|Scope Phantom||Scope Sentry|
|“||The Scope Sentry can be warped into combat to provide tactical reinforcements during battle by dealing Kinetic damage to enemies. These Scope Sentry are especially adept at hunting down enemy Titans.||”|
|— In-Game Description|
Stats[edit | edit source]
|Mass||3,000 t||4,100 t||5,250 t|
|Charge Time||0 s|
|Spawn Interval||5 s|
|Module XP||1,526,683 XP||2,032,014 XP||3,338,109 XP|
|Projectile Range||6,500 m|
|Firing Cycle||C: 0.0 / F: 0.0 / R: 1.0 / N: 1|
|Rear Speed||500 m/s|
|Priority Range||8,000 m|
|Force Target Range||4,000 m|
|Arms Lab Required||XI||XII||XII|
|Time||9h 00m||13h 00m||1d 0h|
General[edit | edit source]
The Scope Sentry is basically a Scope Phantom designed for bases. It functions almost the same as the ship version in combat.
It has an extremely large engagement range, allowing it to pursue enemies basically anywhere inside the combat arena.
Strategy and Setup[edit | edit source]
Advantages[edit | edit source]
The Scope Sentry has a weapon range that matches that of rangers, guaranteeing that it gets to open fire before being destroyed.
Its weapons have predictive aim, making them more accurate than the fan of missiles launched by the Blaze Sentry.
Base spawners prevent the enemy from dealing damage to your base without return fire since they can engage enemies from the start of battle no matter where the enemy ships are.
Disadvantages[edit | edit source]
Just like the ship version, it has poor DPS and health compared to the other Tier 9 sentries. Also, it has a large minimum range which can be exploited in a blitz attack.
Moreover, its AI tends to focus on enemy decoys rather than the damage dealers (the main threat) that are close to the parent module. Unlike the ship version, this behavior cannot be overridden manually.
Because of its Projectile Range, it often fails to hit the kite ship.
Trivia[edit | edit source]
- Scope Sentries resemble a mini Heretic Cruiser in appearance but have a destroyer firing arc (45 deg).
Gallery[edit | edit source]