Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
-25% Health
+25% Damage
-50% Firing Speed
-75% Projectile Speed
+Projectiles set enemies in the area on fire.
So it shoots slower and the laser rockets travel slower but it deals more damage and the rockets/cow mangler lasers set enemies on fire.
Stats for lvl1-3 sentries
-less firerate
-less knockback
-more metal to upgrade
+more damage
+less metal required to refill ammo
+less metal to build
for minisentries it would be more like non-charged cow mangler shots so it turns into a little knockback machine. this would mean that you could DODGE the projectile fired from it, but if you get hit, it would be annoying. Keeping the minisentry still the way it was originally built to do.
Stats for mini sentry
-less firerate
-more metal to build OR refill ammo (couldn't decide, maybe both even)
+more knockback
+more damage
+splash damage
It automatically destroys one Sapper, then has to wait a minute to do it again.
When it is destroyed, it releases its reserved power in an electrical surge, dealing damage equivalent to 5 Pomson rays (including the uber and cloak damage) to all players (including allies) in range.
+25% Range
Negative
+25% Build Time
Lvl 1 sentry shoots faster but got less ammo (it got a giant hole)
Lvl 2 sentry Turns around faster but have limited damage
Lvl 3 sentry detect cloaked spies (it got a radar) but have limited firepower and overheats after 5 seconds of shooting. (The wires make it look a little broken, so that would make sense)
The minisentry should just look badass :P
+This Sentry Shots Laser no Projectiles [Level 3 or 2]
+Laser Penetrates Enemy Target
-30% Healt
-Cannot be picked up
+ crits instead of minicrits
+ 10% faster building
+ projectiles cannot be reflected
- 20% health
- 80% damage against constructions
+ Slowly heals over time (heals only while not firing)
- requires 50% extra metal to repair
- 35% longer cool down after being disabled (meaning it's down longer after a charged cow mangler shot, or being sapped by a spy)
- 60% less bullet knockback
# Fires smaller pomson looking beams instead of bullets, they travel at manmelter speeds.
# The replacement for the rocket is a charged, cow mangler shot, it travels slower and has a small charge, but minicrits on hit, and lights the targets on fire
If you add build time it will be almost useless end game and no one will use it, but if you take away build time then what is point in the mini Sentry?
Also try not to add random stats like "it hurts you and your team when sapped by spies" that would leave far too much room for griffing and having it "detect cloaked spies" that would be broken and plus this would stop spies from being useful and make them even more worthless than a bad sniper...