Sentry
SENTRY | |||||
---|---|---|---|---|---|
General | |||||
Class | Greater Machine | ||||
Health | 12 | ||||
Weight | Medium (Grounded) | ||||
Rank | 3 | ||||
Locational Damage | |||||
Head (2x)
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✗ | ||||
Limb (1.5x)
|
✗ | ||||
Conditional Modifiers | |||||
Flammable?
|
|||||
Airshot?
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Damage Type Modifiers | |||||
- Standard Revolvers (Head): 200% - Shotgun Parries: 150% - Standard Revolvers (Limbs): 150% | |||||
Radiance Multipliers | |||||
Health | 1.5x | ||||
Damage | 1.5x | ||||
Speed | 1.5x | ||||
Appearances | |||||
5-1, 5-2, 5-3 | |||||
Cyber Grind Data | |||||
Wave | Cost | Spawns | |||
16 | 30 + 20 | n, p |
Sentries are the sixth Machine enemy encountered in the game, first appearing in 5-1: IN THE WAKE OF POSEIDON. They are green robots with a pair of powerful legs, a large gun resembling a sniper rifle on their head, a singular pink eye, and an antenna.
Behavior
Sentries will seek to maintain a medium distance from the player, approcahing them if out of their line of sight and backing away from an approaching player. Once they have a line of sight, they will burrow into the ground.
Attacks
Hitscan Beam
Sentries will burrow their legs into the ground and begin charging the attack, indicated by a pink blinking laser aiming at the player and a high-pitched beeping noise that gets progressively faster. After a short amount of time, they will fire a hitscan shot at the player that deals 50 damage. The Sentry can be parried a few moments before the hitscan is shot, canceling the attack. The hitscan can also be reflected with a coin, in which case it will instead hit the nearest enemy and give the +CHARGEBACK style bonus.
They can also be interrupted with a precise Revolver shot at the Sentry's antenna, a Knuckleblaster punch, a Ground Slam shockwave, a shot with either the Electric or the Malicious Railcannon, an S.R.S. Cannon Cannonball, or a blast from the Impact Hammer.
Kick
If the player gets too close to a Sentry, it will deliver a powerful kick, dealing 40 damage. The kick is unparriable.
Strategy
A Sentry's effectiveness is heavily dependant on an arena's layout. Open, spacious arenas with little to no cover make Sentries a lethal threat while walls minimize the threat their hitscan beam poses. In the absence of cover, other enemies can serve to bodyblock Sentries; their hitscan attack is a 3-hit beam for 5 damage to other enemies each hit, and so three fodder enemies or a single enemy with over 10 health will be sufficient to block the attack entirely, despite the hitscan visual continuing to render beyond that.
Sentries are medium weight enemies which means that launching them into the air is a trivial task, making airshots with the Rocket Launcher the most effective way to kill a sentry. Projectile Boosts are also a highly effective way to deal damage to Sentries from a distance. The Marksman Revolver's coins are extremely valuable having both high damage and the ability to interrupt their hitscan beam. The Alternate Piercer and the Sharpshooter are both great weapons to deal heaps of damage to lone Sentries. Close range Shotgun blasts is a great way to both deal damage and heal, and parrying Sentries with a Shotgun Blast will usually leave them in the brink of death.
Difficulty Changes
Accessible
- Sentries will not kick the player if they are too close.
Brutal
- Sentries will fire twice in quick succession.
Terminal Entry
DATA:
One of the many war machines created during the Final War. Although there were attempts to find new purpose for them during the New Peace, their streamlined design made them unable to be repurposed until the start of the Hell expeditions.
Their extremely powerful legs and feet allow them to dig into the ground, making them immovable by most forces and allowing them to easily line up any shot without interruption.
Despite their size, they were built to be extremely light, which when combined with the power of their legs, allows them to move at extremely fast speeds. Such power and lightness have made their legs one of the most sought after parts by scrapheads.
Most machines will only render a simplified approximation of their visual surroundings for faster processing speed, but Sentries use full renders instead, giving them perfect accuracy even over extremely long distances.
STRATEGY:
- Due to their powerful legs, once they've dug into the ground to aim, they can no longer move.
- Once dug in, the only ways to interrupt their attack are: Shooting them with the Electric Railcannon, hitting their antenna with the Revolver, launching them with the ground slam wave or punching them with the Knuckleblaster.
- As long as they haven't dug in, their light weight makes them easy to launch and keep in the air where they are harmless.
Media
Spawn
Footstep
Dig In
Barrel Extension
Sniper Charge
Sniper Charge
Sniper Cancel, Kick Warning
Kick
Sniper Interruption
Sniper
Damage
Death
References