|Chase Phantom||Chase Sentry|
|“||The Chase Sentry is warped into combat and deals Energy damage to enemies that increases the longer it fires.||”|
|— 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|
|Firing Cycle||C: 0.2 / F: 0.8 / R: 4.0 / N: 4|
|Overcharge Amount||+25% DPS|
|Overcharge Delay||5 s|
|Overcharge Max||+50% DPS|
|Overcharge Duration||10 s|
|Traits||Beam, Pass Through|
|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 Chase Sentry is basically a Chase 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 Chase Sentry is better than the ship version in almost every way, being more durable while dealing the same amount of damage. Their shorter maximum range enables them to stay inside the minimum range of rangers, avoiding direct return fire.
Chase Sentry can serve as excellent meat shields as they tend to fly straight towards the enemy fleet, blocking enemy projectiles that would otherwise hit your modules.
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]
The Chase Sentry only spawns one at a time, as compared to two for the Blaze Sentry. This makes it easier for the enemy to keep them under control by destroying them quickly.
Like other spawned ships, Chase Sentries are vulnerable to Switch Prime Shift's mind control.
Trivia[edit | edit source]
- Chase Sentries resemble a mini Heretic Cruiser in appearance but have a cutter firing arc (65 deg).
Gallery[edit | edit source]