Team Fortress 2

Team Fortress 2

Skirmisher (Sentry Gun)
Astute  [developer] 28 Sep, 2021 @ 4:59pm
"Skirmisher" Stat Discussion
Welcome to the discussion page for the Engineer sentry gun-replacement, the "Skirmisher". Here I will go into greater detail about the stats I came up with for this weapon. Feel free to cheer/jeer this, or add your own ideas to the pile.



Skirmisher


Level 12 Sentry Gun

Fires high velocity explosive rounds
Upgrades increase range by 100%
-40% Turning Speed
2.5 second firing delay





The original idea for this building was to design around the weaknesses of the original Sentry Gun. I wanted to pick something that would be strong on its own, but not that much more effective when complimented with a Stock Sentry Gun.

Like most unlocks, the Engineer should trade his strengths towards certain classes for effectiveness against others.

The Skirmisher is basically an inversion, trading speed and sustained damage for longer range.



Fires high velocity explosive rounds


The Skirmisher trades bullets and rockets for explosive shells. These shells deal minimal splash(similar to the Liberty Launcher), and explode on contact with a target or surface. The sentry gun fires one shell every 2.5 seconds, dealing 60 damage on direct hit. At level 2, damage is increased to 80. At level 3, damage is increased to 100. Damage is subject to falloff outside of the range of the current upgrade.

One way to visualize it would be to imagine a direct hit soldier with much faster rocket travel speed and slower fire rate.



Upgrades increase range by 100%


With each upgrade, the Skirmisher gains 100% increased range. At level 1, the Skirmisher uses the Stock sentry gun range. At level 2, range becomes 200% of Stock. At level 3, range becomes 300% Stock.



-40% Turning Speed


As mentioned above, the drawback to the Skirmisher is its significantly slower turning speed when acquiring targets. This would make the Skirmisher significantly weaker to faster classes like Scout, Pyro, Soldier's rocket jump, and Demoman's sticky jump, and general flanking tactics. It would also be easier to stab and sap for Spy, as the Skirmisher cannot turn fast enough to respond. This would make the Skirmisher more effective with long hallways or tight cones, but not large open areas where targets could approach from many angles.

2.5 second firing delay


Unlike the stock Sentry Gun, the Skirmisher fires rounds on a 2.5 second delay between shots. This makes it less oppressive to fight at longer ranges.


Wrangler


The wrangler would function just the same, except the turning speed would remain in effect. You would still get the damage resistance and range, but not snappy aiming of the wrangler's targeting.


Notes


The primary use case for the Skirmisher would be supplemental fire when attacking, discouraging long range threats like Soldiers and Snipers, and controlling tight hallways.

Due to its slow fire rate and turning speed, it is rather helpless when engaged by more than one foe.

Given the range, it can also be thrown down and forgotten, allowing the Engineer to deal damage while also not needing to baby-sit his gear as much. In the same vein as the mini-sentry, it can function as a supplemental damage dealer.

Interestingly, it provides the Engineer with a siege breaker in the event of a choke point or tightly defended zones. Engineers should have the potential to break each others stalemates, something that is not generally possible by Engineers fighting Engineers.



... and hell, maybe we can sic it on the Sniper bots.



As a disclaimer, since these stats helped influence the design of this item. There is no demand, of Valve or the TF2 Team, that they be accepted or implemented. All time limits and percent values are adjustable. I'm also well aware stats on items do not get accepted, this is merely here for community discussion.
Last edited by Astute; 30 Dec, 2022 @ 3:54pm
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Showing 16-30 of 53 comments
20% more range
50% more damage
30% more health

costs 35% more metal to build
50% less repair rate
25% slower build rate
35% less fire rate
40% slower lock on speed

Klasis101 10 Oct, 2021 @ 7:27am 
+10% More Damage
+After 10 Kills, activates Bomb Rush
+Bomb Rush, will randomly shoot grenades at a very fast speed
-If it doesnt get 3 kills, The Skirmisher will self destruct and kill the Engineer that equiped it
-30% Metal Consumption
-50% Healing From All Sources
whet thins 17 Oct, 2021 @ 10:52am 
i think it could have 40% reduced damage from enemy explosives


maybe i could blow up in a payload style fashion when destroyed, dealing tons of damage


that reader on level 3 gave me a few ideas

i it could see disguised spy's making it impossible to back stab around it ( and sapper are a no no)

and have enhanced standard range and a better wrangler shield

at the exchange of basicly cancelling out a gunslinger by

30 reused health

no crits (period)

and will always be this (no mini recon sentry)
IzzytehWolf 27 Oct, 2021 @ 10:07am 
Solid stats though I think the fire rate is a bit too slow, maybe it fires every 1.5 or 2 seconds.
ozolog1 28 Oct, 2021 @ 2:05pm 
I think It'd be the opposite of the mini sentry, and normal sentry In terms of the metal usage.
HeliosTXG 28 Oct, 2021 @ 4:39pm 
I think the stats are pretty fair as is, since the whole travel time thing will mess up a lot of shots. You'd be trading in those guaranteed hits within the range to having more damage per shot but being pretty likely to miss at those longer ranges.
Jay5577 1 Nov, 2021 @ 6:13am 
I think it costing more metal to build and restock would make sense as it fire's heavier rounds
Jay5577 1 Nov, 2021 @ 6:18am 
Also I don't think a new pda really makes sense, the gun slinger is the opposite to this so you shouldn't be able to equip them both at the same time. The fact that the wrench changes the sentry is a good idea, still no idea what a wrench for this would look like
IzzytehWolf 1 Nov, 2021 @ 10:59am 
I think in the case of the Skirmisher should be a pda so you can use other wrenches with it because it is a levelable building. That being said there should be an overide for the gunslinger being equipped with this.
SilentRedrum 1 Nov, 2021 @ 2:35pm 
so in game there is a thing where if your cosmetics would cause problems with you weapons (ex: a backpack item means you can't wear it at the same time as the pyro's jet pack) so mayhaps the skirmishers pda could hook up to a thing that puts some wires or something like that on the wrench, but it would clip and not work with the gunslinger
Flower gaming 2 Nov, 2021 @ 8:34am 
i absolutely think this should also have a slower firing speed
mostly because if it doesn't, it feels like this'd be way too op when just put at one end of a hallway
Manual_Control 6 Nov, 2021 @ 2:26am 
Hey so uh, I have an idea if you're still hearing these out. Why not make the Loadout slot for this be the Wrench slot, and then have said "wrench" actually be one of those multi-use hammers like you'd see in Battlefield 1' Support Class for example? I mean, Valve already set the terms for this with the Gunslinger, ya know?
BonzaiRob 11 Nov, 2021 @ 5:26am 
At level 3, the laser could work like the HL2 RPG, so as long as the sentry could track the target, the rocket would home in on them.
Stogie 11 Nov, 2021 @ 2:10pm 
Originally posted by BonzaiRob:
At level 3, the laser could work like the HL2 RPG, so as long as the sentry could track the target, the rocket would home in on them.

That would also make an interesting idea for a weapon!
Feya Schastlivaya 12 Nov, 2021 @ 1:34am 
Originally posted by Gentleman Potato:
Originally posted by BonzaiRob:
At level 3, the laser could work like the HL2 RPG, so as long as the sentry could track the target, the rocket would home in on them.

That would also make an interesting idea for a weapon!
well, there is a custom weapon that has this: the matador.
+ rockets are guided
+ on direct hit: increased splash radius (+45% compared to stock)
- splash damage reduced by 45%
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