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Sentinel: Difference between revisions

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==Tactics==
==Tactics==
''No sub-article about Sentinel roles or piloting tactics. You can write them here.''
The Sentinel is a slow starter. Typically it's fit with a warp disruptor and kites at 20k+, sicking its drones on the target while neuting it. If the target has drones, you may want to target them with your own drones instead of their ship. Initially it may seem like the Sentinel is trading damage poorly, but once the target's capacitor is empty the tide will turn. The first thing to go will be the prop mod and next their tackle, which will allow the Sentinel perfect range control (if the Sentinel was caught and scrammed or webbed, if it survives to this point it can pull range again). If the target had an active tank, it will stop working, and any guns that use capacitor will only fire sporadically. At this point the Sentinel has the advantage. If the target is still effectively dealing damage with capless weapons like missiles or drones, the Sentinel can disengage. If the target can't effectively deal damage any more then simply orbit at 25km and finish them at leisure.
 
A target with a nos may make the fight slightly trickier, since clever syncing of nos with tackle mod can keep it running longer, but any prop mod will definitely shut down and eventually the scram will break under your neuting pressure. A target with a capacitor booster is more of a threat, since the cap they can inject may let them keep their modules running long enough to kill you. Technically capacitor batteries would help against a Sentinel, since they reflect some of the neuting effect back, but they're rarely seen in PvP, since a cap booster is more useful for similar fitting cost.


==Notes==
==Notes==