Difference between revisions of "Sentinel"

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(Added quote introduced in the Revenant expansion (2024-11-12). Removed manufacturer portion of info blurb that was taken out in the same expansion.)
 
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  | shipimg=Sentinel.jpg
 
  | shipimg=Sentinel.jpg
 
  | shipname=Sentinel
 
  | shipname=Sentinel
| caption=Sentinel
 
 
  | class=Electronic Attack Ship
 
  | class=Electronic Attack Ship
 
  | grouping=Electronic Attack Frigates
 
  | grouping=Electronic Attack Frigates
 
  | hulltype=Crucifier Class
 
  | hulltype=Crucifier Class
  | faction=Amarr Empire
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  | faction=Amarr Empire  
| race=Amarr
 
| roles=Electronic Warfare
 
 
  | variations={{Ship|Crucifier}}, {{Ship|Crucifier Navy Issue}}
 
  | variations={{Ship|Crucifier}}, {{Ship|Crucifier Navy Issue}}
  | tech=2
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  | tech=2  
| ecmprio=4 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
 
 
  | powergrid=40 MW
 
  | powergrid=40 MW
 
  | cpu=195 tf
 
  | cpu=195 tf
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  | dronebay=60 m³
 
  | dronebay=60 m³
 
  | bandwidth=20 Mbit/sec
 
  | bandwidth=20 Mbit/sec
  | info=Electronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet's electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels.<br><br>Developer: Viziam<br><br>Viziam ships are quite possibly the most durable ships money can buy. Their armor is second to none and that, combined with superior shields, makes them hard nuts to crack. Of course this does mean they are rather slow and possess somewhat more limited weapons and electronics options.
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| quote=Reclaim that which I have given.
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| quote_attribution=The Scriptures, Book of Reclaiming 22:13
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  | info=Electronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet's electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels.
 
  | bonuses=<b>Amarr Frigate bonuses (per skill level):</b><br>20% bonus to Energy Vampire and Energy Neutralizer drain amount<br>7.5% bonus to Weapon Disruptor effectiveness<br><b>Electronic Attack Ships bonuses (per skill level):</b><br>80% bonus to Energy Nosferatu and Energy Neutralizer optimal range<br>40% bonus to Energy Nosferatu and Energy Neutralizer falloff range<br>5% reduction in ship capacitor recharge time<br>
 
  | bonuses=<b>Amarr Frigate bonuses (per skill level):</b><br>20% bonus to Energy Vampire and Energy Neutralizer drain amount<br>7.5% bonus to Weapon Disruptor effectiveness<br><b>Electronic Attack Ships bonuses (per skill level):</b><br>80% bonus to Energy Nosferatu and Energy Neutralizer optimal range<br>40% bonus to Energy Nosferatu and Energy Neutralizer falloff range<br>5% reduction in ship capacitor recharge time<br>
 
  | structurehp=375 HP
 
  | structurehp=375 HP

Latest revision as of 23:19, 17 November 2024

EVE University Database
 
Ship Database
Sentinel
CornerT2h.png
Sentinel
Amarr Empire
Amarr Empire
Electronic Attack Frigates
Crucifier Class
RELATED UNI-WIKI REFERENCES
Reclaim that which I have given.
– The Scriptures, Book of Reclaiming 22:13


Electronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet's electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels.

SHIP BONUSES

Amarr Frigate bonuses (per skill level):
20% bonus to Energy Vampire and Energy Neutralizer drain amount
7.5% bonus to Weapon Disruptor effectiveness
Electronic Attack Ships bonuses (per skill level):
80% bonus to Energy Nosferatu and Energy Neutralizer optimal range
40% bonus to Energy Nosferatu and Energy Neutralizer falloff range
5% reduction in ship capacitor recharge time

Required Skills
Training Time what's this?
23d 22h 40m 30s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Crucifier
Crucifier.jpg
Crucifier
Standard Frigates Crucifier Class
Icon hi slot.png2 (0/2) Icon mid slot.png4 Icon low slot.png3
Icon powergrid.png27 MW Icon cpu.png235 tf
Icon velocity.png350 m/sec
Icon capacity.png265 m³
, Crucifier Navy Issue
Crucifier Navy Issue.jpg
CornerTFs.png
Crucifier Navy Issue
Faction Frigates Crucifier Class
Icon hi slot.png3 (0/2) Icon mid slot.png4 Icon low slot.png3
Icon powergrid.png42 MW Icon cpu.png160 tf
Icon velocity.png340 m/sec
Icon capacity.png165 m³

Ship Attributes

Fittings
Powergrid
powergrid
40 MW
CPU
cpu output
195 tf
Capacitor
capacitor
415 GJ
High
high slots
3
Launchers
launcher slots
0
Turrets
turret slots
2
Medium
medium slots
4
Low
low slots
3
Rig
rigs
2
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
340 m/sec
Inertia Modifier
inertia modifier (agility)
4.25
Warp Speed
inertia modifier (agility)
5.5 AU/s
Base Time to Warp
base time to warp
7.21 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
Drone Capacity
drone capacity
60 m³
Drone Bandwidth
drone bandwidth
20 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
64.00 km
Max Locked Targets
max. locked targets
7
RADAR Sensor
RADAR sensor strength
21 points
Sig. Radius
signature radius
41 m
Scan Res.
scan resolution
575 mm
Structure
Structure Hitpoints
structure hitpoints
375 HP
Mass
ship mass
1,223,200 kg
Volume
ship volume
28,100 m³
Cargo Capacity
cargo capacity
165 m³
Armor
Armor Hitpoints
armor hitpoints
425 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
44
EXP
explosive resistance
60
Shields
Shield Capacity
shield hitpoints
300 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
55
EXP
explosive resistance
75


Summary

The Sentinel is a highly mobile platform for capacitor warfare and weapon disruption, backed up by an unusually large drone bay for a frigate. Like its larger relatives the Curse and Pilgrim, the Sentinel has bonuses which increase the range and power of energy neutralizers and nosferatus. To support capacitor warfare, it also has a bonus to its capacitor recharge rate. It retains the bonus to weapon disruptor strength from its base hull, the Crucifier, but does not have the Crucifier's bonus to disruptor range.

The Sentinel sees little use in PvE combat. In PvP, it can be an effective solo hunter against small prey, able to immobilise a target and slowly chew it to pieces using its drones. Unlike the Curse and Pilgrim, it has no stealth capability, so opponents will see it coming. It is also a very effective small gang PvP ship, able to serve as a powerful force multiplier. For weapon disruption pure and simple, though, the Crucifier is a better choice, as it has bonuses to range as well as strength, and costs a fraction of the Sentinel's price.

Skills

As with any Tech 2 ship, the Sentinel deserves good general support skills and fitting skills. Capacitor support skills are especially important to support energy neutralizers. Since the Sentinel's DPS potential is low, it is worth having Tech 2 drones and good drone support skills to squeeze as much damage out of the ship as possible.

Electronic Attack Ships should be trained to level IV before undocking the ship. The bonuses attached to the EAS skill for the Sentinel are massive—e.g. 80% extra neutralizer range per level—and since this is consistent across some comparable ships too (such as the very useful Keres and Hyena), it can be worth training the skill to level V in the medium or long term.

Tactics

The Sentinel is typically fitted with capacitor warfare modules in the high slots, relying on drones for damage. The dronebay is huge for a frigate (60 m3), but this is balanced by only 20 Mbit/sec bandwidth. A typical loadout might use 2 flights of damage drones and 1 of ECM drones. With only 4 mid slots and 3 low slots, there are tough trade-offs to be made between tank, propulsion, tackle and weapon disruption. For solo or very-small gang PvP, the ship will also typically fit a warp disruptor. If a mid slot is set aside for a weapon disruptor, pilots must choose between tracking disruption and guidance disruption, and it can be worth bringing one of whichever module is not fitted in the cargo hold, in case there is a need and opportunity to refit.

In solo PvP, the Sentinel usually kites, trying to stay within disruptor range but outside of scrambler range. It begins fights slowly, as its neutralizers will take a little time to drain the target and as its DPS output is anaemic. Provided the Sentinel can survive until its target's capacitor is dry, it can usually achieve full range control. The solo Sentinel's engagement options focus on other small ships and on highly capacitor-dependent ships (ironically including many Amarr hulls); ships with numerous and/or bonused drones, with a capacitor booster, or with zero-capacitor weapons (projectile guns and missiles) will stand a much better chance of driving it off. It is hard for a Sentinel to lock down several enemies at once, and it cannot go all-in on an isolated target by overheating hull-mounted weapons, so groups will be a difficult problem even if they are split up.

In small gang PvP the Sentinel's job can be simpler: identifying threats on grid and shutting them down. It can kill off capacitor-dependent DPS, and it can also contribute to screening, because neutralizers can make opposing tacklers dead in the water, albeit not quite as instantly as a scram or web will.

Notes