Team Fortress 2

Team Fortress 2

The Energy Sentry (All Levels)
BornAgainBen 18 Nov, 2013 @ 8:45pm
An idea for the energy sentry stats
*No reduction in damage for either

Energy Sentry
Pros:
+Rate of fire
+Level 3 "rocket" has explosive pomson effect (penetration and depletes cloak/uber)
+Projectile speed
+Range
+Sapper immunity (still becomes disabled but takes less damage from the sapper)
Build up "Overcharge" by racking up kills/assists to unleash a spurt of critical shots
Alt. Fire to activate the full "Overcharge" to take less explosive damage and unleash a fury of critical hits

Cons:
+Build/upgrade time
+Build cost
+Warm up time (like a heavy's spinup time)
+Metal consumption (needs to be reloaded consistently since it fires faster)
-Red Tape Recorder immunity (becomes disabled and deconstructs faster)
-Health
-Carry speed
Completed "Overcharge" temporarily disables sentry

The Look:
The "bullet" would look somewhat like thinned out Righteous Bison blasts
The lvl 3 "rocket" would LOOK similar to a critical pomson shot

In MVM:
Lvl 3 "rockets" slow down robots instead of deplete cloak and uber

Stat Logic:
The stats are roughly designed so that this sentry can withstand ubercharge and large pushes while making them relatively ineffective to running scouts, pyros and demoknights
(example: not good at defending from quick rushes, but good for keeping groups away from cp's and key locations)

Mini-Energy-Sentry
Pros:
+Rate of fire
+Sapper immunity
+100% chance to slow enemy
4 seconds of crits on kill
4 seconds of minicrits on assist
On destruction stuns enemies in a short radius for max 4 seconds (not if destroyed by owner)

Cons:
+Build time
+Metal consumption
-Red Tape Recorder immunity
-Carry speed
-Health
-Knockback

In MVM:
No crits/minicrits on kill/assist

Post comments for edits, constructive criticism, and further ideas!
Last edited by BornAgainBen; 18 Nov, 2013 @ 9:03pm
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Armandojs2k 19 Nov, 2013 @ 6:33am 
ok
ReachNetwork 23 Nov, 2013 @ 11:49am 
Stats:
Mini-Sentry:
Can be healed by being whacked with a wrench, but not Rescue Ranger bolts.
+25 Metal cost to build.
-25 Health.
20% faster rotation speed then Mini-Sentry.
Fires a fast traveling team coloured laser bolt. (This can be dodged)
Being controled by the wrangler does not produce a shield.
50% resistance to Red Tape Recorder sapper.

Lv 1 Sentry:
15% faster rotation speed then lv1 sentry.
-20% fire rate.
Fires a fast traveling team coloured laser bolt.
Lasers do not cause knock back.
Upgrade to level 2 requires 50 extra metal.

Lv 2 Sentry:
-5% fire rate vs lv2 Sentry
15% faster rotation speed then lv2 sentry.
Fires fast traveling team coloured laser bolt.
Lasers do not cause knock back.
+10% damage bonus vs lv2 sentry.
Upgrade to level 3 requries 50 extra metal.

Lv 3 Sentry:
+5% fire rate vs lv3 Sentry
Rockets are replaced with a large laser emitter.
Large laser emitter fires once every 5 seconds.
Large laser passes through enemies, has 50% chance to ignite a player on fire, causes knockback.
Twin turrets do not cause knock back.
+15% faster rotation speed then lv3 sentry.
Armandojs2k 23 Nov, 2013 @ 1:17pm 
lv3
Morning Glory 25 Jan, 2014 @ 5:57am 
Right
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