Team Fortress 2

Team Fortress 2

The Artillery Sentry
stats
+75% damage
shoots explosive shells rather than bullets
level three has flamethrowers attached to top
+50% range
+25% health

+50% repair cost
-50% firing speed
Last edited by Just like a lemon; 3 Aug, 2017 @ 10:33am
< >
Showing 1-15 of 944 comments
+25% faster firing speed
-20% repair cost
Only costs 100 metal to build
-30% range
-20% building health
35% longer sentry range
Sentry shoot arcing shells instead of bullets
Sentry will fire in a way that it hits the target it locks onto
Sentry rockets will be replaced with heavy rockets that have a 35% blast radius bonus, a 15% damage bonus, and dealing afterburn on a direct hit, but will also arc down slighty, have a slower projectile speed, and will recharge in 5 seconds instead of 3
Sentry's range is limited to 60 degrees facing forward, and has a minimum range of 7m
When your sentry is killed, it will deactivate for a couple of seconds before exploding, damage everyone(I mean EVERYONE) near it

I will edit this as i get new ideas
Last edited by = Uber the Sylveon ツ =; 7 Aug, 2017 @ 4:07pm
Originally posted by =Uber the Sylveon=:
35% longer sentry range
Sentry shoot arcing shells instead of bullets
Sentry will fire in a way that it hits the target it locks onto
Sentry rockets will be replaced with heavy rockets that have a 35% blast radius bonus, a 15% damage bonus, and dealing afterburn on a direct hit, but will also arc down slighty, have a slower projectile speed, and will recharge in 5 seconds instead of 3
Sentry's range is limited to 60 degrees facing forward
When your sentry is killed, it will deactivate for a couple of seconds before exploding, damage everyone(I mean EVERYONE) near it

I will edit this as i get new ideas
so you could just place them in front of enemy spawn and repeatedly kill them with exploding sentrys?
Originally posted by Doctor Snooze:
Originally posted by =Uber the Sylveon=:
35% longer sentry range
Sentry shoot arcing shells instead of bullets
Sentry will fire in a way that it hits the target it locks onto
Sentry rockets will be replaced with heavy rockets that have a 35% blast radius bonus, a 15% damage bonus, and dealing afterburn on a direct hit, but will also arc down slighty, have a slower projectile speed, and will recharge in 5 seconds instead of 3
Sentry's range is limited to 60 degrees facing forward
When your sentry is killed, it will deactivate for a couple of seconds before exploding, damage everyone(I mean EVERYONE) near it

I will edit this as i get new ideas
so you could just place them in front of enemy spawn and repeatedly kill them with exploding sentrys?
Why would you spend metal on repeated sentry building?
Besides, there is a delay of a couple of seconds between the sentry dying and it exploding.
Last edited by = Uber the Sylveon ツ =; 2 Aug, 2017 @ 2:58pm
Level 1 sentry - slow firing, but powerful explosive shells that travel as fast as a Direct Hit rocket

Level 2 sentry - doubles firing speed and increases health, damage from shells stays the same.

Level 3 sentry - adds a rocket launcher to the top that shoots two slow-moving but incredibly powerful rockets (as opposed to the normal fast but weaker sentry rockets)
Personally, I think this sentry should be better at medium-long range and bombarding enemy positions with heavy ordinance from far away, hence becoming artillery. So, I think that this should have some sort of 'Minimum range', like you see on most artillery in video games.

I also think that this sentry should come with an entire building set, because it wouldn't make sense just to change the sentry when you equip this PDA. The other building could also be changed to function differently, like a dispenser that creates special Support Packs (like a small health and ammo pack combined) or even armor packs (that reduces damage taken until a certain amount of damage is absorbed or something like that) and maybe a springboard that teammates can jump on to launch them in a direction (and dont talk about troll potential, 'cause the tele can be used for trolling too).
Recommended use outdoors as low ceilings can render the A.S. useless.

Level One Artillary Sentry:
+15% damage bonus
+20% sentry range
-Bullets are replaced with slow, arcing explosive shells
-Costs 150 metal to build
-10% construction speed
-60% slower firing speed
-60% ammo capacity
-Turret rotation is 10% slower

Level Two Artillary Sentry:
Firing style: non-burst
+Double barrel increases damage (15% per barrel)
-Costs 175 metal to upgrade

Level Three Artillary Sentry:
=A large double barrel capable of firing 2 large, sluggish HE shells in a high arc, dealing heavy damage (firing style: Burst)
-duo barrel requires reloading time of 6 seconds
-10% damage penalty against explosion resistance

MISC: If health reaches 0, the sentry will disable for 2 seconds, then causing an explosion, damaging enemy and the sentry's owner. Red-tape recorder (sapper) bypasses this "self-destruct" sequence.
Halkyn 2 Aug, 2017 @ 4:06pm 
Originally posted by Mochi Sandvich:
+25% faster firing speed
-20% repair cost
Only costs 100 metal to build
-30% range
-20% building health
those stats are my fav
Originally posted by Halkyn:
Originally posted by Mochi Sandvich:
+25% faster firing speed
-20% repair cost
Only costs 100 metal to build
-30% range
-20% building health
those stats are my fav
But they don't make any sense. How will the shells work? Why is it cheaper?
Sirderpybanana 2 Aug, 2017 @ 4:38pm 
Originally posted by Tiresias - The Blind Lucario:
Level 1 sentry - slow firing, but powerful explosive shells that travel as fast as a Direct Hit rocket

Level 2 sentry - doubles firing speed and increases health, damage from shells stays the same.

Level 3 sentry - adds a rocket launcher to the top that shoots two slow-moving but incredibly powerful rockets (as opposed to the normal fast but weaker sentry rockets)
I WANT THAT
willeummm 2 Aug, 2017 @ 5:06pm 
why cant it be a reskin :P
draculette 2 Aug, 2017 @ 5:12pm 
Rather than having to build it with metal, have one that is on a 20 second cooldown but costs no metal, so you can build one for free, but can't build one immediatley after if your cooldown isn't over.
Brown-Dude47 2 Aug, 2017 @ 5:20pm 
Originally posted by =Uber the Sylveon=:
Personally, I think this sentry should be better at medium-long range and bombarding enemy positions with heavy ordinance from far away, hence becoming artillery. So, I think that this should have some sort of 'Minimum range', like you see on most artillery in video games.

I also think that this sentry should come with an entire building set, because it wouldn't make sense just to change the sentry when you equip this PDA. The other building could also be changed to function differently, like a dispenser that creates special Support Packs (like a small health and ammo pack combined) or even armor packs (that reduces damage taken until a certain amount of damage is absorbed or something like that) and maybe a springboard that teammates can jump on to launch them in a direction (and dont talk about troll potential, 'cause the tele can be used for trolling too).
So you think this:

(Compared to regular sentinel level 1)
Sentinel level 1:

+ 20% damage
+ 5% accuracy
+ 10% range
-35% rotation and focus on the enemy
-50% shooting speed and recharging

(I compare it with the Artillery Sentry [my version] level 1)
Sentinel Level 2:

(The same damage as level 1)
+ 5% accuracy (5 + 5 = 10)
+ 5% range (5 + 10 = 15)
-15% rotation and focus towards the enemy (35-15 = 20)
-20% shooting speed and recharge (50-20 = 30)
2 shots one after another in 1 second (increase damage per second)

(I compare it with the Artillery Sentry [my version] level 2)
+ 10% damage (10 + 20 = 30) (lower cannons)
+ 5% accuracy (5 + 10 = 15)
+ 15% range (15 + 15 = 30)
+ 5% range of missile explosion (upper cannon)
-5% rotation and focus towards the enemy (30-20 = 10)
-10% shooting speed and recharge (30-10 = 20)
-5% missile speed (upper cannon)
-5% missile damageExplosion
4 shots (lower cannons) one after another in 2 seconds (increases damage per second)
The missiles will move slightly towards the enemy once detected by the missiles (not the sentinel) at 1,5 meters

Pd: this is the first time I think stats for a workshop gun, so tell me if the stats are balanced or not
Nyoom 2 Aug, 2017 @ 5:23pm 
lvl 1 : lower range, slightly lower fire rate, increase knockback
lvl 2 : double the firing speed of a level 1 sentry, keep the lowered range
lvl 3 : keep the firing speed of lvl2, keep lowered range, now you have a mortar on top that shoot shells with slow travel time with medium/big AoE (bigger than lvl3 sentry rockets), 1.5x times range of lvl3 normal sentry and high damage.
Brown-Dude47 2 Aug, 2017 @ 5:30pm 
Originally posted by Hurricane:
lvl 1 : lower range, slightly lower fire rate, increase knockback
lvl 2 : double the firing speed of a level 1 sentry, keep the lowered range
lvl 3 : keep the firing speed of lvl2, keep lowered range, now you have a mortar on top that shoot shells with slow travel time with medium/big AoE (bigger than lvl3 sentry rockets), 1.5x times range of lvl3 normal sentry and high damage.
Are some stats somewhat vague and I weigh carefully to Make it look like army artillery (because it is)
< >
Showing 1-15 of 944 comments
Per page: 1530 50