STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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Showing 31-40 of 202 entries
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Ideas for Changes/Balancing (Custom Weapons)
Originally posted by LegoFan9o5:
A problem with the Immobile Sentry is that the spin-up and defence boost are too fast to be countered by virtually any class in a medium-close 1v1 scenario. A large deploy penalty could make it less powerful and punish those who deploy as soon as anything looks bad rather than being cleaver or strategic on placement.

In it's current state, it deals good damage and has the equivalent to 600 hp (300/0.50 damage vuln). Having hp on kill makes it a weapon you would never put down, as healing from the Sanvy or the packs on the ground are substituted for "Just kill some doods for health". The defensive boost is good enough, and the "No healing" penalty is there for a reason. This weapon is in no need of further buffing, especially that which awards the equivalent of +100 hp on kill!

Besides, you can sustain yourself easily, switch to your melee and use a health pack, or the Sandvich.
^

Originally posted by ヽ(ȍДȍ)ノ | cTF2w:
I don't like the whole Immobile sentry idea altogether
If you're going to play heavy on defense, just use the brass beast.
I personally like the idea (because I think I was the one who suggested, then again there is a swarm of suggestions in the suggestion forum)



But now that I have re-read my suggestion, one of the downsides I suggested was a move-speed penalty after deploying, so I guess that'd be nice.

More stats which could be latched onto the Mobile Sentry:
+ 33% crit resistance when spun-up (crits deal around 2x damage instead of 3x, but with damage resist it becomes 1x instead of 0.5x <- normal. non-crit damage)

- 235% longer spin-up time (tl;dr 2.0 seconds spin-up time)

- 40% movespeed penalty after shooting / revving for 5 secs


NOTE: this post has been edited approximately 20 times
Showing 31-40 of 202 entries