Sentinel
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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
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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'. Like the Curse is gets a bonus to energy neutraliser and nosferatu amount, and a massive bonus to range, allowing it to use small neuts out to 25-30k. Its 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 good on this hull, since neutralisers are quite cap hungry themselves).
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 - surpassed only by the Astero), 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 versatile package. This leads to a reputation as a solopwnmobile, able to bring most enemy frigates and some cruisers to their knees by draining them of capacitor.
The Sentinel is useful solo and in small gangs, but is less useful in larger fleets where chances are most targets will be dead from damage before neuting them has much effect. The Sentinel makes a poor dedicated tracking disruption platform, since the Crucifier is superior at this role at a fraction of the price.
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.