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{{JobPageHeader
{{XenoPageHeader
|headerbgcolor = black
|headerbgcolor = black
|headerfontcolor = white
|headerfontcolor = white
|stafftype = DEFENCE
|tiertype = XENOMORPH - TIER 1
|imagebgcolor = #DDAADD
|imagebgcolor = #DDAADD
|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 = 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.
|guides = [http://www.colonial-marines.com/viewtopic.php?f=94&t=8616 The Guardian Caste Guide]
|guides = N/A
}}
}}


====Playing a Sentinel====
==== General Information ====
----
 
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.
The Sentinel is a relatively fragile caste, not able to engage in direct combat due to their low durability and low damage. However, this is completely made up by 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
<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.
As its name implies, its 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.
<br><br>
 
====Sentinel Evolution and Upgrades====
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 are dependent on its local [[Drone]] for massive melting projects.
----
 
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.
====Playing as a Sentinel ====
<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.
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.
<br><br>
 
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.
 
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.
 
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.
 
====Sentinel Tactics====
====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'''
* 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
* 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.
* Sentinels can be used as ''"Plasma Batteries"'' for castes that consume a lot of plasma fast like the [[Queen]] or the [[Drone]]. You regenerate your plasma extremely quickly, have massive reserves and have little use for it outside of combat, what's not to like ?
* 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.
* 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, a SADAR Specialist suddenly appearing from off-screen, launcher up on the shoulder, a SMG Marine rushing in. A single spit can make or break it, and turn their rush into a miserable failure
* 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 manly tears to be shed.
* Of course, you also are the best caste to melt flares. You can move in fast, melt in, and leave before the hail of bullets smashes 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====


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!
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.
<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.
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.
<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.
==== Further Reading ====
<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!
<br><br>
====Sentinel Tips====
----
* 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.
* 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.
<br><br>
====Sources and Reading====
----
[http://www.colonial-marines.com/viewtopic.php?f=94&t=8616 The Guardian Caste Guide]
[http://www.colonial-marines.com/viewtopic.php?f=94&t=8616 The Guardian Caste Guide]

Revision as of 12:45, 8 July 2017

XENOMORPH - TIER 1
Alien-Sentinel.png
Sentinel
Evolves From: Larva
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.
Guides: N/A


General Information

The Sentinel is a relatively fragile caste, not able to engage in direct combat due to their low durability and low damage. However, this is completely made up by 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

As its name implies, its 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 are dependent on its local Drone for massive melting projects.

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.

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.

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.

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.

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.
  • 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
  • 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.
  • Sentinels can be used as "Plasma Batteries" for castes that consume a lot of plasma fast like the Queen or the Drone. You regenerate your plasma extremely quickly, have massive reserves and have little use for it outside of combat, what's not to like ?
  • 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.
  • 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, a SADAR Specialist suddenly appearing from off-screen, launcher up on the shoulder, a SMG Marine rushing in. A single spit can make or break it, and turn their rush into a miserable failure
  • 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 manly tears to be shed.
  • Of course, you also are the best caste to melt flares. You can move in fast, melt in, and leave before the hail of bullets smashes 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

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.

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.

Further Reading

The Guardian Caste Guide