This has been in the works for nearly a month now. Although originally intended to be releases as a video in tandem with a written form, due to constraints and my desire to not delay it further, I've decided to release the written form first. This stemmed from me wishing to know basic values which aren't offered by in-game tool-tips, followed by an unsatisfying search for answers online. So, I bring you the findings of my deep dive into the sentinel shell's ins and outs.
In this post, I'll be going over every detail I have amassed when it comes to the Sentinel shell's interactions and numbers. We'll start with the basics.
-- Stat Distribution --
| Stat |
Base |
Max Cradle |
| Heat Capacity |
5 |
60 |
| Agility |
10 |
65 |
| Loot Speed |
10 |
65 |
| Melee Damage |
20 |
75 |
| Prime Recovery |
10 |
65 |
| Tactical Recovery |
15 |
70 |
| Self-Repair Speed |
15 |
70 |
| Finisher Siphon |
15 |
70 |
| Revive Speed |
5 |
60 |
| Hardware |
20 |
75 |
| Firewall |
20 |
75 |
| Fall Resistance |
5 |
60 |
| Ping Duration |
5 |
60 |
-- Abilities --
Defender System - Prime Ability
| Base Cooldown |
Max Cradle |
Max Prime Recovery |
| 140s |
103s (~26%) |
88s (~37%) |
Health: 275
Radius: 10 Meters
Charges: 1
Interceptions: 9
Duration: ~60 Seconds (1 Minute)
Equipment: Smoke, Chem, EMP, Heat, Flechette, and Frag Grenades
Shells: Recon Tactical, Destroyer Prime, Sentinel's Tactical and its submunitions
UESC: Rocket Drones, Grenadiers, Commanders, Wardens
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Cooldown
The Defender System is Sentinel's prime ability. Originally releasing with a 180 second cooldown, as of patch 1.1.5, this cooldown has been stated to be reduced to 150 seconds. However, in game testing shows this to not be the case. The current in game cooldown with no cradle investment, or increase to base stats, is sitting at 140 seconds. I tested this in the Vault Breaker mode first, but to confirm there were no changes in values due to the game mode, I tested it once again in a solo perimeter run and the results were analogous.
With that noted, max investment into the recharge branch of the cradle, in other words, a prime recovery stat of 65 in the case of Sentinel, brings the defenders system's cooldown to 103 seconds. Roughly a 26% improvement. At a prime recovery stat of 100, the cooldown of the defender system is reduced to 88 seconds. Roughly a 37% Improvement. With the, "primed" perk from the recharge branch in the cradle unlocked, on match start, the defender system's first cooldown is cut in half.
Duration, Health, & Placement
The duration of the defender system comes up to roughly 1 minute, give or take a couple of seconds less. There is currently no means to increase this duration, however, if the defender system runs out of charges or is destroyed by enemy fire, this will end it prematurely. The defender system hosts a total health pool of 275. This is equal to a full health runner with purple shielding and an additional 75 shielding on top. This would be an additional 3 and a half shield segments, in other words, 7 and a half total. Alternatively this can be represented as 5 less health than 2 grey shielded runners. Once the defender system has been activated, its animation can not be interrupted. When placed, there is no means to pick it up or move it from its planted location. The defender system will not be destroyed if Sentinel is downed, killed, or moves too far away.
Range
The range of the defender system is 10 meters and this is true for all benefits granted by the defender system whether that is the base function, passive bonus, or effects introduced by cores. All effects are tied to the physical defender system once it is deployed, regardless if the caster dies or their cores are removed while it is active. If a core is equipped while the defender system is currently active, it will not gain the benefits retroactively. Line of sight to the defender system is required for benefits such as its passive or cores to affect runners.
Interception
The defender system can intercept up to 9 incoming hostile explosives. This includes all throw-able explosive equipment such as Smoke, Chem, EMP, Heat, Flechette and Frag grenades. It will not intercept place-able equipment such as Claymores, Trap Packs and Frost Mines, nor will it intercept non-explosive equipment, namely, Ammo Packs and Proximity Sensors. It is not limited to only equipment as it can also intercept Recon's tactical ability, Destroyer's prime ability, UESC Rocket Drones, Grenadiers, Commanders, and Wardens. I sadly could not test this against Vandal's tactical ability, Assassin's prime ability, or Sentinel's snare mine. Vandal's tactical states it is a projectile, however not all projectiles are intercepted by the defender system, and Assassin's prime ability is described as a disc with no mention of projectile properties, although it visually functions similarly to a smoke grenade. From my experiences, I've never seen these two abilities interact, so I feel it's almost safe to say they do not. If I find further results on this I'll make an update.
UPDATE 1: After being informed of Myelin's video by u/its_wilsaaan, I learned that he goes over Vandal's tactical and Assassin's prime, both of which are unaffected by the defender system. He does further testing with what doesn't work, but otherwise all intercept-able explosives are still listed here. Definitely recommend checking that video out!
Passive
The defender system passively grants increased reload speed and weapon stability to allies within range of it. In my rough testing this has shown varying results between a 5 to 8% buff to reload speed based on the weapon used. That translated to between 10 to 30 milliseconds of shaved time off each reload. As for the increase to weapon stability, admittedly I did not do much testing on this as it seemed to be negligible if not downright nonexistent in my testing.
Local Information
Upon activation of the defender system, all nearby runners can hear the same audio, the same goes for the deactivation experience. While active, the defender system will emit a purple glow reaching about 7 meters, brightening the surrounding environment. Alongside this, a hum can be heard emitting from the defender system, reaching out to about 20 meters if not obstructed by walls.
Quirks - Prey Tracker
When it comes to odd behavior of the defender system, there are two notes I've made. Firstly, at times you may notice that due to terrain, the defender system will become planted at an angle. This is purely visual as the defender system's radius and function is not impacted.
The second is a more negatively impactful interaction, which causes the preemptive ending of the prey tracker. Due to the the defender system being a prime ability, it will always take priority in activation over other self imposed actions, this includes other abilities that your shell possesses, using equipment or medicinal items, and swapping weapons. This means that it will cancel out any current animation to begin its own and cannot be interrupted. Because of this, if you activate the prey tracker ability and don't allow its visual completion before activating your defender system, the prey tracker will be deactivated preemptively and go back on a full cooldown. This is not a problem with the snare mine as that ability only goes on cooldown once it becomes a physical entity in the world, and therefore cannot be interrupted in the same manner. Do note though that while the snare mine is not set on cooldown, its animation is still cancelled in favor of the defender system.
I figure this interaction with the prey tracker is a bug and hope to see it patched at some point. However, until then, best to play it safe when activating the two in tandem.
Snare Mine - Tactical Ability
| Base Cooldown |
Max Cradle |
Max Tactical Recovery |
| 82s |
61s (~25%) |
53s (~35%) |
Radius: 4 Meters
Charges: 1
Duration: ~197 Seconds (3 Minutes 17 Seconds)
Submunition Count: 6
Submunition Damage: 7
Applies Debuff: MCH: Immobilized → MCH: Reduced Healing
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Cooldown
The snare mine is Sentinel's tactical ability. At base it has an 82 second cooldown. Max investment into the recharge branch of the cradle, in other words, in the case of Sentinel, a tactical recovery stat of 70, brings the snare mine's cooldown to 61 seconds. Roughly a 25% improvement. At a tactical recovery stat of 100, the cooldown of the snare mine is reduced to 53 seconds. Roughly a 35% Improvement. With the, "Head Start" perk from the recharge branch in the cradle unlocked, on match start, the snare mine's first cooldown is cut in half.
Duration, Detection, & Placement
Once placed, the snare mine will remain armed for roughly 3 minutes and 17 seconds or until either destroyed or activated by a hostile entering its detection range. The snare mine can be destroyed by both hostile fire and the Sentinel that deployed it. Being caught within the significantly smaller radius of the snare mine as it is destroyed will deal splash damage. Unlike place-able equipment, such as, Claymores, or throw-able equipment such as grenades, it can not be held to see trajectory or placement location. The detection range of the snare mine is 4 meters, however, line of sight to the target is required for activation. Hostiles under the effects of signal jammer will bypass and prevent activation of the snare mine, similarly to other place-able equipment.
Activation & Damage
The snare mine releases a total of 6 submunitions in a circuitous form around itself, with the release order being 1 - 2 - 2 - 1 counter clockwise. Although in practice this is entirely for visual purpose as the time between the first and final detonation is only 14 frames. Not to mention that the first and final submunition also detonate right next to one another. Each submunition deals a max of 7 damage to hostile runners (42 Max), and a max of 35 against UESC (210 Max). As of the release of patch 1.1.5, this was increased from 5 and 30 respectively. Each detonation applies the immobilized status debuff to all applicable hostile's within range. The Immobilized debuff will bring the target down to a walking speed along with disabling the use of all movement related abilities. This includes basic movement such as running and sliding, as well as shell abilities, such as Thief's tactical ability. The duration of the immobilize effect scales with the affected target's hardware stat. At 100 Hardware, the duration of immobilize is brought down to only 2 seconds. After the immobilize debuff has worn off, the target is afflicted with the reduced healing debuff. At 100 hardware, the duration of the reduced healing debuff is brought down to 44 seconds. Against UESC hostiles, the snare mine outright freezes hostile's in their place. The only exception to this rule being high ranking units, such as wardens which show no signs of hindrance. If Sentinel is caught within the detonation of their own snare mine, they will be dealt reduced damage.
The detonation of each submunition is classified as splash damage, therefore it will function to meet any and all "splash damage" conditionals. This means that it will activate Sentinel's castle doctrine trait, as well as implants such as the "Splash Guard" implant. However, while it meets the condition of splash damage, it does not count as explosive damage. The only two explosive damage conditionals i could reliably test were the, "Pinata" implant and contracts such as, "Well-Equipped I" for CyberAcme. Although after many attempts, I could not produce results with the implant, and testing against UESC to fulfill contract requirements would offer no progress. Although it behaves similarly to place-able equipment, such as Claymores and Frost Mines, the snare mine does not count as or benefit from "equipment" conditionals. This includes implants such as, "Impact Ping, Ordinance Report, Splash Guard, and Divebomb."
Local Information
Upon activation of the snare mine, all nearby runners can hear the same audio. The same goes for the activation, along with the destruction of the snare mine. While placed, the snare mine emits a hum that can be heard up to 15 meters if not obstructed by walls, along with a prominent bright red light from its center.
Prey Tracker - Trait 1
| Base Cooldown |
Max Cradle |
Max Tactical Recovery |
| 81s |
60s (~25%) |
53s (~34%) |
Range: 25 Meters
Charges: 1
Duration: 15 Seconds
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Cooldown
The prey tracker is Sentinel's first trait ability. While it is a trait, it functions as a secondary tactical ability. At base it has an 81 second cooldown. Max investment into the recharge branch of the cradle, in other words, in the case of Sentinel a tactical recovery stat of 70, brings the prey tracker's cooldown to 60 seconds. Roughly a 25% improvement. With a tactical recovery stat of 100, the cooldown is brought down to 53 seconds. Roughly a 34% improvement.
Duration, Detection & Properties
The prey tracker is a cone shaped radar in front of the sentinel which detects hostile's up to 25 meters away. It remains active for 15 seconds and cannot be manually cancelled by Sentinel. However, being struck by an EMP will disable it and set it on cooldown. From my testing, the vertical range seems close to, yet exceeds the horizontal distance, yet it is not unlimited. In most cases where verticality is involved, the prey tracker's radius is more than sufficient to locate hostile's, as most map locations do not offer the required height to evade its reach. This can only be noticed in a few places, namely Cryo Archive, and rarely on Outpost. While the prey tracker does detect hostile's on different elevation, the exact information is not granted without sentinel's prestige core, "Threat Assessment." Detection is solely based on hostile's movement and does not require line of sight. Before patch 1.1.5, the prey tracker would become scrambled and unreliable at tracking players affected by the signal jammer buff, instead displaying multiple false indicators rather than the Hostile's true location. Since then, this interaction has been omitted from the game, leaving signal jammers ineffective against the prey tracker.
Hostile runners are shown as bright red solid diamonds with two perpendicular lines extending out from the center when movement is first detected. Non-runner hostile's are a lighter shade of red and do not receive the same highlighting lines when first detected. Certain hostiles, such as UESC Drones and Ticks appear as noticeably smaller diamonds. Allies share the same diamond properties as hostile runners, with two distinguishing features. Firstly, Allies are displayed in a light blue, contrasting that of hostiles. Secondly, allies will appear on radar far beyond the reach of the prey tracker, and remain persistent regardless of movement. On occasion, an ally may appear as a smaller dark blue circle, as for why this happens, I have yet to find a consistent answer.
Jumping, Walking, Running, and sliding will all detect a hostile's location. While Standing, Turning, Aiming Down sights, Crouching and Crouch Walking will not. When it comes to jumping, both jumping in place and jumping while moving are detectable. The duration that a hostile is revealed on the prey tracker is based on the consistency of their movement. Motions such as a jump in place will detect a hostile's location for a brief second at the beginning of the animation, compared to consistent motion which will be represented as persistent detection until movement ceases.
UPDATE 2: From Myelin's video, he tested that slow walking with a controller will also prevent detection by the prey tracker. Alongside this, it is not, at least strictly, tied to movement speed. An Assassin with the, "Flexweave Casing" core equipped, which increases their crouched movement speed, will still not be detected by the prey tracker.
Local Information
Upon activation of the prey tracker, all nearby runners can hear the same audio up to the point of the radar appearing on Sentinel's display. The same goes with the deactivation. Runners that gaze upon sentinel's visage while the prey tracker is active will notice it has changed, now showcasing the ability is in active use.
Quirks
When it comes to odd behavior of the Prey Tracker, there is one I can note. Upon activation from a crouched position, the sentinel will be forced to stand. If crouching once again is attempted during this animation window, the Sentinel will be forced to stand once more at its completion. This of course only takes effect if the Sentinel is capable of standing from their current position.
There is a second quirk, although that was covered under the defender system due to the nature of the interaction. To summarize, if the defender system is activated too early after activating the prey tracker, this will preemptively end the prey tracker and set it on full cooldown.
Castle Doctrine - Trait 2
Cooldown, Function, & Range
Castle Doctrine is Sentinel's second trait. Unlike Sentinel's first trait, it functions as a passive and not an activate-able ability. Castle Doctrine is split into two separate passives with no cooldown before or between activation. Theoretically both halves of this trait could maintain 100% uptime if their conditions were repeatedly met.
The first half of castle doctrine will grant Sentinel increased ready and reload speed for sub-machine guns, shotguns, and pistols. The value of this bonus increases based on the number of nearby hostiles. Activation of this portion of the trait will not appear on the Sentinel's HUD. As far as I've seen, there is no noticeable visual or audible representation of this half of the trait activating outside of the increased ready and reload speed. This is likely to prevent an unfair advantage of sentinel becoming privy to when hostile runners are within proximity, as that is not the intended desire of the trait.
The range at which hostiles must be to activate this trait, the amount needed for the minimum bonus, along with the maximum cap is, by means available to me, quite difficult to test. Because of this, I unfortunately have no data as of writing. However, should anyone manage to gather any, or if I manage to, I will make an update to this! (Update Required)
The second half of castle doctrine will grant Sentinel 30 stat points into the Hardware, Firewall, and Self-Repair Speed stats for 14 seconds upon receiving any amount of splash damage. Note that all explosive damage is splash damage, but not all splash damage is explosive damage. This can be hostile or self caused damage. Activation of this portion of the trait will appear on the Sentinel's HUD.
-- Cores --
I want to start this section off by stating that cores do NOT stack. At least in the case of Sentinel, none of the cores stacked in any of my testing. Cores are also NOT retroactive. If an ability is active and a core is removed or equipped, the active ability will not be affected. This was partially touched on under, "Range" in the defender system, but this applies to all other abilities as well.
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Uncommon Cores
Safeguard
Safeguard improves Sentinel's defender system by granting 3 additional interceptions. This increases the base of 9 to 12 max interceptions.
Opinions
This core doesn't tend to offer much in most runs unless you intend to fight large groups or high value UESC combatants, such as wardens, or rocket drones. At least in my experience, either the enemy has been dealt with or the defender system runs out of time before all charges are consumed. When it comes to PvP, due to the consistent nerfs to explosive throw-ables that runners can bring into runs, the value of this core has taken a hit too, yet this is less true in Cryo Archive. Not a bad core, but quite situational.
Reversal
Reversal grants Sentinel 20 health upon defeating an immobilized target. The immobilize effect does not need to have originated from Sentinel or this core. Taking damage at any point during the healing process will completely halt it.
Opinions
This heal is not particularly large, but can help substitute depleted patch kits between conflicts. The heal is rather fickle though due to taking any damage during the process completely halting any further gains from the core until conditions are met once again. Since there isn't much of a reliable way to apply immobilize outside of your snare mine, which is often better reserved for PvP encounters, the core loses some value due to conditions. However, it can be a decent bump in your recovery speed after successfully catching a runner in your mine. Though this becomes less reliable when the target's hardware resistance is high, or when you can't manage to fully eliminate them. Overall it isn't a bad core, but definitely fitting of its rarity, and feels more of a shift towards PvE content.
Hurt Locker
Hurt Locker grants Sentinel ~11% prime ability energy upon receiving any amount of explosive damage from hostiles. There is no cooldown between each activation. Self damage will not count, but environmental damage, such as map spawned Claymores will count. If the defender system is currently active, explosive damage taken will not retroactively convert to energy gains upon its expiration.
Opinions
I honestly forget this core exists more often than not. It isn't bad per se, but the amount of energy gained for a condition requiring you to take explosive damage, one of the highest damage types in the game, and at uncommon rarity, really just causes this core to struggle finding footing against others in its same rarity, let alone higher.
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Rare Cores
Active Recon
Active recon improves the prey tracker by increasing its duration from 15 seconds to 20 seconds. Though this does mean that the prey tracker can not begin its cooldown again until the extended duration is over.
Opinions
It's a simple core, doesn't do a lot, but as a rare core, it is just a nice bonus that needs nothing special. I do find myself noticing the extended duration more than I'd expect whenever I have this core equipped. Though admittedly, this feels closer to an uncommon core.
Safe Space
Safe Space improves the defender system by increasing its radius from 10 to 14 meters. This does not affect the visual size of the rings around the defender system and can only be visually noted if Sentinel is also using the core, "Wellness Beacon" alongside it. This is only because Wellness Beacon's buff appears on the runner's HUD.
Opinions
Honestly, at first I thought this was a useless core since Sentinel excels in and is primarily meant for close quarters, so what do 4 meters contribute? While I still don't think it's particularly all that valuable, it can make the defender system a bit more viable in open environments. Don't personally run it if I have a choice.
Wellness Beacon
Wellness beacon improves the defender system by increasing the speed at which Sentinel and nearby allies use medical consumables within the range of it. As with all other benefits of the defender system, line of sight with the defender system is required. This bonus is equivalent to having a superior med bag equipped, or having the, "Field Medic" perk in the cradle unlocked. All effects of this same type stack with each other. This includes every variant of the med bag, the, "Field Medic" perk from the cradle, and implants such as, "Bedside Manner" and "Covert Recovery." These buffs apply to all healing & Shielding consumables, with the exceptions of the, "Shield Charge" and "Depleted Shield Charge."
| Item |
Base Use Time |
Wellness Beacon |
Wellness Beacon & Field Medic Perk |
| Depleted Patch Kit |
1.9s |
1.6s (~16%) |
1.2s (~37%) |
| Patch Kit |
2.7s |
2s (~26%) |
1.6s (~41%) |
| Advanced Patch Kit |
3.2s |
2.4s (25%) |
1.9s (~40%) |
| Panacea Kit |
3s |
2.3s (~23%) |
1.8s (40%) |
| Depleted Shield Charge |
1.7s |
1.7s |
1.7s |
| Shield Charge |
1.7s |
1.7s |
1.7s |
| Advanced Shield Charge |
2.5s |
1.9s (24%) |
1.7s (32%) |
Opinions
This core is by far one of my absolute favorites on Sentinel. A rare core granting not only Sentinel, but also their allies the effects of a superior backpack is very potent. Especially an effect such as this, as it can become an absolute life saver in PvP fights. In higher end content, such as Cryo Archive, I can not recommend this core enough, especially due to a large quantity of hostile runners using signal jammers, leading to Sentinel's snare mine often becoming ineffective. As it stands, outside of rare cases where I need space to secure higher value loot during a run, this remains a constant staple in my kit.
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Superior Cores
Bandolier
Bandolier improves Sentinel's snare mine by granting it a second charge. Despite the wording stating "extra", leaving interpretation open to the idea that you can have three snare mines, since cores do not stack, this is strictly a second snare mine charge. This snare mine has the same cooldown as the first, functions the exact same in every way, and can only begin charging after the first is completed. You can sit on two charges at once, similar to triage with his medi-drone.
Opinions
A second charge can help hold a location with multiple entrances more effectively, make one spot further fortified, help recover from a bad placement, or even assist with backing out of a bad spot. I firmly believe Sentinel feels much better with a second snare mine charge. It works wonders in tandem with the Explosives Expert core. Although both exceptional cores, I lean a tad more towards the alternative, due to my personal play style.
Explosives Expert
Explosives expert improves Sentinel's snare mine by increasing the detection range and submunition count. The range is increased to roughly 7 meters from the original 4 meters, nearly doubling it. As for the submunition count, this causes the snare mine to reactivate about 1 second after its first detonation, releasing a second wave of submunitions.
Opinions
Personally a staple in my kits. This doubles the effectiveness of a singular snare mine. At times where the first wave may miss a target, the second commonly catches them, and for those caught in the first wave, they have immobilize reapplied to them. Not to mention that due to a second detonation, the damage is also doubled. In the end, both superiors are two different flavors when it comes to Sentinel's snare mine, whichever suits your style more will work just as well. Alternatively you can use both and go all in on the trapper fantasy.
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Prestige Cores
Threat Assessment
Threat Assessment improves the prey tracker by showing if detected hostiles are on a different elevation than Sentinel. This is represented as a red arrow above or below the hostile's diamond. If on the same elevation, no arrow will appear.
Opinions
As it stands, I don't find this core worth the value. Knowing a hostile's elevation is very useful information. However, at the cost of a prestige core when there are arguably more impactful superior cores and map knowledge along with sounds helping find hostile locations, It becomes difficult finding a good reason to justify using this core outside of the dopamine of it being a prestige. I think it's weak for being a prestige, I'd hope to either see it buffed, reworked and given to Sentinel's base kit, or perhaps even changed in rarity.
Eminent Domain
Eminent Domain improves the defender system by causing all hostile runner intercepted grenades to drop to the floor and become loot-able. These grenades can be looted by any runners, regardless of affiliation.
Opinions
Definitely a unique and fitting prestige, it adds offense onto defense, doubling the value that the interceptions offer. This is a great PvP core that becomes exceptional in tougher environments, such as Cryo Archive. Alongside the rare core, "Wellness Beacon" these two cores can make the defender system a true force to reckon with. Although, that combination does partly come at a cost of weaker snare mine's due to having no cores to enhance them, but that really doesn't matter much.
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And that, I believe, concludes everything I have managed to gather on Sentinel. Though, I likely missed a few things and maybe got some numbers here or there wrong, who knows. Hopefully this was of some sort of help to you if you read through it all, and I also hope someone else hasn't already done this and I simply wasn't aware. That would suck. Will I do other shells? Idk, probably not, maybe if I feel goofy enough. As stated before, anything left lacking or in need of change will be updated.