Difference between revisions of "Sentinel"

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==Tactics==
 
==Tactics==
''No sub-article about Sentinel roles or piloting tactics. You can write them here.''
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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.
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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==

Revision as of 11:18, 18 February 2014

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 Skill Bonus:
20% bonus to energy vampire and energy neutralizer transfer amount per level and 7.5% bonus to effectiveness of tracking disruptors per level
Electronic Attack Ships Skill Bonus:
80% bonus to energy vampire and energy neutralizer range per level, 5% reduction in capacitor recharge time per level

Required Skills
  • Amarr Frigate V11d 20h 26m
    • Spaceship Command I8m
  • Electronic Attack Ships I33m
    • Spaceship Command III4h 26m
    • Long Range Targeting V10d 20h 26m
      • CPU Management II47m
Training Time what's this?
23d 22h 40m
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

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/s
Inertia Modifier
inertia modifier (agility)
4.25
Warp Speed
inertia modifier (agility)
5.5 AU/s
Base Time to Warp
base time to warp
6.55 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 km
Max Locked Targets
max. locked targets
7
RADAR Sensor
RADAR sensor strength
21 points
Sig. Radius
signature radius
53 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

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

Rubicon tentative
Sentinel: Rubicon tentative
EFT
[Sentinel, Rubicon tentative]
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

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
RUB 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • 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

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

For more information about capacitor warfare and other capacitor warfare using ships see the Capacitor Warfare Guide.