SG Replacement Suggestion Topic

firestrike24

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Jun 25, 2009
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Okay, I was looking around at each of the different recommendations for Sgs and they all seemed to be a bit bland (more rockets, spy proof, more guns, more bullets, less armor, less build time, more build time)

Well my suggestion is based on the idea of "what would be a good tactical replacement for a normal SG? I finally arrived that a tactical shotgun was not suggested yet.

The Shotgun SG receives a single shotgun at level 1, dual shotguns at level 2, and upgrades to dual autoshotguns at level 3

Shotguns have a high amount of knockback, but have a much lower fire rate (1 volley per second), they also deal a much higher amount of damage initially.

The idea is that it acts as a powerful hitscan gun with a powerful initial shot, also capable of blowing back ubercharges.

Any other suggestions
 
I think its a good idea and im 100% on the knock back when people have uber charges because then engie's arent gonna have to keep rebuilding under fire.
 
Land Mines
Info
-Can build 3 at a time
-Cost 70 metal
-Take 5 seconds to build (~2 if wrenching)
-To the enemy team, they would look like a faint blue/red dot that is pulsating
-Cannot be placed within (x)units of each other

Detonation
-Do not explode if the engineer manually destroys them
-deal 135 damage (215 crit?)
-visible only from close range. They fade out as you get further away
-Detonate when hit by an explosive blast

Strengths
-scouts, they will be going so fast that they will be turned into gibs before they see the flashing light
-choke points
-protect other engineer's gear from spies

Weaknesses
-people with a clue
-wide open maps

While in my opinion, this would be a fun idea, I dont think valve (or the players) likes 'fire and forget' weapons like the huntsman, and land mines.

The new unlock will likely be something more skill oriented.
 
I like, reminds me of a multigunner turret with an enforcer in it in red alert 3. Sounds like a good offensive engineer sentry.
 
thats a good idea a turret and mabye only an engie can jump in and start firing it will be like a heavy that can't move ( its kinda the same since heavy is very very slooooow! )
 
An infernal machine fires 100 arrows at the same time. Wide dispersal. Slow reload.

Upgrade to Trebuchet. Fires large rocks and cows. Any hit is death. Rocks can bounce and hit others. Three bounce max.

Upgrade to throw greek fire. Fire cannot be extinguished with water.

Low tech so invulnerable to electrozapper. Very vulnerable to fire from pyros. Somewhat vulnerable to flaming arrows.

Forward to yester year!
 
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I like, reminds me of a multigunner turret with an enforcer in it in red alert 3. Sounds like a good offensive engineer sentry.

Actually, I am a writer for Gamereplays RA3, and was busy doing a proofread on an article to be released about the Multigunner turret and thought... "wouldn't the peacekeeper MGT be an awesome SG replacement?"

I'm serious lol

Nah, I actually put this on the TF2F forums a long time ago, but then the PKMGT revived my interest
 
Hmm..I actually would like a boomstick sentry gun. What's the spread of the pellets, and what's the minimum rage does the player have to be in order for the sentry to detect and fire? Same as the vanilla sentry?
 
Hmm..I actually would like a boomstick sentry gun. What's the spread of the pellets, and what's the minimum rage does the player have to be in order for the sentry to detect and fire? Same as the vanilla sentry?

I guess it would be the same as the vanilla SG (of course, the spread of the shot at that range would be pretty large so don't expect too much damage).

Alternatively, cut the range by about a third, make it capable of taking out clustered enemies.

Effectively, this becomes a chokepoint defense.
 
Land Mines

Weaknesses
-people with a clue

I lol'd

I think that the land mines would be a pretty cool idea, but Valve could potentially use an sort of automated military hardware so i guess we'll just see where they take it.

Possibly a mortar? A spread of 'demo-like-grenades' fired up into the air with more grenades every level? Slightly greater range than the current sentry gun, but weak against faster moving targets?
 
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I think it will be something along the lines of the Razorback. Making an SG uber-proof, or even uber-resistant, would greatly unbalance the game. Look at what Level 3 dispensers have done for tanking; sometimes the only sure way to drop an SG is with a demoman. However, some sort of spy-resistance tradeoff for less firepower would be welcome.

What about an SG with faster tracking but no rockets? I'm thinking something with the ability to drop a bonk-drinking scout. Trade less damage and maybe less structural health for better tracking and perhaps a slow-down effect on the target. Something to take on the smaller, lighter, faster classes yet will go down fast against a heavier class. I'm thinking along the principle of Natasha.

Upgrade to Trebuchet.

It wouldn't be Quaffer without a Trebuchet.
 
Please, no more blowing back of ubers. Pyros are powerful enough as it is.

Land Mines, yes.
 
Please, no more blowing back of ubers. Pyros are powerful enough as it is.

Land Mines, yes.

Regular SGs already blowback ubers continously.

The only difference is that the shotgun SG blows back enemies a larger amount less often (It fires once a second)
 
I have always wanted to see a SG with lasers. Not sure what advantages it would have over a regular SG, but TF2 is woefully lacking in when it comes to lasers.

I like Quaffers idea too. Kinda the opposite of my idea, but it would be fun to hurl boulders at my enemies.
 
Land Mines
Info
-Can build 3 at a time
-Cost 70 metal
-Take 5 seconds to build (~2 if wrenching)
-To the enemy team, they would look like a faint blue/red dot that is pulsating
-Cannot be placed within (x)units of each other

Detonation
-Do not explode if the engineer manually destroys them
-deal 135 damage (215 crit?)
-visible only from close range. They fade out as you get further away
-Detonate when hit by an explosive blast

Strengths
-scouts, they will be going so fast that they will be turned into gibs before they see the flashing light
-choke points
-protect other engineer's gear from spies

Weaknesses
-people with a clue
-wide open maps

While in my opinion, this would be a fun idea, I dont think valve (or the players) likes 'fire and forget' weapons like the huntsman, and land mines.

The new unlock will likely be something more skill oriented.

Well...they made the Hunstman themselves, and I think they like it.

Also, why would Scouts be vulnerable to it when they would probably be the best class for jumping over and avoiding the land mine?

Personally, I've always wanted a relatively slow-moving and relatively weak remote-controlled moving Sentry Gun that uses a Railgun instead of missiles for the third stage. That way, it's harder to intentionally do splash damage around corners, but it's possible if you're good at banking shots.
 
Okay, here are the vitalstats of the gun....

The Vital Statistics

Level 1 - Single shotgun, does 100 damage per shot at point blank, 1 shot per second, 100 DPS, 175 HP, does 60 per shotgun at maximum range.

More powerful than a regular shotgun, and more than twice as powerful as a regular sentry at point blank.

Level 2 - Dual Shotguns, each shotgun does 100 damage at point blank, 200 dps, 1 volley per second, 220 HP. Does 60 per shotgun at maximum range.
Natually, any class within point blank of this gun save a heavy is likely to be dead very quickly.

Level 3 - Dual Autoshotguns, each shotgun does 150 at point blank, 450 dps, 3 volleys every 2 seconds, 275 HP. Does 95 per shotgun at maximum range.
An autoshotgun has twice the firing rate of a regular shotgun, it is also much more powerful than a regular shotgun, at close range, it can eliminate even an overhealed heavy within a few shots.

The SG (Shotgun... Gun!)
- Strong initial knockback
The shotgun on the SG has a strong knockback effect on enemies, although it may seem like pushing enemies out of its range is a bad idea, most enemies caught in the shotgun blast generally won't survive more than two to three shots,

Nonetheless, the powerful knockback makes this sentry excellent against players who try to leap in on the gun, such as heavies who often tank regular level 3 guns

- Powerful Blast and higher health
The very high initial damage of the shotguns make it an unpalatable enemy for enemy demomen and soldiers who like to pop in and out shooting the gun to minimize damage taken, those who prefer to bounce damage off the floor will find themselves taking a longer time to destroy this gun.

- Slower firing rate
At a fire rate of a single volley each second, or three volleys in two seconds, this gun suffers from a much slwoer firing rate as compared to the dual chainguns on the standard sentry.

- "Splash" damage
The shotguns have a scatter effect, capable of damaging tightly clustered enemies.

- High initial damage
One word: Liquidate

- Damage dropoff makes it weaker at longer ranges
It's a shotgun, and as such, it suffers in not being able to do truckloads of damage at its maximum detection range. Be warned though, dual sutoshotguns firing even at their maximum detection range are more than a match for most enemies

- Shorter detection range (Two-thirds that of a normal gun)
Despite it being amazingly powerful at its maximum range, it's maximum range is still very short, being only half that of a regular sentry gun, in that, it only coevrs a quarter of the range a regular gun would.
 
I like the sound of a shotgun sentry; seems more fun to play with than a normal sentry.
 

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