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And idea I saw on Steampowered.
Custom Sentry:
The Engineer gets to customise his Sentry Gun in the loadout menu. You choose from a list of components that fit into different slots of the gun. Each upgrade costs a certain amount of metal and as the Engineer upgrades the gun it gets them one at a time (the order is also selected from the loadout menu).
Basic weapon slot (the gun the sentry starts with)
Machine gun - Same as current starting weapon
Shotgun - Slower rate of fire, more pushback
Primary weapon slots - 2
Chaingun - Same as current level 2 and 3 guns
Flak Cannon - Fires in bursts for large damage but a slow reload time and has a large spread
Flamethrower - Similar to the Pyro's but with a low enough ammo capacity
Secondary weapon slot
Rocket launcher - Same as current level 3 rocket launcher
Laser - Must charge up for a very accurate and powerful shot, the charging takes second or two and is very loud
Grenade Launcher - Slowly but steady firing grenades similar to the Demoman's but with a low ammo capacity
Augmentation slots - 1/2
Extra armour - Augments the Sentry's health (to the same level as a level 3)
Sensor array - A beeper and blinker are attached to the Sentry gun that go off when a cloaked/Uber'd/Kritz'd enemy is nearby.
Upgraded optics - Sight range of the Sentry Gun is increased
Lubricated gears - Increases the gun's rotation speed
Self destruct - When the Engineer demolishes (not if anyone else destroys it) his gun the ammunition inside is detonated, sending bullets/missiles/grenades/fire in all directions
Slot machine - Gives the Sentry a chance of getting crits
Nanobot pack - The Sentry Gun auto-repairs
Each upgrade is visible on the gun. I'm not sure whether the gun should be allowed get two different primary weapons or just two of the one type. Also the idea is that the augmentations shouldn't be stackable, eg, you shouldn't be able to get two optics upgrades for a sniper Sentry.
Custom Sentry:
The Engineer gets to customise his Sentry Gun in the loadout menu. You choose from a list of components that fit into different slots of the gun. Each upgrade costs a certain amount of metal and as the Engineer upgrades the gun it gets them one at a time (the order is also selected from the loadout menu).
Basic weapon slot (the gun the sentry starts with)
Machine gun - Same as current starting weapon
Shotgun - Slower rate of fire, more pushback
Primary weapon slots - 2
Chaingun - Same as current level 2 and 3 guns
Flak Cannon - Fires in bursts for large damage but a slow reload time and has a large spread
Flamethrower - Similar to the Pyro's but with a low enough ammo capacity
Secondary weapon slot
Rocket launcher - Same as current level 3 rocket launcher
Laser - Must charge up for a very accurate and powerful shot, the charging takes second or two and is very loud
Grenade Launcher - Slowly but steady firing grenades similar to the Demoman's but with a low ammo capacity
Augmentation slots - 1/2
Extra armour - Augments the Sentry's health (to the same level as a level 3)
Sensor array - A beeper and blinker are attached to the Sentry gun that go off when a cloaked/Uber'd/Kritz'd enemy is nearby.
Upgraded optics - Sight range of the Sentry Gun is increased
Lubricated gears - Increases the gun's rotation speed
Self destruct - When the Engineer demolishes (not if anyone else destroys it) his gun the ammunition inside is detonated, sending bullets/missiles/grenades/fire in all directions
Slot machine - Gives the Sentry a chance of getting crits
Nanobot pack - The Sentry Gun auto-repairs
Each upgrade is visible on the gun. I'm not sure whether the gun should be allowed get two different primary weapons or just two of the one type. Also the idea is that the augmentations shouldn't be stackable, eg, you shouldn't be able to get two optics upgrades for a sniper Sentry.