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{{JobPageHeader
{{XenoPageHeader
|headerbgcolor = black
|headerbgcolor = black
|headerfontcolor = white
|headerfontcolor = white
|stafftype = DEFENCE
|tiertype = ALIEN - TIER 1
|imagebgcolor = #DDAADD
|imagebgcolor =  
|img = Alien-Sentinel.png
|img = Alien-Sentinel.png
|jobtitle = Sentinel
|castetitle = Sentinel
|difficulty = Medium
|evolves_from = '''Larva'''
|superior = Queen
|evolves_to = [[Spitter]]
|duties = Defend the Hive, Protect the Queen, Guard hosts.
|role = Provide ranged support in combat by stunning foes from afar. Use your acid to destroy equipment.
|guides = [http://www.colonial-marines.com/viewtopic.php?f=94&t=8616 The Guardian Caste Guide]
|guides = No External Guides
}}
}}


====Playing a Sentinel====
----
The Sentinel's primary function is to defend the Hive. This includes defending the [[Queen]] and fending off threats. The other important duty is to make sure no captured hosts escape. If there are live hosts nested, Sentinels should remain close by to stop them from escaping. Unless ordered by the Queen, a Sentinel should remain inside or around the Hive at all times. If anything bad happens involving infected tallhosts, it's probably your fault.
<br><br>
The Sentinel has moderate slash damage, moderate speed, fast Plasma regeneration, and a moderate Plasma cap. The Sentinel has the ability to <code>Spit-Neurotoxin</code>, which stuns any non-Alien creature. The Sentinel also can use <code>Corrosive-Acid</code> to melt most objects and structures.
<br><br>
====Sentinel Evolution and Upgrades====
----
Sentinels can evolve into a [[Spitter]] - a more powerful, tougher version of themselves. The Spitter is slightly slower, but it gains a more powerful spit attack, as well as more acidic spit, and stronger corrosive acid.
<br><br>
While not the powerhouse an Ancient Spitter is, upgrading as Sentinel has many benefits if the hive doesn't have room for a new tier 2.  (''"You are the stun master.  Your stunning is legendary and causes massive quantities of salt."'') A Sentinel's role is not so different from a Spitter's and upgrading allows the Sentinel to perform more roles and perform them better. With an improved plasma capacity and regeneration (20 per tick) you'll be able to keep up your main roles: dissolving objects and stunning hosts. With a lowered spit recharge time, you're the perfect tallhost guard. Make sure nobody leaves their nest and your sisters can safely move hosts to the nests. If the situation calls for it, you're also good at zoning out hosts with your neurotoxin spam, sometimes keeping two down at a time. This is most effective in cramped areas like the Sulaco.
<br><br>
====Sentinel Tactics====
----
As a Sentinel, your primary duty is to defend the Hive. This very meaning can vary throughout the round, so let's establish some scenarios:


'''(1) Early Game'''
== General Information ==


So, you have evolved into a mighty fine sentinel! Go find any furry hosts near you in the caves. '''Do not cross the river unless someone needs you to melt something!''' There might be scary things like random tallhosts or predators! You're not needed for any kind of dangerous furry capturing. You should be organizing the Hive and creating a safe nest for the babies. If you're bored, maybe wander around the caves looking for monkeys or help melt all the metal you can find. Once a sister catches a tall host, babysit and guard it like your life depended on it!
<br><br>
'''(2) Middle Game'''


Do not hesitate to upgrade if you don't want to or can't evolve! Upgraded sentinels are considered weak, but they're still great at guarding! If you make it to ancient, you will be the BEST guarder in the whole Hive, except for the Queen. Scary tallhosts may come to your Hive or it's likely your fellow sisters have caught some tallhosts! They're very rowdy and will try to escape. Always guard them! You should not be attacking at all! Guard, guard, guard! If they get away, they can do significant damage and effectively destroy the Xenomorph chances of winning a round. If a scary Predator comes to your Hive, it is likely hunting the Hive! If you're elite or below, you don't have the best chances. Try to stun it and slash. If it's very near the Hive, there are likely some eggs! You can stun the predator and drag him to the nest so that millions of tiny babies will latch on to him! If you are ancient, spam your spit! Slash him, drag him to the eggs, just keep him away from the hive! This goes the same with the tallhosts, but they are much easier to infect or kill. Try to spam spit all of them and dodge their metal bullets. Keep on guarding! You can also pass time by role playing with your hosts by using the <code>me</code> command! Taunt them, dance to them, do something! It can be very fun. But don't become so distracted you let one get away. Your whole purpose is babysitting tallhosts and defending the Hive. If this fails, it's on the Sentinels.
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.
<br><br>
'''(3) Late game - Winning'''


Ah, so you bested the tallhosts and you're planning to go to their hive! If you still have hosts that need to burst, ask the Queen what to do. Normally, the best thing to do is to kill them, especially if you have tons of sisters. Just ask the Queen before doing this! After they have died by bursting or your claws, make it to the bird or egg.
Sentinels are best suited for supporting engagements by slowing Marines down and helping other Aliens capture or kill them.
<br><br>
So, now you are on the Sulaco, great! Kill everything! Sadly young/mature sentinels are not needed here, because it's an absolute kill fest and you're made for guarding. If your sisters manage to capture a host and infect him, guard him, as always. If you are ancient, you can be very powerful. If there's a giant group of tallhosts defending against you and your sisters, you can harass them by spamming spit and stunning them.
<br><br>
'''(4) Late game - Losing'''


So the tallhosts managed to best you and you're on the run. Tallhosts are looking for you. First things first: Guard the Queen at all times! If you're ancient, spam spit tallhosts who are running after you! If there is no Queen, defend a Drone! If there's no Drone, defend a Larva! If there are no babies, find a Hugger! If there are no huggers and you looked across the whole map, you're screwed. Defend the nearest sister. If you're the last sister, go out in a blaze of glory. But if you manage to infect a host, GUARD IT! THAT COULD BE THE ROUND CHANGER!
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.
<br><br>
 
====Sentinel Tips====
== Playing as a Sentinel ==
----
 
* Sentinels should use their spit to incapacitate hosts that break free from their nests. The stun is more than long enough to secure the host.
 
* Neurotoxin spit stuns long enough for you to run up to a host and slap two aliens onto their face. However, this is only effective if you can isolate a Marine. If spotted, it is best to retreat.
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.
* When you spot a threat on the borders of (or inside) the Hive, do not engage them immediately! Warn your sisters of the threat, and '''give their exact location''', to ensure you get backup.
 
* Sentinels with free time should communicate frequently and help coordinate the rest of the Hive.
 
* Sentinels often make good plasma donors to the Queen, Drones, and other sisters.
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.'''
<br><br>
 
====Sources and Reading====
 
----
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.
[http://www.colonial-marines.com/viewtopic.php?f=94&t=8616 The Guardian Caste Guide]
 
 
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 ==
 
 
{| class="wikitable mw-collapsible"
! style="background-color:#423042;" width=150|<span style="color:white;">Abilities:</span>
! style="background-color:#423042;" |<span style="color:white;">Description:</span>
|-
![[File:Xeno_Rest.png]]<br>Rest
|Used to rest and get up. Aliens heal faster when resting on weeds.
|-
![[File:Regurgitate.png]]<br>Regurgitate
|{{Devour}}
|-
![[File:Corrosive acid.png]]<br>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.
|-
![[File:Xeno_Spit.png]]<br>Slowing Spit
|Use middle mouse button to spit a glob of slowing neurotoxin to slow Marines.
 
Cooldown: 1.5 seconds.
|-
![[File:Acid_Shotgun.png]]<br>Scattered Spit
|Use middle mouse button to spit globs of paralyzing neurotoxin, knocking down Marines hit for 0.7 seconds.
 
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.
 
Cooldown: 12 seconds.
{{Template:Tail_Stab}}
|}
 
== 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 {{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.
 
* 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 ==
{{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]].
 
[[Category:Alien Castes]]

Latest revision as of 09:51, 9 September 2023

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.

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. (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.