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Sweeper

Standard issue weapon for Carrier sentinel. Fires shotgun rounds.

The Sweeper is the default robotic weapon for the  Carrier Sentinel. This weapon accepts shotgun mods.

This weapon can be sold for  1,250.

Characteristics

  • This weapon deals primarily  Impact damage.
  • Innate two polarities.

Advantages over other Robotic weapons (excluding modular weapons):

  • Normal Attack (wiki attack index 1)
    • High total damage (210)
    • Above average average number of procs per shot (0.27)
    • Very high average number of crits per shot (0.6)

Disadvantages over other Robotic weapons (excluding modular weapons):

  • Normal Attack (wiki attack index 1)
    • Below average reload speed (2.30 s)
    • Below average magazine (10)
    • Low fire rate (1.00 attacks/sec)
    • Very low status chance (4.50%)
    • Low disposition (●●●○○ (1.00x))
    • Low crit multiplier (1.75x)

See WARFRAME Wiki:Stat Comparison/Percentiles for more details.

Comparisons:

Acquisition

This Sentinel weapon is automatically acquired upon obtaining  Carrier. Note that this weapon also takes up one Companion inventory slot.

Media

Patch History

Update 38.0 (2024-12-13)

  • Fixed shotgun (Sweeper) Sentinel Weapons VFX being misaligned on the Ordis Sentinel Skin.

Update 37.0 (2024-10-02)

Rebalance of Sentinel weapons

The Origin system never stops developing the most exotic and destructive weapons known to Tenno-kind, and the weapons mounted to our Sentinels are no exception. The gap between the top and the bottom has gotten wider than we would like to see, so please enjoy these changes bringing up some of the weaker weapons. Not all weapons will focus on damage, some will get new utility features instead.

  • Sweeper
    • Previously: Sentinel shotgun with short effective range. (Damage 7x6, Status 2.33%, Fire Rate 1, Magazine 10/Reload 2.3, Critical 5%/1.5x)
    • Now: Behavior unchanged but stats increased. (Damage 35x6, Status 4.5%, Fire Rate 1, Magazine 10/Reload 2.3, Critical 10%/1.8x)

Update 27.2 (2020-03-05)

Greater than 100% Status having meaning

Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.

Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.

Update 10.0 (2013-09-13)

  • Introduced.

See also