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|headerbgcolor = black
|headerbgcolor = black
|headerfontcolor = white
|headerfontcolor = white
|tiertype = XENOMORPH - TIER 1
|tiertype = ALIEN - TIER 1
|imagebgcolor = #DDAADD
|imagebgcolor =  
|img = Alien-Sentinel.png
|img = Alien-Sentinel.png
|castetitle = Sentinel
|castetitle = Sentinel
|evolves_from = '''Larva'''
|evolves_from = '''Larva'''
|evolves_to = [[Spitter]]
|evolves_to = [[Spitter]]
|role = Guard the nests until hosts mature. Provide ranged support in combat by stunning foes from afar. Use your acid to help the Hive break into places.
|role = Provide ranged support in combat by stunning foes from afar. Use your acid to destroy equipment.
|guides = [http://cm-ss13.com/viewtopic.php?f=94&t=8616 The Guardian Caste Guide]
|guides = No External Guides
}}
}}
== General Information ==
== General Information ==




The Sentinel is a relatively fragile caste, not able to engage in direct combat due to its low durability and low damage. However, this is completely made up for with a massive advantage compared to other melee castes. Sentinels can '''Spit Neurotoxin''', giving them a ranged attack that will disable any human hit by it. This, coupled with their surprising speed and their large plasma reserve, makes them an excellent support caste both inside and outside of combat.
The Sentinel is a relatively fragile caste, not able to engage in direct combat due to her low durability and low damage. However, this is fully made up for with a massive advantage compared to other melee castes. Sentinels have a vast array of disabling abilities, most of them ranged. They have access to the '''Slowing Spit''', a low cooldown ability that slows a single target for a decently long duration, and their '''Scattered Spit''' allows them to briefly stun multiple Marines. Lastly, they can use their '''Paralyzing Slash''' to slow and daze, and then knock down the next target they slash over the course of several seconds. This, coupled with their decent speed makes them an excellent support caste both inside and outside of combat.
 
 
As its name implies, the Sentinel's main job is guarding the Hive, and more precisely the nests. While the Hive at large is usually so important that every single Xenomorph will go on guarding duty when it is being attacked, the skills of all other castes would be wasted sitting next to a nest watching over hosts. However, its skill set is perfect to guard hosts, with its speed, tackle and spit all tools to restrain hosts trying to escape.
 


It should also be noted that Sentinels have access to a corrosive spit they can use to melt structures. While Sentinel acid is agonizingly long to act, it will eventually melt through. However, as it cannot deploy weeds for itself, it is dependent on its local [[Drone]] for massive melting projects.
Sentinels are best suited for supporting engagements by slowing Marines down and helping other Aliens capture or kill them.


It should also be noted that Sentinels have access to a corrosive acid they can use to melt equipment and some weak structures. While Sentinel acid is agonisingly long to act, it will eventually melt through. However, as she cannot deploy weeds for herself, she is dependent on its local [[Drone]] for massive melting projects.{{Autowiki/Content/XenoStats/Sentinel}}
== Playing as a Sentinel ==
== Playing as a Sentinel ==




The Sentinel's '''Neurotoxin Spit''' is perhaps its single greatest strength, and while often underestimated can easily disable targets without putting yourself in much risk. If you ever find yourself in a dangerous fight, a single well placed glob of Neurotoxin can allow you to immediately disengage while your target recovers. Of course, if you have some support, a stunned target is a trivial target for even the most ill-suited castes.
The Sentinel's '''Scattered Spit''' is usually considered her signature ability, being able to briefly stop an advance with ease, while letting her, or other Aliens, close in on the enemy. '''Slowing Spit''' may seem weak at first, but the low cooldown and long duration of the ability should not be underestimated; a slowed Marine will have a very hard time chasing down a weakened Alien, or running away from an attacking one. Lastly, anyone afflicted with '''Paralyzing Slash''' will essentially be incapable of fighting back for several seconds, long enough to attempt capture, or to allow another Alien to go to town on them. A Sentinel should always aim to work together with others.
 


Your speed and your personal plasma reserve actually makes you a great flanking class, much like the [[Runner]]. While your spit is more expensive to use than a Pounce, it can be used to straight up murder any single Marine you catch if you are lucky and your globs all hit. Of course, if you get in a sticky situation, you can spray neurotoxin in the general direction of your pursuers to make your escape easier. Then again, your very presence will make most people think twice before pursuing.


Your speed, health and slash damage are unfortunately, painfully average. Because of this, you may want to attempt surprise attacks, rather than engaging in combat directly. Hide around corners and behind closed doors. Use darkness to your advantage. Follow your larger sisters into combat, use your abilities to disrupt the Marines, then leave. '''Always have an escape plan.'''


Never forget your corrosive acid. Whereas Runners might be blocked by a walled-off area, you can simply douse it in acid and come back later when it finally melts down. In the meantime, you can recharge at weeds, maybe find more things to melt. Just be careful not to waste all your plasma, not having enough plasma to spit can go wrong extremely quickly.


Never forget your corrosive acid. Between flares, dropped guns, barricades, loose materials, weak window frames and other items, there is always something that needs to be melted. Staying in [[Pheromones|Recovery]] range and on weeds will allow you to melt to your heart's content.


If you want to help directly in the fight, try to find a small flank and stun people. You don't ever have to hit them, every single person down on the floor is not firing at your sisters. Do it enough, and you might goad the Marines into falling back in despair. Just be careful not to get lit up in a position where you can't be saved. If you can shoot them, so can they.


If you want to help directly in the fight, try to find a small flank and slow people. You don't ever have to attack them, every single person downed on the floor or recovering from slowdown effects is not firing at your sisters. Do it enough, and you might goad the Marines into falling back in despair. Just be careful not to get lit up in a position where you can't be saved. If you can shoot them, so can they.


== Abilities ==
== Abilities ==
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{| class="wikitable mw-collapsible"
{| class="wikitable mw-collapsible"
! style="background-color:#CCB6D6;" width=150|Abilities:
! style="background-color:#423042;" width=150|<span style="color:white;">Abilities:</span>
! style="background-color:#CCB6D6;" |Description:
! style="background-color:#423042;" |<span style="color:white;">Description:</span>
|-
|-
![[File:Xeno_Rest.png]]<br>Rest
![[File:Xeno_Rest.png]]<br>Rest
|Used to rest and get up. Xenos heal faster when resting on weeds.
|Used to rest and get up. Aliens heal faster when resting on weeds.
|-
|-
![[File:Regurgitate.png]]<br>Regurgitate
![[File:Regurgitate.png]]<br>Regurgitate
Line 58: Line 52:
Costs 75 plasma.
Costs 75 plasma.
|-
|-
![[File:Toggle_Spit_Type.png]]<br>Toggle Spit Type
![[File:Xeno_Spit.png]]<br>Slowing Spit
|Allows you to switch between neurotoxic spit which will hit a single target with neurotoxin and costs 25 plasma to fire and spitting neurotoxic air splash which costs 50 plasma to fire but will hit additional targets next to where you fire.
|Use middle mouse button to spit a glob of slowing neurotoxin to slow Marines.
 
Cooldown: 1.5 seconds.
|-
|-
![[File:Xeno_Spit.png]]<br>Xeno Spit
![[File:Acid_Shotgun.png]]<br>Scattered Spit
|Use middle mouse button to spit globs of neurotoxin to stun hosts.
|Use middle mouse button to spit globs of paralyzing neurotoxin, knocking down Marines hit for 0.7 seconds.
|}


== Attainable Mutators ==
Cooldown: 8 seconds.
|-
![[File:Crippling-Strike.png]]<br>Paralyzing Slash
|Empower you next attack to inject neurotoxin into the host, dazing them for 4 seconds and immediately after knocking them down helpless for 2 seconds.


{| style="border: 2px solid black;
Cooldown: 12 seconds.
! style="background-color:#DDA0DD; text-align:center;"|'''Mutator:'''
{{Template:Tail_Stab}}
|-
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;" |
None


|}
|}
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* Sentinels make wonderful ambush partners. You can easily stunlock a particular target while your buddy has a field day on their poor body. If you feel less vindictive, you can also try to go for an infection.
* Sentinels make wonderful ambush partners. You can easily stunlock a particular target while your buddy has a field day on their poor body. If you feel less vindictive, you can also try to go for an infection.


* Neurotoxin Spit is extremely convenient to cool down escaping hosts. Whereas tackles are not reliable and put you at risk of a point blank buckshot blast or rifle burst, spits can be delivered at comfortable ranges and are more likely to hit. If they don't, just duck and cover. You can also use the Tackle and the Spit as a double dip to try and immediately stun hosts that just left their nest, so you can buckle them back up immediately.
* You can combine your abilities to capture Marines. Slow them down with '''Slowing Spit''' to easily catch up to them, then use '''Scattered Spit''' and '''Paralyzing Slash''' to knock them down for a duration. Afterwards, attack them on {{Intent|Disarm}} intent, until you hear the unique knockdown sound of a succesful tackle. Once a Marine is tackled, pull them away with one hand and continue tackling with another; they will be unable to get up as long as you continue disarming, and you'll be able to safely devour them and take them to the hive for an infection. This method can be somewhat risky, as the Marine will have some opportunities to fight back before they're tackled. When in doubt, bring friends.


*Your neurotoxin requires multiple successive hits to down a marine. But with every hit, it will slow them down until it'll finally knock them down.
* Don't get too cocky with your stuns. Running in to slash someone you stunned might expose you to offscreen Marines who spotted their teammate going down and are coming in to rescue. If your reflexes are not on point, you might take a full burst and end up in a bad shape.


* Don't get too cocky with your neurotoxin stuns. Running in to slash someone you stunned might expose you to offscreen Marines who spotted their teammate going down and are coming in to rescue. If your reflexes are not on point, you might take a full burst and end up in a bad shape.
* Do not underestimate the ability of the Slowing Spit to immediately slow down a serious threat. A buckshot Marine suddenly rounding the corner, an M5 RPG Specialist suddenly appearing from off-screen, launcher up on the shoulder, an SMG Marine rushing in. A single spit can make or break it, and turn their rush into a miserable failure.


* Do not pressure yourself to fight as a Young Sentinel. You can be useful to the Hive and evolve in the safety of your nest. All you need to do is guard nested hosts.
* Of course, you also are the best caste to melt flares. You can move in fast, melt it, and leave before the hail of bullets smashes into you. It is usually a good idea to inch forward and back first to make sure someone doesn't have their sights on it already.


* Do not underestimate the ability of the Neurotoxin Spit to immediately down a serious threat, just don't rely on it too much as it can always miss. A buckshot Marine suddenly rounding the corner, an M5 RPG Specialist suddenly appearing from off-screen, launcher up on the shoulder, an SMG Marine rushing in. A single spit can make or break it, and turn their rush into a miserable failure.
*When fighting together with other Aliens, there is a single thing you should always keep in mind: '''DO NOT BODYBLOCK'''. Bodyblocking is the act of preventing another Alien from moving in their intended direction by standing in their way. This will often lead to frustrating deaths, as Alien players have a tendency to fight until they're almost dead, then leave. When you engage together with someone, try to be mindful of how much damage they're taking. If you think they're about to start pulling back, or you're low on health yourself, '''leave first.'''


* As a fast ambushing caste, you can fight dirty to harass Marines. Run up to them and stun them, and then melt their gun. This requires you to be a bit nimble, but if pulled off correctly you've just set someone's fighting tool to self destruct in a few minutes. If you manage to hit a unique gun like a Flamethrower or Specialist gear, expect many tears to be shed.
== Sentinel Evolution ==


* Of course, you also are the best caste to melt flares. You can move in fast, melt it, and leave before the hail of bullets smashes into you. It is usually a good idea to inch forward and back first to make sure someone doesn't have their sights on it already.


== Sentinel Evolution and Upgrades ==
Sentinels can '''Evolve''' into the [[Spitter]]. The Spitter trades off the sentinel's disabling abilities into more mobility, health and a new, extremely powerful ability to spit corrosive acid, allowing them to dish out reliable damage from afar. Their corrosive acid also becomes stronger in general, allowing them to melt equipment faster.
 
 
Sentinel '''Upgrades''' are mostly focused on making them an even better fighter. They become faster, stronger, hit harder with their claws, store and regenerate more plasma. All you could desire, but perhaps the pinnacle is that it also improves your spit. While its effect will always be the same, you will now be able to fire much faster and the range of the spit will increase. Some say upgrading as a Sentinel is a waste, but an Ancient Sentinel can easily prove them wrong. Spitting like a machine gun will send most smart humans way back.


== Sentinel Stats ==
{{XenoSkills
|meleelow=1
|meleehigh=2
|health=6
|plasmaregen=5
|plasma=4
|explosiveresist=1
|speed=7
}}
You can learn more about alien stats [[Xenomorph Stats|here]].


Sentinels can '''Evolve''' into the [[Spitter]]. The Spitter is slower, but it gains more health and a new, extremely powerful ability to spit corrosive acid, allowing them to dish out regular damage from afar. Their corrosive acid also becomes stronger in general, allowing them to melt through defenses faster.
[[Category:Alien Castes]]

Latest revision as of 16:12, 25 August 2024

ALIEN - TIER 1
Alien-Sentinel.png
Sentinel
Evolves From: Larva
Evolves To: Spitter
Role: Provide ranged support in combat by stunning foes from afar. Use your acid to destroy equipment.
Guides: No External Guides

General Information

The Sentinel is a relatively fragile caste, not able to engage in direct combat due to her low durability and low damage. However, this is fully made up for with a massive advantage compared to other melee castes. Sentinels have a vast array of disabling abilities, most of them ranged. They have access to the Slowing Spit, a low cooldown ability that slows a single target for a decently long duration, and their Scattered Spit allows them to briefly stun multiple Marines. Lastly, they can use their Paralyzing Slash to slow and daze, and then knock down the next target they slash over the course of several seconds. This, coupled with their decent speed makes them an excellent support caste both inside and outside of combat.

Sentinels are best suited for supporting engagements by slowing Marines down and helping other Aliens capture or kill them.

It should also be noted that Sentinels have access to a corrosive acid they can use to melt equipment and some weak structures. While Sentinel acid is agonisingly long to act, it will eventually melt through. However, as she cannot deploy weeds for herself, she is dependent on its local Drone for massive melting projects.

Sentinel Stats
Maximum Health 500
Maximum Plasma 400
Plasma Regeneration 3
Armor 0
Evasion 0
Speed 1.8
Slash Damage 20–25
Claw Strength 1
Explosion Resistance 10

Playing as a Sentinel

The Sentinel's Scattered Spit is usually considered her signature ability, being able to briefly stop an advance with ease, while letting her, or other Aliens, close in on the enemy. Slowing Spit may seem weak at first, but the low cooldown and long duration of the ability should not be underestimated; a slowed Marine will have a very hard time chasing down a weakened Alien, or running away from an attacking one. Lastly, anyone afflicted with Paralyzing Slash will essentially be incapable of fighting back for several seconds, long enough to attempt capture, or to allow another Alien to go to town on them. A Sentinel should always aim to work together with others.


Your speed, health and slash damage are unfortunately, painfully average. Because of this, you may want to attempt surprise attacks, rather than engaging in combat directly. Hide around corners and behind closed doors. Use darkness to your advantage. Follow your larger sisters into combat, use your abilities to disrupt the Marines, then leave. Always have an escape plan.


Never forget your corrosive acid. Between flares, dropped guns, barricades, loose materials, weak window frames and other items, there is always something that needs to be melted. Staying in Recovery range and on weeds will allow you to melt to your heart's content.


If you want to help directly in the fight, try to find a small flank and slow people. You don't ever have to attack them, every single person downed on the floor or recovering from slowdown effects is not firing at your sisters. Do it enough, and you might goad the Marines into falling back in despair. Just be careful not to get lit up in a position where you can't be saved. If you can shoot them, so can they.

Abilities

Abilities: Description:
Xeno Rest.png
Rest
Used to rest and get up. Aliens heal faster when resting on weeds.
Regurgitate.png
Regurgitate
To devour, grab a host with Ctrl + Click or

Grab intent (3 in hotkey mode) then click yourself, standstill. To stop the host from getting up and running away, you can switch to an empty hand (X in hotkey mode) and keep tackling them using Disarm intent (2 in hotkey mode) when you are devouring them. Xenos with devoured humans inside them can not vent crawl but Xenos with devoured monkeys can. Hosts with boot knives can injure the Xenomorph they are inside if they are conscious. Using this ability with a host devoured will regurgitate them back up, giving a moderate stun. (Edit this template)

Corrosive acid.png
Corrosive Acid
Vomit a glob of acid on item to dissolve it. Multiple items can be clicked at once as long as you are standing still.


Costs 75 plasma.

Xeno Spit.png
Slowing Spit
Use middle mouse button to spit a glob of slowing neurotoxin to slow Marines.

Cooldown: 1.5 seconds.

Acid Shotgun.png
Scattered Spit
Use middle mouse button to spit globs of paralyzing neurotoxin, knocking down Marines hit for 0.7 seconds.

Cooldown: 8 seconds.

Crippling-Strike.png
Paralyzing Slash
Empower you next attack to inject neurotoxin into the host, dazing them for 4 seconds and immediately after knocking them down helpless for 2 seconds.

Cooldown: 12 seconds.

Tail Stab64x64.png
Tail Stab
Activating tail stab will begin a windup of one second, and upon conclusion, will enable you to launch a two tile attack that deals 1.2 times your maximum melee damage. It requires a direct click on the targets sprite, however, if it is missed, it only incurs a standard slash delay. Additionally, it will always hit the targeted limb.


Unless otherwise stated, this is shared by all strains.


Cooldown: 10 seconds.

Sentinel Tactics

  • Sentinels make wonderful ambush partners. You can easily stunlock a particular target while your buddy has a field day on their poor body. If you feel less vindictive, you can also try to go for an infection.
  • You can combine your abilities to capture Marines. Slow them down with Slowing Spit to easily catch up to them, then use Scattered Spit and Paralyzing Slash to knock them down for a duration. Afterwards, attack them on

Disarm intent, until you hear the unique knockdown sound of a succesful tackle. Once a Marine is tackled, pull them away with one hand and continue tackling with another; they will be unable to get up as long as you continue disarming, and you'll be able to safely devour them and take them to the hive for an infection. This method can be somewhat risky, as the Marine will have some opportunities to fight back before they're tackled. When in doubt, bring friends.

  • Don't get too cocky with your stuns. Running in to slash someone you stunned might expose you to offscreen Marines who spotted their teammate going down and are coming in to rescue. If your reflexes are not on point, you might take a full burst and end up in a bad shape.
  • Do not underestimate the ability of the Slowing Spit to immediately slow down a serious threat. A buckshot Marine suddenly rounding the corner, an M5 RPG Specialist suddenly appearing from off-screen, launcher up on the shoulder, an SMG Marine rushing in. A single spit can make or break it, and turn their rush into a miserable failure.
  • Of course, you also are the best caste to melt flares. You can move in fast, melt it, and leave before the hail of bullets smashes into you. It is usually a good idea to inch forward and back first to make sure someone doesn't have their sights on it already.
  • When fighting together with other Aliens, there is a single thing you should always keep in mind: DO NOT BODYBLOCK. Bodyblocking is the act of preventing another Alien from moving in their intended direction by standing in their way. This will often lead to frustrating deaths, as Alien players have a tendency to fight until they're almost dead, then leave. When you engage together with someone, try to be mindful of how much damage they're taking. If you think they're about to start pulling back, or you're low on health yourself, leave first.

Sentinel Evolution

Sentinels can Evolve into the Spitter. The Spitter trades off the sentinel's disabling abilities into more mobility, health and a new, extremely powerful ability to spit corrosive acid, allowing them to dish out reliable damage from afar. Their corrosive acid also becomes stronger in general, allowing them to melt equipment faster.

Sentinel Stats

Tier 16
Tier 15
Tier 14
Tier 13
Tier 12
Tier 11
Tier 10
Tier 9
Tier 8
Tier 7
Tier 6
Tier 5
Tier 4
Tier 3
Tier 2
Tier 1
Health Lower Melee Upper Melee Plasma Plasma Regeneration Armor Explosive Resistance Speed Evasion


You can learn more about alien stats here.