A/MLS-4X Rocket Sentry
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“A powerfully automated turret, effective against armored targets. The turret will primarily aim at larger enemies.
— Ship Management Terminal
The A/MLS-4X Rocket Sentry is a defensive stratagem that fires powerful rockets in succession. After firing 16 rockets, it performs a short reload animation before it can continue to fire.
Stratagem Statistics
| General | ||
|---|---|---|
| Call-in Time | Standard | 7.75 seconds |
| Upgraded | 4.75 seconds | |
| Uses | Unlimited | |
| Cooldown | Standard | 150 seconds |
| With Morale Augmentation | 142.5 seconds | |
| With Synthetic Supplementation | 135 seconds | |
| With All Upgrades | 128.25 seconds | |
| Sentry | ||
| Ammo | Standard | 32 |
| Upgraded | 40* | |
| Turn Rate | Standard | 32 °/s |
| Upgraded | 48 °/s | |
| Health | Standard | 200 |
| Upgraded | 300 | |
*The Sentry fires two pods with 16 rockets each, only the capacity of the first one gets upgraded.
Detailed Weapon Statistics
| ROCKET SENTRY | |
|---|---|
| Cooldown | 150 s |
| Main Health | 200 |
| Main Armor | |
| Horizontal Turn Speed | 40 |
| Vertical Turn Speed | 40 |
| Lifetime | 150 sec |
| Vertical Limit | (-45.00) (90.00) |
| ROCKET SENTRY | |
| Main Health | 200 |
| Main Armor | |
| Fire Rate | 90 rpm |
| Recoil | 6.25 |
| Horizontal Recoil | 2.5 |
| Vertical Recoil | 10 |
| Spread | ↔[5.00] ↕[15.00] |
| Sway | 1 |
| Ergonomics | 65 |
| Capacity | 16 |
| *70mm STANDARD ROCKET P | Projectile |
| **70mm STANDARD ROCKET P IE | Explosion |
| 70mm STANDARD ROCKET P | |
|---|---|
| Projectile | |
| Caliber | 70 mm |
| Mass | 6 kg |
| Initial Velocity | 100 m/s |
| Drag Factor | 0% |
| Gravity Factor | 10% |
| Penetration Slowdown | 25% |
| Explosion On Impact | 70mm STANDARD ROCKET_P_IE |
| Damage | |
| Standard | |
| vs. Durable | |
| Penetration | |
| Direct | |
| Slight Angle | |
| Large Angle | |
| Extreme Angle | |
| Special Effects | |
| Demolition Force | 30 |
| Stagger Force | 35 |
| Push Force | 10 |
| 70mm STANDARD ROCKET P IE | |
|---|---|
| Area of Effect | |
| Inner Radius | 1 m |
| Outer Radius | 4 m |
| Shockwave Radius | 6 m |
| Damage | |
| Damage Element | None |
| Inner Radius | |
| Inner Durable | |
| Outer Radius | 149 - 0 |
| Outer Durable | 149 - 0 |
| Penetration | |
| Direct | |
| AoE Effect | |
| Demolition Force | 30 |
| Stagger Force | 30 |
| Push Force | 10 |
Tactical Information
- The Rocket Sentry fires
Anti-Tank I armor penetrating rockets with a low rate of fire. Due to this, its main role is to destroy heavy enemies. - The Rocket Sentry is the longest-range direct-fire sentry, with a 100m engagement distance. (Most direct-fire sentries have a range of 75m.)
- This alone makes it better for engaging ranged units than other sentries, a fact especially true when fighting the Automatons.
- It also allows for a greater range of deployment positions in general. Placing one on a high point before Helldivers move onto an objective will allow it to provide excellent covering fire with minimal chance of destruction.
- If an enemy is within 10m of the sentry, their presence can prevent the sentry from firing until cleared.
- The Rocket Sentry has preferential targeting - it prioritizes heavy enemies. Unlike other sentries, the rocket sentry is capable of changing targets even after locking onto a previous one.
- It is useful for shooting down or otherwise damaging large flying units such as Dropships, Gunships, or Dragonroaches. Effectiveness can depend on the range to its target; however, as the projectiles are slow, and can easily miss a fast-moving enemy.
- The sentry has a backblast when it fires, which will ragdoll and slightly damage Helldivers in a small cone behind it. Be mindful of this when deploying the sentry or fighting around it.
- The backblast extends up to 4m behind it.
- The Rocket Sentry has better sustained fire, but lower DPS, when compared to the A/AC-8 Autocannon Sentry.
- Due to having more total ammo, it will continue firing for much longer if kept alive. Each rocket deals more damage than a single Autocannon round, but the three-shot burst of the Autocannon Sentry means it has higher single-target DPS.
- The Rocket Sentry can strip the armor off large Terminds such as Chargers, enabling their insides to be damaged by small arms gunfire.
Known Issues
- The Shock Absorption Gel ship module only increases the ammo of the first rocket pod by 50%, leading to an overall ammo increase of only 25%.
- The Rocket Sentry's rocket pod model does not change to reflect the increased capacity from Shock Absorption Gel, which otherwise would accurately display how many rockets are loaded.
Applicable Ship Modules
The following Ship Modules affect the A/MLS-4X Rocket Sentry:
| Department | Ship Module | Effect |
|---|---|---|
| Bridge | Morale Augmentation | Reduces cooldown time for all Stratagems by 5%. |
| Engineering Bay |
Synthetic Supplementation | Reduces cooldown for Sentry, Emplacement, and Resupply stratagems by 10%. |
| Advanced Construction | Increases the health of Sentry stratagems by 50%. | |
| Robotics Workshop |
Dynamic Tracking | Removes deployment time for Sentry stratagems. |
| Shock Absorption Gel | Increases ammo for all Sentry stratagems by 50%. | |
| High-Quality Lubricant | Increases the rotation speed of Sentry stratagems. | |
| Blast Absorption | Sentries take 50% less damage from explosions. |
Media
Change History
Patch
Description
1.001.201
2024-10-29
Undocumented Changes
- Changed impact sound of the Rocket Sentry's rockets.
1.001.104
2024-10-15
Changes
- Cooldown reduced from 180 to 150 sec
- Life time reduced from 180 to 150 sec
1.001.100
2024-09-17
Changes
- Every Stratagem capable of damaging heavily armored enemies has had their damage increased to account for the increased health of heavier enemies.
- Projectile standard damage increased from 300 to 525.
- Projectile durable damage increased from 300 to 525.
1.000.402
2024-06-18
Fixes
- Sentries now have a higher destruction value so most explosions do not instantly destroy them regardless of the damage amount.
1.000.400
2024-06-13
Changes
- Decreased spread.
- Now prioritizes larger targets.
- Increased target distance from 75 meters to 100 meters.
- Decreased Rockets per salvo 2 to 1.
- Increased explosion radius from 1 meter to 4 meters.
- Decreased explosion armor penetration from
Anti-Tank I to
Medium (the explosion can no longer damage heavily armored enemies, the projectile still has enough AP to damage heavily armored targets). - Increased projectile damage from 200 to 300.
- Increased durability from 0% to 80%.
Undocumented Changes
- Projectile Large Angle Penetration increased from
Medium to
Anti-Tank I. - Projectile Stagger Force increased from 20 to 35.
- Projectile Push Force decreased from 20 to 15.
- Explosion Push Force decreased from 40 to 10.