Difference between revisions of "Sentinel"

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([BOT] Updated as part of the Fitting-cide removal of fittings from the wiki.)
(Updated to reflect current gameplay. Retooled so that the tactical advice is not purely focused on solo Sentinels. As always, corrections and further updates encouraged!)
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==Summary==
 
==Summary==
''Note: The following information predates the release of the Rubicon expansion and may be outdated.''
 
  
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 7,5% per level to TDs (the other factor in common with its Amarr Recon counterparts), and the bonus to capacitor recharge rate (which is particularly good on this hull, since neutralisers are quite cap hungry themselves).
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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 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).
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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.
  
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.
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==Skills==
  
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.
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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.
  
==Skills==
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{{sk|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.
''Further information about additional or recommended skills to pilot Sentinel for a specific or it's common role(s) can be written here.''
 
  
 
==Tactics==
 
==Tactics==
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.
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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.
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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.
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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==
 
==Notes==
For more information about capacitor warfare and other capacitor warfare using ships see the [[Capacitor Warfare Guide]].
 
  
 
{{ShipsMatrix|expgroup=frigates}}
 
{{ShipsMatrix|expgroup=frigates}}
 
[[Category:Ship Database]][[Category:Electronic Attack Frigates]]
 
[[Category:Ship Database]][[Category:Electronic Attack Frigates]]

Revision as of 13:06, 4 March 2022

EVE University Database
 
Ship Database
Sentinel
CornerT2h.png
Sentinel
Amarr Empire
Amarr Empire
Electronic Attack Frigates
Crucifier Class
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.

Developer: Viziam

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.

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