Team Fortress 2

Team Fortress 2

The Energy Sentry (All Levels)
Davai Lama 14 Jul, 2013 @ 9:14pm
Stat Ideas
I got an idea for the energy sentry stats:it would cool if the bullet shots were like the Machina from the Sniper with a little less power, and the "missiles" were like the charged attack of the Cow Mangler 5000, except, instead of disabling buildings, it would lit the enemies on fire. Just an idea to start this topic discussion that I thought it would be interesting. Let the ideas flow, maggots!
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Showing 1-15 of 91 comments
Mr. Alien 29 Jul, 2013 @ 2:10pm 
cool
THE ROWAN 2 Aug, 2013 @ 5:51am 
Hmmm... i was thinking something like:
-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.
Mellcor 3 Aug, 2013 @ 3:25am 
my idea was that it fired a constant beam of energy that damaged enemys similar to that of a flame thrower except the longer it shoots at one target the more damaged it dose scaleing off an exponential curve starting off at -25% damage but then escalateing up to +50% damage over lets say 10 seconds, so that mean if its shooting some1 and then that target goes out of range or behind cover, the damage goes back down to -25%, and i was thinking the missles could drain uber & cloak is the same way the pomson dose
Last edited by Mellcor; 27 Jan, 2014 @ 9:16pm
Dreg 14 Aug, 2013 @ 4:24pm 
the wires and such could mean that it is powered by a battery of somesort. so instead of seperate ammo pools for missiles and bullets there is one for power. maybe a slower rate of fire also since the original sentry has machine guns while this one has only one hole to shoot out of for each side.

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
Orbis 25 Aug, 2013 @ 5:49am 
Its gatling guns shoot 2 Pomson rays every second each, and its missile launcher shoots one charged Mangler rocket every 3 seconds.
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.
Last edited by Orbis; 25 Aug, 2013 @ 5:53am
Polyergus 26 Aug, 2013 @ 8:30pm 
Considering there is a minisentry I think it would be best if it was a PDA slot item.
Last edited by Polyergus; 27 Aug, 2013 @ 2:02pm
engineer gaming 13 Sep, 2013 @ 3:56am 
Positive
+25% Range
Negative
+25% Build Time
Last edited by engineer gaming; 28 Jan, 2014 @ 12:49am
I got one:
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
Last edited by LET GOD SORT EM OUT; 22 Sep, 2013 @ 2:41am
applo 28 Sep, 2013 @ 8:15am 
+25% Damage
+This Sentry Shots Laser no Projectiles [Level 3 or 2]
+Laser Penetrates Enemy Target
-30% Healt
-Cannot be picked up
Otis 4 Oct, 2013 @ 5:50pm 
+ no ammo needed
+ crits instead of minicrits
+ 10% faster building
+ projectiles cannot be reflected
- 20% health
- 80% damage against constructions
Ven 7 Nov, 2013 @ 6:44pm 
Have the stats be a sentri version of pompson
Flemps 25 Jan, 2014 @ 11:24pm 
+ No ammo needed
+ 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
Kitpack 27 Jan, 2014 @ 12:51pm 
If you add damage to this then it will be broken as the normal Sentry dose a lot of damage on its own that’s why it's big, it's tough and it hurts a lot so people try and kill it but making it stronger people will fine it even harder to kill that normal making it broken to use, or worthless if taking damage away.
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...
Last edited by Kitpack; 27 Jan, 2014 @ 12:57pm
Mellcor 27 Jan, 2014 @ 9:14pm 
^
Mellcor 27 Jan, 2014 @ 9:17pm 
what about if it only has a 90 degree fireing arc deals alot of damage fast but also has ver low hp
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