Difference between revisions of "Sentinel"
m |
|||
Line 42: | Line 42: | ||
|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. | |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. | ||
− | |bonuses=<b>Amarr Frigate Skill Bonus:</b><br>20% bonus to energy vampire and energy neutralizer transfer amount per level and 7.5% bonus to effectiveness of tracking disruptors per level<br><b>Electronic Attack Ships Skill Bonus:</b><br> | + | |bonuses=<b>Amarr Frigate Skill Bonus:</b><br>20% bonus to energy vampire and energy neutralizer transfer amount per level and 7.5% bonus to effectiveness of tracking disruptors per level<br><b>Electronic Attack Ships Skill Bonus:</b><br>80% bonus to energy vampire and energy neutralizer range per level, 5% reduction in capacitor recharge time per level |
|structurehp=375 HP | |structurehp=375 HP |
Revision as of 21:26, 1 December 2013
RELATED UNI-WIKI REFERENCES
|
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 Skill Bonus:
Ship Attributes
|
Summary
Note: All Electronic Attack Ships will be modified with Rubicon expansion. The information below will no longer be valid after the release of Rubicon.
The Sentinel is sometimes known as the 'mini-Curse'. It shares the range as well as the amount bonuses to cap warfare with its Combat Recon big brother, meaning that as far as small neuts go the Sentinel is unmatched in the frigate class. The other bonuses are 5% per level to TDs (the other factor in common with its Amarr Recon counterparts), and the EAS bonus to capacitor (which is particularly sweet on this hull).
The Sentinel is missing any sort of drone bonus and this means that, since the highs are usually dedicated to cap warfare mods, the damage output is low at best. Again in Amarr drone boat fashion the drone bay is huge (60 m3 - the largest on a frigate in game), but this is balanced by only a 20 Mbit/sec bandwidth. The total then is 3 flights of 4 light drones (most fits are 2 flights of damage and 1 of ECM).
When you add ~20km small neuts, the damage mitigation of bonused TDs, and the ability to bring EWAR drones without sacrificing flexibilty you get an extremely versitile package. This leads to a reputation as a solopwnmobile, which is only mitigated by the poor reputation of the underflown EAS class as a whole. When exceptions are made to statements about EAS, usually the Sentinel is mentioned.
This is a ship that really needs its applicable command skill to V to be functional, and which benefits more than normal from the addition of a few meta 7+ modules.
Skills
Further information about additional or recommended skills to pilot Sentinel for a specific or it's common role(s) can be written here.
Fitting
Small Nosferatu II
Small Energy Neutralizer II
Small Energy Neutralizer II
Experimental 1MN Afterburner I
Balmer Series Tracking Disruptor I
Balmer Series Tracking Disruptor I
Balmer Series Tracking Disruptor I
Damage Control II
Energized Adaptive Nano Membrane II
100mm Reinforced Steel Plates II
Small Anti-Thermic Pump I
Small Semiconductor Memory Cell I
Warrior II x4
Hobgoblin II x4
Hornet EC-300 x4
Tracking Speed Disruption Script x3
Optimal Range Disruption Script x3
- A tentative fit for the Rubicon expansion
- With all skills at V and before boosts, this ship should have about 4.9 K EHP, fly close to 1000 m/s (1300 m/s with AB overheated) and align in 6.5 s (4.5 s with AB off). The capacitor is stable.
- Should be able to leach about 42 GJ/s at 38 km.
- Damage is 79 dps from the drones.
- Without using scripts, each Tracking disruptor reduces optimal, falloff and tracking by about 33%.
Tactics
No sub-article about Sentinel roles or piloting tactics. You can write them here.
Notes
For more information about capacitor warfare and other capacitor warfare using ships see the Capacitor Warfare Guide.