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Question: Favorite Engineer Update Idea:
Autoregen Turret - 9 (7%)
More Spray/Damage Shotgun - 4 (3.1%)
Healing a turret - 59 (46.1%)
Destroying a Sentry Damage - 1 (0.8%)
Picking up "corpses" for Nuts n Bolts - 22 (17.2%)
Sentries have Knockback - 19 (14.8%)
Autoguns Deal Damage to Owners - 12 (9.4%)
All Projectiles In Contact With Sentries - 2 (1.6%)
Total Voters: 105

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Author Topic: Engie ideas regarding sentries  (Read 10536 times)
CandleJack
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« Reply #195 on: February 21, 2010, 01:10:26 pm »

Then it would fail at shooting moving targets Drolling
It's a level one sentry, they don't do well at moving targets. Maybe we can have the bullet move a little bit faster than the revolver bullet.
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« Reply #196 on: February 21, 2010, 01:10:47 pm »

Quote/Curly bubblesheilds would become the best tool to use to approach an autogun and then wreck it in close range with King's Swords.
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Yeah so now I have an idea


« Reply #197 on: February 21, 2010, 01:13:08 pm »

Or we could make it easier to destroy an autogun as spy
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« Reply #198 on: February 21, 2010, 01:21:26 pm »

Or we could make it easier to destroy an autogun as spy
How's that then?
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« Reply #199 on: February 21, 2010, 01:32:10 pm »

Or we could make it easier to destroy an autogun as spy
How's that then?
It's hard to make a sapper because then the server has to.... wait... what if we make a sapper the S key and the sapper has 30 HP and depletes the sentry's health at 4 hp/sec
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« Reply #200 on: February 21, 2010, 01:57:20 pm »

Or we could make it easier to destroy an autogun as spy
How's that then?
It's hard to make a sapper because then the server has to.... wait... what if we make a sapper the S key and the sapper has 30 HP and depletes the sentry's health at 4 hp/sec
25 seconds to destroy an autogun? You'd best be joking
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« Reply #201 on: February 21, 2010, 02:20:11 pm »

Or we could make it easier to destroy an autogun as spy
How's that then?
It's hard to make a sapper because then the server has to.... wait... what if we make a sapper the S key and the sapper has 30 HP and depletes the sentry's health at 4 hp/sec
25 seconds to destroy an autogun? You'd best be joking
congrats on reply 200 but okay then... 10 hp per second since i think 10 seconds is how long it takes to destroy a sentry with a sapper
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« Reply #202 on: February 21, 2010, 04:33:00 pm »

Which is also like four times as long as it takes to build one
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« Reply #203 on: February 21, 2010, 08:08:37 pm »

Sorry, but I still like my idea.

Quote
The shotgun and/or sentry does more damage the farther a Constructor is from his Autogun. intel

I've seen a few maps with more than one intel. How would that work? I said autogun because it's really the only guaranteed fixed point that there is only one of on each map.

Quote
Or we could make it easier to destroy an autogun as spy

I personally enjoy the challenge of sneaking in close enough to stab an Autogun. And the Infiltrator is essentially made to take them out.
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CandleJack
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« Reply #204 on: February 22, 2010, 12:10:46 am »

Sorry, but I still like my idea.

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The shotgun and/or sentry does more damage the farther a Constructor is from his Autogun. intel

I've seen a few maps with more than one intel. How would that work? I said autogun because it's really the only guaranteed fixed point that there is only one of on each map.
what the... don't all the maps have two intel?
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« Reply #205 on: February 22, 2010, 03:42:06 pm »

Quote
what the... don't all the maps have two intel?

http://www.ganggarrison.com/forums/index.php?topic=17750.0

CTF_Trench has two for each team. I'm not too sure whether one is just a return spot or not. My point is, it's guaranteed that there will be only one Autogun per Constructor.
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« Reply #206 on: February 22, 2010, 03:44:45 pm »

Sorry, but I still like my idea.

Quote
The shotgun and/or sentry does more damage the farther a Constructor is from his Autogun. intel

I've seen a few maps with more than one intel. How would that work? I said autogun because it's really the only guaranteed fixed point that there is only one of on each map.
what the... don't all the maps have two intel?


multiple intels per team are possible, but there are some bugs. for example if you pick up both intels (the second while carrying the first) then the first won't be back at the intel base for the whole game.
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Koopa Troopinski
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« Reply #207 on: February 22, 2010, 07:39:19 pm »

Or we could make it easier to destroy an autogun as spy
How's that then?
It's hard to make a sapper because then the server has to.... wait... what if we make a sapper the S key and the sapper has 30 HP and depletes the sentry's health at 4 hp/sec
25 seconds to destroy an autogun? You'd best be joking
congrats on reply 200 but okay then... 10 hp per second since i think 10 seconds is how long it takes to destroy a sentry with a sapper

Actually, it takes six seconds for a Level 1 Sentry to be sapped to death, so it should be 16 hp/sec if that's the casse.
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Yeah so now I have an idea


« Reply #208 on: February 22, 2010, 09:07:20 pm »

nonononoononono

The Gang Garrison 2 sentry takes only like two seconds to make (I'll check actual stats later)
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« Reply #209 on: February 22, 2010, 10:30:07 pm »

Or we could make it easier to destroy an autogun as spy
How's that then?
It's hard to make a sapper because then the server has to.... wait... what if we make a sapper the S key and the sapper has 30 HP and depletes the sentry's health at 4 hp/sec
25 seconds to destroy an autogun? You'd best be joking
congrats on reply 200 but okay then... 10 hp per second since i think 10 seconds is how long it takes to destroy a sentry with a sapper

Actually, it takes six seconds for a Level 1 Sentry to be sapped to death, so it should be 16 hp/sec if that's the casse.
Ok! I will agree with you then... that's enough time to knock off a sapper but yet the spy can still take it down easily. Now then... since the sapper doesn't knock off the spy's disguise, should we just have the spy flicker blue for 2 seconds when he places the sapper?
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