Sentry gun level 4 ideas
General Discussion➕ New Thread↩ Reply to Thread🔎 Search
PosterMessage
What if an HWGuy was equipped with a special wrench, which has only one function. When he hits a friendly SG gun it becomes upgraded to a level4 and the HWGuy's health is now linked to this sentry. Either he can continue upgrading more SG guns by repeating this process or that upgrade is limited to one gun at any single point in time.

Possible level4 Sentry gun mechanics:

This gun outputs the same damage as a level 3 but now has extra health which is the HWGuy. Any damage a level4 SG receives is mirrored onto that HWGuy first before consuming a level3's amount of normal damage afterwards, finally resulting in the death of the sentry gun. So the level4 sentry is quite tough, but a bonus is if you kill it you've also killed an HWGuy in the process regardless of where on the map he is. The moment the HWGuy dies OR enters any resupply the link has ended and that sentry gun immediately reverts to a level3. A Medic and/or engineer working together as a team keeping their HWGuy alive could greatly strengthen a single sentry guns potential by a huge amount.

So if two grenades went off ontop of the level4 SG, the hwguy's health & armor would be low however the SG would still be at 100% health. The moment the HWGuy dies or enters a resupply is the moment the SG becomes a level3 where the 100% health has the potential to go lower. Pipes, EMP, MIRVs among others exploding at the lvl4 SG have the potential to instantly kill that SG + HWGuy at the same time.
Or give everybody the magic wrench capable of linking their own personal health to the SG.

Engineers likely wouldn't want to link themselves because hiding behind the SG wrenching it like normal can extend its life during an attack at no risk to their own health.

Having five level4 SG guns might be too much. With the strict limit of 2 HWGuys, having only two superguns at max sounds better.

If this idea with the HWguy is still too overpowered, limit the HWGuy's health to 100 so that he cannot be overhealed by a medic. Or require the HWGuy remain in the basement to maintain the level4 link.
I prefer the level four SG ditch rockets and machine gun in favor of lasers and extended range.

Also, it should require twice the amount of ammo/metal a player could carry, so you have to go to respawn to reup and hit it again.

I prefer the level four SG ditch rockets and machine gun in favor of lasers and extended range.

Also, it should require twice the amount of ammo/metal a player could carry, so you have to go to respawn to reup and hit it again.

What about an instant target lockon firing 4x faster, however it would be out of bullets & rockets after nearly every kill requiring constant supervision from an engineer. You have to have some type of trade off & not just a massively stronger unit with no downside. Could explore the half-life campaign weapons assuming code could be modified to allow a sentry gun access to such stronger weapons.
What about passive class specific bonuses? Give every class access to a crowbar for simplicity. When any class hits a friendly lvl3 SG, it becomes a lvl4 SG taking on a minor passive bonus specific to your class, limit to ONE sentry gun at a time on your team.

So if a medic swings his new crowbar hitting the SG just once, it becomes a medic infused lvl4 SG granting passive sentry gun health over time. Like healing 4% every 2 to 4 seconds or just copy the medics actual self healing passive but on the SG gun. Pyro hits the SG gun with his crowbar and the secondary rockets the SG gun fires become pyro rockets with a damage over time effect. Scout hits the SG gun and Ralphy impolitely asks why the hell you're on defense as a scout! Spy hits the SG gun and the passive sound the SG gun typically creates giving away its position disappears making it absolutely silent.

To limit the overpowered nature of this, only one SG can be level 4 per team. So a level 4 ontop of the flag downgrades into a level 3 immediately if somebody else upgrades a different SG at bottom of spiral for instance. Don't want five upgraded super sentries upsetting the balance too much.
What about an instant target lockon firing 4x faster, however it would be out of bullets & rockets after nearly every kill requiring constant supervision from an engineer


Okay, we can live with that, however I DO want the level four sentry gun to have an aiming laser like sniper does. I also think it needs to have extended range, but I like the tradeoff of it needing constant ammo refill.
https://media.giphy.com/media/s239QJIh56sRW/giphy.gif
Perhaps if a demoman hit a sentry gun once, the bonus would be passive ammo regeneration for that SG. Not sure what a hwguy or a few other classes passive abilities would be for a sentry gun. My favorite being the spy one for dead silence. If the lockon tracking sound was muted too it would be scary!

What about s SG firing four sets of nailguns at the enemy at the same time? It's a slow moving projectile however strong enough to kill any stationary class within 1-3 seconds. This is a third set of weapons beyond the machinegun & rockets only useable when at level 4. While the range is doubled with this quad nailgun weapon only. If you want to outrange a super SG with rockets & nails of your own that's fine, but be ready to zigzag dodge the massive nailstorm heading your way.

Ammo is going to run out very quickly with 150x4=600 nails being fired within 6 seconds. Needs multiple engineering trips to refill 600 nails.

Hehe

End of Thread
RefreshNext Unread
If you wish to reply to this thread, please log in