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  • 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

Primary Weapons

BXT-1 Rifle

  • 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

  • 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

  • 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.

Secondary Weapons

Nova Blaster

  • 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

Nova Blaster MX

Belt Items

Claymore Mines

T5 Grenade

Focused Claymore

Packs

Drop Jammer

Energy Recharge Pack

Strategy