Team Fortress 2

Team Fortress 2

The Energy Sentry
stats?
i got nothing
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Showing 1-15 of 60 comments
BetaSword 28 Jan, 2015 @ 10:27am 
Would be nice, if the Energy-Cannon shoots similar Shots than the "Cow Mangler 5000"s Secondary-Fire.
Does not require ammo
Like BetaSword's suggestion, the Cow Mangler secondary fire as the rockets replacer
-10% Health for the SENTRY
tangentrambles 28 Jan, 2015 @ 11:44pm 
Energy damage effect should be similar to Cow Mangler or Pomson 6000. High damage, possible disintegrations, but not as fast across distances as rockets. No ammo required for the energy pulse, but the miniguns would still need to be reloaded from time to time.
Bong Cloud 13 Feb, 2015 @ 9:35pm 
and slower firing for the machine gun cause to OP xD

Originally posted by tangentrambles:
Energy damage effect should be similar to Cow Mangler or Pomson 6000. High damage, possible disintegrations, but not as fast across distances as rockets. No ammo required for the energy pulse, but the miniguns would still need to be reloaded from time to time.


Originally posted by akaHighway:
Does not require ammo
Like BetaSword's suggestion, the Cow Mangler secondary fire as the rockets replacer
-10% Health for the SENTRY


Originally posted by {XP} BetaSword GER:
Would be nice, if the Energy-Cannon shoots similar Shots than the "Cow Mangler 5000"s Secondary-Fire.
GLOCK 19 Feb, 2015 @ 4:21pm 
shots go through players, doesnt require ammo, doesnt need to reloadbut no knockback and +50% ammo consumption and +100% damage to self
GLOCK 19 Feb, 2015 @ 4:24pm 
maybe also takes uber and cloak, like the pomson?
Hunted Chicken 24 Feb, 2015 @ 4:05pm 
agree
Исповедь 24 Feb, 2015 @ 7:22pm 
Originally posted by luftwaffles2500:
maybe also takes uber and cloak, like the pomson?
Mario 30 Mar, 2015 @ 4:20pm 
I think that this should allow the level 3 sentry upgrade to increase the range instead of add the rocket launcher.
Meep 1 Apr, 2015 @ 5:02am 
I think it would heal other players and has better range than the guns
WestCoastWatcher 1 Apr, 2015 @ 2:09pm 
I like Mr. Blue's idea, increase the range limit, but have it pretty much be a level 2 sentry. Healing is a good idea, cow mangler + pomson is cool. Remember, sentry OP because it can't move.
actual trash 3 Apr, 2015 @ 10:03am 
-Loses rockets
+Fires a powerful laser
+Projectile pierces targets
+20% Faster attack speed
-20% Damage
+When projectile hits a wall has a 50% change to set nearby targets on fire
-Damage to engineer increased by 70% (If builder is hit by the projectile)
+Adds a small area in the middle of its range where it deals +75% extra damage and has a 75% change to light a target on fire
-Upon being picked up there is a 25% change to light the user on fire
+Damage increased to +10% damage when the sentry gun has a friendly uber near it
-Cannot damage hostile buildings

+Those spies dont stand a chance (Causes enemy spies to bleed upon hit and can detect hostile spies when they are bleeding aswell.)
WestCoastWatcher 4 Apr, 2015 @ 11:12pm 
What if it could detect cloaked/disguised spies? The 'radar' constantly consumes the second meter, the one that usually show how many rockets it has. when this meter is empty, it still 'sees' spies, but starts to take damage, consuming it's self. In exchange it can detect spies!
Last edited by WestCoastWatcher; 4 Apr, 2015 @ 11:15pm
Meep 5 Apr, 2015 @ 3:19am 
Originally posted by Willard:
What if it could detect cloaked/disguised spies? The 'radar' constantly consumes the second meter, the one that usually show how many rockets it has. when this meter is empty, it still 'sees' spies, but starts to take damage, consuming it's self. In exchange it can detect spies!
I think that's bit too OP
actual trash 5 Apr, 2015 @ 8:02am 
Exactly thats why I got the idea to make it only happen to bleeding or hit spies
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