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Ooh it could have a gunslinger effect so engies can sentry jump more with it
+60% detection range
+15% damage
*Damage ramps up the further the enemy is from the sentry.
-20% firing speed (to compensate damage and make the wrangler not completely override)
-No rockets
-One gun barrel
-Can only turn 180°
I did not mention it in the stats above, because I felt the situation would be rare and the application not particularly useful.
It would be similar in concept to reflecting the sentry rockets, the only difference being the projectile would be traveling so fast(think direct hit speed x2) that the timing window would be fairly tiny. It would likely come down to luck more than skill to return a shell.
Given the amount of damage you're blocking/dealing back versus the timing, it would not be cost-effective to attempt focusing a Skirmisher with the intent to return its shells.
The more likely scenario is you'll be trying to airblast something else, and a shell miraculously comes your way mid-blast and gets reflected elsewhere.
(shared stats between levels)
+ range increased by 150%
+ fire guided shells [shell will go where the sentry aim]
• each shell will deal 100 dmg + splash
[minis deal only 65 dmg + splash]
- can have only 1 shell fired at a time
[fire shell, wait for impact, repeat]
- reduced turn rate by 25%
Mini:
shell speed: 1540 H.U. (same as Soldier's liberty launcher)
Level one:
Shell speed: 1100 H.U. (same as Soldier's rocket launcher)
Level two:
Shell speed: 2000 H.U. (same as Pyro's Flare gun)
Level three:
Shell speed: 3000 H.U. (same as..scout's baseball)
It's anyone's guess as to whether or not it should be a fast or slow build. I suppose it just comes down to how much of a threat it is once it's balanced for play. If it's very strong, then a long build time would be warranted. If it's weak, then a fast build time, etc.
I'm aware that both of these propositions probably suck, but it's something I came up with.
Would it have its own Wrench like the Gunslinger + Mini-Sentry or would it be a new PDA?
They probably had several reasons for tying the mini-sentry to the gunslinger at the time. It was most likely for ease of development. No new loadout slots, no new inventory item types, no tricky code to select stock over mini, no need to balance all the wrenches against the mini-sentry, etc.
However, if you dig deeper into the idea of a new building, the problem becomes quite a bit more complicated.
Say we add a third sentry:
We could use the PDA slot. However, what happens when we use a third sentry pda with a gunslinger? Do we get a mini or the third sentry? PDA also uses the pip-boy skin, which means you can't use pip-boy with third sentry, but you can with mini. You can also use any wrench with the third sentry because it is tied to pda, but not with the gunslinger. This whole situation is very confusing.
We could use a melee Now you have 1 wrench that gives mini, another that gives third, and the rest give stock. The mini-sentry was the exception before, but now we have multiple wrenches changing out our sentries. Again, it starts to get a bit confusing on a class that has to do a lot of thinking already.
We could add an additional slot for switching sentries. However, we have to make a stock sentry gun item and give it to all players. We also have to untie the mini from the gunslinger and make it its own item... which we then have give to all players who have gunslingers? Wait, do we give it to players who have gunslingers, or players who have the Engineer achievements for the gunslinger? How will f2p players get the mini if it has no achievements associated with it? Do they get it via random drop? Would have to go premium to gain access to a mini? Do we just bite the bullet and give everyone minis?
Semi-related, but what happens if we add a dispenser or teleporter? Are they tied to melee? to pda? to primary or secondaries? We'd have to commit to some kind of consistency in how the building replacement system works, or we might otherwise end up with Engineers sporting two dispensers and no sentry gun. If the third sentry gun is tied to a melee or pda, we now have two sentry guns tied to melees that we have to untangle instead of one.
Engineer buildings in general are very powerful and could change the game in a huge way However, if they are tied to a melee or pda, or even an item in general, you'll have to purchase them off the store or pray you get a drop to gain access to them. Are these items pay to win? Are some players locked out of a potentially powerful sidegrade without paying or praying? I'm not saying its bad or wrong, but it's something to think about.
So many questions...
Of course, this is probably way more than you wanted, but as I said, it's fascinating to think about. If they were to add a third sentry, I'd vote for a new set of slots and ditch the whole melee/pda stuff. Maybe three new slots to the left of the regular weapons. Pull the gunslinger band-aid and move on.
The short answer: I'd just make a new loadout slot for it.