New Sentry Ideas (Not mine)

Which Sentry would you use?

  • Regular Sentry, older is better!

    Points: 17 42.5%
  • Flame Sentry, stand still pyro FTW!

    Points: 10 25.0%
  • Mobile Sentry, great for offensive engies!

    Points: 19 47.5%
  • Self building Sentry, sounds pretty cool!

    Points: 8 20.0%

  • Total voters
    40
  • Poll closed .
Joined
Jul 26, 2008
Messages
237
Now I was looking at GameFAQs and I saw an unlockable thread... now I know most of these are pretty garbage. However I saw a pretty interesting Engineer one (as far as we know the Engineer update is next so this is somewhat relevant.)

The original poster is ProfSalvador of GameFAQs and credit goes to whoever he/she is. I just made a few minor changes (damage, etc. My changes are in bold) 'Tis a long post so be warned.

-Flame Sentry
Level 1

This sentry shoots like a flare gun that automatically hits the target (homing) It has an after burn effect of 45 damage/15 impact damage and shoots every 5 seconds. Has a slightly longer range than a regular level 1 sentry. Relatively weak until upgraded. Minicrits a target who is already on fire

Level 2

The level 2 of this sentry is much like a Pyro's flamethrower. It has a slightly longer range than the regular flame thrower and can crit on it's own. It has 50% more health than a level 2 (from 3) regular sentry.

Level 3

The final level of the flame sentry has a regular Pyro flame thrower with even longer range than the level 2 and has a compression blast much like the Pyros. It reaches out further than the pyros and does the same things (pushes ubers, reflects rockets and grenades, extinguishes fires) Good for defense.

-Mobile Sentry

Level 1

The first level of this sentry does the same damage as a regular pistol (Engineer pistol) This sentry can be moved from place to place by putting down another Sentry blueprint. The old sentry is automatically destroyed and the new sentry begins building immediately. The thing about this is, if you destroy it, you can rebuild the same level as before. Still builds in 10 seconds (7.5with the wrench) regardless of rebuild level. Can only be destroyed/rebuilt at full health. I put this in here so you couldn't have your sentry being hit, destroy it yourself and run back and have a level 3 sentry automatically.

Level 2

This does the same amount of damage as the Sniper's SMG (but shoots quicker and has no knockback). Roughly the same range as the Level 1 sentry but slightly further.

Level 3

This sentry is the same as a level 2 sentry but with a 25% faster firing speed. Has the same range as a level 3 sentry. This is good for offensive engineers that can build up their sentries in the background, run up to the frontlines and get up a level 3 sentry in 7.5 seconds. However on defense, this is much less useful than the Flame and regular sentries.

Self Building Sentry/Self Help Dispenser
Level's 1, 2 and 3.

This sentry is the same as a regular level 1 sentry and this goes for the rest of the upgrades (level 2=level 2, level 3=level 3) However, this sentry cannot be repaired/upgrade/built faster by an Engineer. This sentry does it all by itself. It upgrades from level 1-2 in 15 seconds after building and goes from 2-3 in 20 seconds after getting to level 2. It also repairs itself at a pace of 1 bar per 5 seconds (bars are the little bars in the Engineer UI) This is not a 1 bas, wait 5 seconds, 1 bar, wait 5 seconds. It is a continuous repair much like the Medigun. It can be repaired/upgraded faster if a dispenser is nearby. Level 1 dispensers will take off 2 seconds of upgrade time and make it 2 bars per 5 seconds. Level 2 dispensers will take off 3 seconds per upgrade and do 3 bars per 5seconds. And a level 3 dispenser will take 5 seconds off of upgrade time and repair 4 bars per 5 seconds. The dispenser also automatically upgrades at the same pace as the Sentry. Good for engineers who want to play in combat (situational and pretty fun sounding to me)

So guys, what do you think? I for the most part like his/her ideas. They sound pretty good and I would probably use the Mobile one because I play offensive engineer. I guess it would be alright on defense because you could rebuild in a hurry.
 
I'd somewhat agree with you there Ball, I mean Salvador didn't really put any cons in, but I'd imagine that the differences from the regular sentry (Flame sentry has no range, Mobile sentry is far weaker, Self build sentry cannot be tanked) I suppose those could technically be weaknesses.
 
I'd like the self-destruct for sentries and dispensers to be brought back. I miss killing people with engineer buildings.
 
You do realize there is no pda in the engineers loadout right ;), doubt he'll get a sentry upgrade
 
That would be totally lame! Everyone knows the main aspect of engineer is the sentry gun and dispenser, etc. For those main aspects to be left unchanged after the engineer update would be like updating a pyro but not his flamethrower, or updating a scout but not his scattergun! Although you are right, there is no pda in the loadout for engineer. I think that the weapon changes to the shotgun, wrench, and handgun will change the sentry, rather than the pda changing it.
 
Here's some for you:

Primary - The Nail Gun; one third the damage of the shotgun. Very fast reload.

Secondary - The Laser Transit; very small damage, acts as laser guidance for Soldiers rockets, lights up cloaked spies who cross its beam.

Melee - The Oil Can; no damage, slippery floor so movement halved, double damage from pyro, half the time to upgrade buildings.
 
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For a very long time the Spy only had the Revolver and the Knife in his loadout. But they ended up giving him a revolver and 2 watches.

I'm not ruling it out, valve does tricky things. Mkizzle has a good point, the weapons will probably modify the sg in some way. Just stating the obvious about his loadout.

Also, on topic I'd have to pick mobile sentrys, would make a lot of those engies actually want to go up on the front lines. Just need more of a push to do it. Pretty sure the whole pack will be aimed towards the opposite of defensive engi playstyle, the offensive engi which I might actually start playing engi for it.
 
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Sorry to say it....but I have to say that most of these are illogical ideas....Great job brainstorming whoever came up with it....but I think its a lil crazy
 
I suppose so, but so is a Sandvich that heals you and a watch that can make you invisible forever :P

Well you do have a point...but both of those have Cons to em....Sandvich makes a lot of noise and you cant move while eating.....C&D may let you stay invisible as long as you don't move....but it doesn't last quite as long as regular watch while you are moving...so there is a lot of stopping and waiting if you wanna stay invisible forever....I don't see any cons to the Sentrys that make it so it isn't an overpower...ya know????
 
^ well...the flamethrower sentry (i would'nt worry about these for spys unless you walk into one before cloaking/disguiseing) would have quite a limited range, you would have to put them around a corner then they can be easily spammed out by a soldier/demo who works with they're team.

Mobile sentry has that 7.5 seconds of build time, if the enemy team is quick in seeing it they can get it down really easily, maybe make it a solid 10 seconds for a level 3 moveing and 15 without a wrench, its also weaker then the regular sentry

self help: seriously i have to explain this one? no quick repairs so a soldier could easily do the popular "round the corner" trick on it, or you could even sap it and have a teammate help, even if the sappers taken off if its been there long enough the sentry would be REALLY weak

these sound sort of balanced too me, i like it, the engis would have to be smart with them though

why not add "easymove teleporters?" the con: they can only be upgraded to level 2 the pro: they can be packed up and moved to where they're required, would save me WORLDS of trouble
 
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Here's some for you:

Primary - The Nail Gun; one third the damage of the shotgun. Very fast reload.

Secondary - The Laser Transit; very small damage, acts as laser guidance for Soldiers rockets, lights up cloaked spies who cross its beam.

Melee - The Oil Can; no damage, slippery floor so movement halved, double damage from pyro, half the time to upgrade buildings.

I like the ideas quaffer(top of this post) but for the oil can, but it would need a recharge phase and still upgrade buildings at the incressed speed during the recharge phase.
 
I've got an Idea. The spider sentry. This would be a level 1 normal sentry on four limbs that would follow the engineer. The cons are that it will be un-upgradable, and it will move about as fast as the heavy, so the Engi will have to move slowly to have the sentry follow him.
This would be great for Combat engi's like me.
 
Carmine's Guide On How to Make a Flame Sentry:

Step 1: Build dispenser

Step 2: Upgrade to level 3

Step 3: Get Pyro to stand next to dispenser

I hope that this guide has been informative for everyone.
 

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