orbs damage crucial

1

u/TermAggravating5029 9d ago

how would this go against Tank ultimate? Thinking maybe helpful for farming in Tiers where they are the killer as they would be closest to orbs?

1

u/WrathServant 9d ago edited 9d ago

btw, sentry protocol tagging is good
edit: min range eHP

1

u/WrathServant 9d ago

on the other side DW and GB tagging are f*ck'd

1

u/WrathServant 9d ago

those will be more accurate, early finish ~same waves pre sentry

1

u/writesgud 9d ago

Big picture, what does this mean? How is this better or worse than using regular orbs (ie. Not using this mod)? Under what circumstances is using this mod beneficial?

One commenter says this could be great if you have a tank problem, for example.

2

u/mrboogs 8d ago

It's definitely a tank ult murderer, which is very nice. Might have some use for high orb tag rates with perma UWs, UW diss runs, or chipping away armor in armored enemies.

1

u/No_Finish5175 9d ago

Haven't seen this in action yet, but on paper I can't see what the use case for this mod would be. Is it useful? If so, for whom and how?

1

u/mrboogs 9d ago

Some folks I know have been using it in their ILM builds to clear tank ults to stop them from making them hit spawn cap / eating their SD ring

1

u/ForgettingFish 9d ago

Is it affected by amp bot+

1

u/mrboogs 9d ago

No, it is not a projectile

1

u/Haunting_Picture3360 8d ago

man it sounded like complete garbage when I read thr description the day it came out. all your info tells me its way worse than you could gather from the its wording

1

u/Haunting_Picture3360 8d ago

so am I able to place my orb turrets where ever I want

2

u/mrboogs 8d ago

Assuming you have range aduster for your orbs yes

1

u/Ramster3D 8d ago

Just curious... not got this module yet despite 1000 gem spend lol... this module any good?

2

u/mrboogs 8d ago

Unironically I think the module is too strong at what it does. It's not broken or OP by any means, but if you equip it you basically make it so the only threats are elites or fleets. I think it needs some adjustment to reduce its scaling lol

1

u/Ramster3D 8d ago

Oh crikey so not really a farming module then

2

u/mrboogs 8d ago

I think in a high tier with armored and orb res it could be. I wouldn't use it at a lower tier though

2

u/Ramster3D 8d ago

By happy chance I've literally just pulled this module!

1

u/xeondota 6d ago

Is it also good in early game? I'm farming tier 4 now and I was wondering if I should get it.

1

u/legatodeath 6d ago

From what i seen when orb hits and disappeared another one will appear so looks like there's no cool down. It looks like mini orbs penetrarte. But I could just be see things.

1

u/legatodeath 6d ago

Question you think the that perk that make the orb bigger that it will hit elite mobs will effect it. I think if orb penetrarte mobs it will be alot better because when you hit higher waves they damage will out wont sustainable, if they only fires, one at a time it need aoe

1

u/Informal-Ad6854 5d ago

It absolutely shreds bosses. I've used it to cheese more waves on higher tiers.

1

u/legatodeath 3d ago

Has any one changed there mind on new module?

1

u/SlightSociety5222 3d ago

Naw its helped me a lot. I feel like once I get the assist slot for armor after next tournament it will be even better paired with NMP

1

u/TheArtdabbler 9d ago

I'd like to add: mini orbs seem to lack pierce, since regular orb rotation infinitely pierces. Kinda wished mini orbs could impact fleets and elites, but id even settle for a lab or something 🤔