Team Fortress 2

Team Fortress 2

Surprise Sentry
Chairforce 24 Jun, 2014 @ 1:17am
My take on this Thing:
Engineer Secondary:

The Body-Snatcher
Level 1 Cruel Contraption
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=223706115

[~] Fires a sentry-pod that deals damage and latches on players for 5 seconds.
[~] Rather than using ammunition, each pod costs 50 metal.

[+] When a target with a pod latched-on dies, the pod hatches into a disposable Hover-Sentry.

[-] Wearer recieves no metal from Dispensers whille he has this weapon out.



Details:
• The weapon's damage and function-times are identical to the Flaregun - only differences are that it doesn't reload itself while sheathed, and afterburn is replaced with the sentry-pod-debuff.
  • Base damage: 30 (equals 2 hits with a Pistol)
  • Reload-time: 2 seconds (non-passive)

Hover Sentry
  • Does not collide with players. People can walk right through it, friends and foes alike.
  • Cannot be hauled or Rescue Ranger'd.
  • Cannot be sapped.
  • Takes 30% increased damage from revolvers.
  • Identical to the additional disposable Minisentry from MvM in every other aspect.

• Cosmetic effects:
  • Just like arrows, pods stick on players and remain highly visible for as long as they're active. However, they shatter if they hit buildings, or the world.
  • All kills on players with pods sticking on them are gib-kills.
  • While you have one of these pods sticking on you, a 5-second countdown is displayed over your health.
  • As long as it's active, the pod periodically beeps at a slightly higher pitch than the Minisentry.

• A sentry-pod will harmlessly shatter, if
  • it reaches the end of its 5-second lifespan without hatching.
  • the player died whilst above a no-build area.
  • no-one was credited for the death - i.e. no sentries for plain suicides.
  • the user already has an active Hover-Sentry (this limit can however be expanded as MvM upgrade).


'You only get automated weaponry on my land over my dead body'
~satisfied customer