Tribes: Ascend/Sentinel

From StrategyWiki, the video game walkthrough and strategy guide wiki
  • Weight Class: Light
  • Health: 800 (900 with armor upgrades)
  • Energy: 90 (100 with armor upgrades)
  • Cost: 160 Gold/7200 Experience

The Sentinel is the sniper class of Tribes: Ascend. With his sniper rifles, he can instantly hurt opponents across extreme distances. Sentinels are also good defenders, with Drop Jammers and Claymores to impede the enemy offense.

Equipment[edit]

Primary Weapons[edit]

BXT-1 Rifle[edit]

  • Scoped Damage: (Time scoped*4.92)^2+10
  • Unscoped Damage: 10
  • Clip Size: 4 (5)
  • Total Ammo: 24 (32)
  • Level 1: +8 ammo
  • Level 2: +1 clip size
  • Level 3: -20% damage falloff
  • Mastery: -30% reload time

The BXT-1 Rifle is one of the few hitscan weapons in the game. It can be very deadly in skilled hands, as it can do high damage instantly over long distances. The BXT-1 Rifle uses a charge mechanic similar to Team Fortress 2. It takes 4.5 seconds while scoped to get fully charged, and the damage dealt increases the more the shot is charged. It can potentially do 500 damage while scoped, though the damage decreases the further your target is. If fired unscoped, you'll only do a measly 10 damage. The BXT-1 Rifle charges up quicker than your other primaries, meaning it can do more high damage shots in a shorter period of time.

Phase Rifle[edit]

  • Damage: Energy*(55/9)
  • Clip Size: 4 (5)
  • Total Ammo: 24 (32)
  • Level 1: +8 ammo
  • Level 2: +1 clip size
  • Level 3: -20% damage falloff
  • Mastery: -30% reload time

The Phase Rifle operates more like the Laser Rifle from previous installments of Tribes. Its damage depends directly by how much energy you have. When you have less than 23 energy, a shot does only 125 damage, while any shot fired when you have 90 energy or more will do 510. The Phase Rifle also let's you shoot while unscoped without suffering any damage penalty, letting you defend yourself easier against enemies close to you, as well as giving you a wider field of vision and the ability to quickly fire at enemies without having to go into scope. Do note that since it draws energy from you to power up its shots, your mobility will suffer a bit.

BXT-1A Rifle[edit]

  • Scoped Damage: (Time scoped*4.92)^2+10
  • Unscoped Damage: 10
  • Clip Size: 5 (6)
  • Total Ammo: 34 (44)
  • Level 1: +8 ammo
  • Level 2: +1 clip size
  • Level 3: -20% damage falloff
  • Mastery: -30% reload time

The BXT-1A Rifle is a variant of the BXT-1 Rifle. It has a longer charge time, taking approximately 7 seconds to reach full charge, but gives you one extra bullet in your clip. Best suited for very defensive Sentinels, its longer charge time is insignificant if you spot a target from a long distance away. The extra shot can let you squeeze just a little bit more damage before having to reload.

SAP20 Sniper Rifle[edit]

  • Damage: Based on Energy
  • Clip Size: 2 (3)
  • Total Ammo: 27 (35)
  • Level 1: +8 ammo
  • Level 2: +1 clip size
  • Level 3: -20% damage falloff
  • Mastery: -30% reload time

The SAP20 Sniper Rifle uses your energy pool to instanteneously charge up its shots like the Phase Rifle. Compared to the Phase Rifle it does higher damage but uses more energy, has a smaller clip size and less ammo overall. It can do up to 575 damage but uses a maximum of 100 energy. The SAP20 is really a weapon for skilled players. If you can hit just 1 shots you can do a lot of damage, but if you miss you will use up almost all of your energy pool.

Secondary Weapons[edit]

Nova Blaster[edit]

  • Damage: 350
  • Clip Size: 12 (16)
  • Total Ammo: 82 (96)
  • Level 1: +24 ammo
  • Level 2: +4 clip size
  • Mastery: -30% reload time

The Nova Blaster fires beam projectiles that can bounce off surfaces. It's difficult to hit due to its slow projectile speed, but it does relatively high damage for a pistol. This will be your self-defense weapon when engaged in battle with an enemy. A good tip to remember is to always aim slightly below the opponent's feet. Your shots are more likely to bounce off the surface and hit the enemy rather than just miss completely.

Falcon[edit]

  • Damage: 65-48 (677-500)
  • Clip Size: 24 (28)
  • Total Ammo: 180 (256)
  • Level 1: +40 ammo
  • Level 2: +4 clip size
  • Level 3: +40 ammo
  • Mastery: -15% reload time

The Falcon is a fully automatic pistol. It has a relatively high rate of fire, and does quite a lot of damage over time. The Falcon is the preferred secondary for most Sentinels that can afford it as it is much more reliable than the Nova Blasters. The Falcon easily lets you take down airborne targets and foes that move erratically. In fact, the Falcon is popularly considered as one of the best automatic weapons in the game. If you can aim well with the Falcon, you won't have to worry too much about having to duel enemies.

Nova Blaster MX[edit]

  • Damage: 250
  • Clip Size: 20 (24)
  • Total Ammo: 128 (156)
  • Level 1: +32 ammo
  • Level 2: +4 clip size
  • Mastery: -30% reload time

The Nova Blaster MX is a variant of the Nova Blaster. It has a higher fire rate and a larger clip size, but each shot does lower damage. It's helpful if you're not very accurate with the Nova Blaster, as its higher rate of fire and clip size gives you a wider margin of error.

Accurized Shotgun[edit]

  • Damage: 8 pellets doing 70 damage each (570)
  • Clip Size: 5 (6)
  • Total Ammo: 30 (50)
  • Level 1: +10 ammo
  • Level 2: +1 clip size
  • Mastery: +10 ammo

The Accurized Shotgun deals less damage, but has a tighter spread than other shotguns, but no range bonus. This means that more pellets will hit when shooting at further targets compared to other shotguns. If you want a hitscan self-defense weapon or something that can do burst damage at close range you might consider picking this up.

Belt Items[edit]

Claymore Mines[edit]

  • Damage: 700 (420)
  • Ammo: 1 (2)
  • Level 1: +1 ammo
  • Level 2: +10% radius
  • Mastery: +20% damage vs armored targets

Claymore Mines are belt items that are placed on the ground instead of thrown. They emit two small beams in front of them, showing the direction that they cover. If an enemy walks into that direction, they will trigger the mine. Claymores can also be destroyed by enemies shooting it. Claymore Mines are a useful defensive tool, whether it is for covering yourself out in the midfield to avoid getting attacked from behind, or setting up traps on the flag stand or in the gen room, Claymores are effective at their task. They can severely weaken light classes and reveal the presence of enemies roaming around in your base.

T5 Grenade[edit]

  • Damage: 1100 (1650)
  • Ammo: 1 (2)
  • Level 1: +1 ammo
  • Level 2: +10% radius
  • Mastery: +20% damage vs armored targets

The T5 Grenade is a standard grenade that does good damage in a wide area. It is a more direct way of dealing damage than with the Claymore, since it is thrown. If you don't have any good locations to defend with claymores or change your sniping spot often, it is worth taking the T5 over your mines. It is a good source of direct explosive damage to defend yourself with, and a full damage hit will usually leave your attacker low on health.

Focused Claymore[edit]

  • Damage: 600 (360)
  • Ammo: 1 (2)
  • Level 1: +1 ammo
  • Level 2: +10% radius
  • Mastery: +20% damage vs armored targets

The Focused Claymore is a variant of the Claymore. It has a larger explosion range, but has a narrower trigger angle as well as doing lower damage. It's useful if you want to hit enemies further away or a bunch of enemies at once, though finding a good location for it can be difficult.

Motion Mine[edit]

  • Damage: 700
  • Ammo: 1 (2)
  • Level 1: +1 ammo
  • Level 2: +10% range
  • Mastery: +20% damage vs armored targets

The Motion Mine will be triggered in a 360 degree angle around it, though it's radius it not as wide as a Claymore's, if an enemy is travelling faster than 120 km/h. It's specialized for flag defense as is useless anywhere else. Since cappers usually come in to grab flags at high speeds, they're bound to trigger the mine.

Packs[edit]

Drop Jammer[edit]

  • Health: 1200
  • Carried Amount: 1
  • Maximum Deployed: 1 (2)
  • Level 1: +15% radius
  • Level 2: +15% radius
  • Mastery: +1 deployed

The Drop Jammer is a deployable version of the Raider's Jammer Pack, albeit with a larger radius. It hides you and other teammates inside its radius from being detected by radar sensors or be revealed on an enemy's HUD. It is commonly used to hide your presence from enemy players by placing one at your sniping spot, though your shots will still reveal you. Another use for the Drop Jammer is for base defense. Placing one around the flag stand or generator will reveal enemy Infiltrators as well as make your defenders harder to spot. The Drop Jammer is visible from any range if it isn't blocked by any terrain or building, so make sure to place yours so that it is hidden from enemy sight.

Energy Recharge Pack[edit]

  • Level 1: +4% energy recharge
  • Level 2: +4% energy recharge
  • Mastery: +4% energy recharge

The Eneegy Recharge increase your energy recharge rate by 6% at base level. Since you won't usually be concerned about mobility, this pack isn't used a lot, though it does helpyou change sniping spots quickly. It does synergize quite well with the Phase Rifle. The extra recharge helps you charge up high damage shots faster.

Strategy[edit]

This section is a stub. Help us expand it, and you get a cookie.