What happens when a sentry runs out of ammo?

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They have ammo reserves than can be depleted, but I've never seen what happens when all the ammo is gone. Does it shut down like it's been sapped? Does it still track and try to fire? Anyone know? :)
 
click click click click click

And if you're the one being aimed at, consider yourself extremely lucky.

Note that if the sentry gun still has rockets, it'll still use them and basically become a sentry rocket launcher.
 
Of course that won't matter since the worst, the absolute worst thing about sentries, is the knockback.

I have the horrifying habit of jumping into Sentry fire and being flung half-way across the map.
 
Heh, just the other day on the C tower of Gravelpit an enemy soldier was blown off the top of the tower by a rocket... only to be pushed right back onto it by a sentry. They won :)
 
omg i hate the kickback so much. i mean it gets you stuck where all you can do is just die. i really wish valve would take that feature out. it wouldn't change balance much.
 
Kickback is the only thing that stops uber charges from being overpowered. They've already greatly lowered the kickback and I think it's at a fair level right now. It also stops scouts from just booking it straight past sentries.
 
It's fair. It's just annoying.
 
Uber a disguised spy (so the sentrys don't fire at the spy, the medic will be targeted though) to go in and spam-sap the hell out of a sentry nest, then get your team to blast them to hell while they are being actively disabled. The spy doesn't even need to be ubered, it just keeps him from getting spy checked to death in a heavily contested zone before he gets a chance to work his magic.

Or the famous stab n' sap maneuver works for lone sentries :)
 
Maby remove the kickback when the target is ubered, but otherwise it gives a peeling of the turrets sheer power.
also: thats sap and stab. stabbing first just means you lose your disguise and get rocket-spammed but the turret next to you. :-D
 
also: thats sap and stab. stabbing first just means you lose your disguise and get rocket-spammed but the turret next to you. :-D

Negative, I meant exactly what I said. Stab the engie and then immediately sap before you are blown to hell. That gives the engie no chance to remove the sapper, since he is already dead. It's my preferred technique for lone sentries.

Engie is behind his sentry whacking away, you cloak and disguise, get behind him (while pushing forward so you immediately run into the sentry when the engie dies), stab the engie, then quick switch to sapper and nail the sentry. You can't cloak fast enough to get away, so if you stab the engie first, you've GOT to sap or you are dead.
 
I actually tried this out last night, I had never seen the Shells or Rockets bar turn red because it was so low before intentionally getting it to run out of ammo. It just clicks really fast and spins it's barrels. It sounded different from the Heavies' out of ammo clicking sound, and was much faster.
 
LOL! I didn't realise sentries run out of ammo.

Shows how little I've played the Engineer.
 
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