#minisenteries
1 messages · Page 1 of 1 (latest)
Why’s this tagged with Soldier 
Kinda want to use this to actually talk about mini sentries and how they efffect the game in live
get amngy
Cause like on paper, they don't seem too bad. Its a weaker than lv 1 than can be built quickly with a slightly tankier engineer so he can play closer to the front lines
But in practice, mini sentries are so comedically irritating
And it doesn't really feel asmuch as another engineer closer to the front lines as a diet scout that shits out auto aim damage all the time
I'm getting so amngy
This is my amngy face 
If Classic ever did call back the Minis, they could just tweak the numbers like they did with the Jump pads that were just as spammy.
IF Being the key word here
Minisentries dont really add much to the game imo
Like, its fun to shoot people
But also a level 1 does just as good of a job
If not better
While also being less annoying
Im sure they've made attempts. Engi is very turtly right now, and battle engi is one of those iconic styles of play like huntsmen where its hard to say you're classic without an equivalent
I guess I'm just wondering why is it so annoying specifically
Compared to a lv 1
Smol and easy to destroy
if it was easy to destroy itd make it less annoying
Scout Repellent 
I mean, you could probably make a minisentry slower than it is in live but still faster than a level 1
Would it? With a level 1 you have to actually fight it. With a minisentry you just instantly destroy it. It feels like a waste of your time to me
Or potentially just start with the level one stats and work back from there.
Can you explain a little more, not really sure what you mean by that
How does it feel like a waste of time to destroy something dealing damage to you
No
when will we get the megasentry
When they add the Megabastard into the game 
i can for sure say the minisentry is fine with a few tweaks
better than any incarnation of a megasentry or sentry alternative that ive seen
It's like mines imo
Low effort and spammy, the effort required to build them is much lower than the effort required to destroy them since they, even if only for a moment, require your attention
Maybe thats just me
Its effectiveness would definitely be minimized without weapons like the wrangler or frontier justice in the weapon pool
that's true
Oh, I gotcha. "Whats the point of destroying them if they're going to instantly be back up"
- the fact that they're harder to disarm than arm like mines
Exactly. Same reason I disliked jump pads on release and why I dislike the mine layer
I do agree with that, but I genuinely don't think the general concept of 'engineer can build faster in more aggressive position' isn't a fundamentally bad concept. Nothing like a no rev heavy
There are many times where I want to make a dispenser or sentry closer to my team, but just can't because even with boosted it's too slow and takes too much damage to really be of worth.
It's not bad and doesn't throw fundamentals of his class out the window, but just hard to do in a good way. I know for a fact the devs have been toying with that idea for years now, Trotim even showed off a scrapped wrench concept
Ooo where?
Faster building but no upgrading was the gist of it
Oh
Oh ages ago, I'm sure you could dig through and find it somewhere
Any reason on why it was scrapped?
This might be an put there idea, but what if these hypothetical 'mini-buildings' gave their low set up cost and speed and traded it for more maintenance?
Ew, The Gaj.
I know Trotim gave one but I can't remember for the life of me what it was
Like, a dispenser that, instead of filling up an engie's ammo, needs to be filled by the engie constantly but provides decent team healing and ammo (+something to make it more resilient in the front lines)
Or a sentry that has a lower ammo capacity and can actually theoretically runout of ammo
If I had to take a wild guess, it's that none of the iterations tested provided very interesting gameplay in comparison to stock. I'm sure that they're trying other, much different ideas though, especially if they felt like it was okay to share that publicly
Its a frankly vestigal mechanic in stock engie that could work as an interesting balancing weight i guess
I think sentries being able to run out of ammo is a net positive even if it doesnt happen often
Well yeah I'm saying that maybe a more offensive engineer ability could make that more of a downside in order to keep the engi close to his buildings spending metal like how he does when upgrading and turtling stock
Low set up, but costlier in metal in the long run compared to stock with a high set up, but cheaper in the long run
How so?
Incentivizes more active maintenance even in a beneficial position. Plus it means someone trapped won't be trapped indefinitely.
I think if you wanted to nerf engi, that would be the way to do it, but I also don't think he needs that right now lmao
I just never thought of that as a positive balancing factor to sentries, since A. The Engi can always replenish at the same time he fixes it or B. It will probably go down before running out of bullets.
True, but I'd rather have a limiting factor that almost never comes into play than no limiting factor at all
Fair, I’m not saying it having infinite Ammo would be a good thing, but just like most weapons, you rarely run out before being dead.
Not like he needs it anyways, I Moreso brought the trait up to see if encouraging that matienence the ammo counter is suppose to create would be healthy for a hypothetical minibuilding