Arhurt said:
Armored mannable sentry: A sentry immune to sapping and already lvl 3, with thick armor from the front. It must be manned, as in someone must stand behind it and aim with it (also very likely to be backstabbed).
I've always thought about this, though you would still need to upgrade it in my idea, it would be susceptable to attack whilst you upgrade it as it is unable to defend itself. The only draw back would be that how would the engineer heal the sg whilst under attack? Would the dispenser heal it if near by? A gradual hp regeneration seemed logical but then it wouldn't be strong enough to withstand an assualt on it.
I've liked this idea because then the sg has the ability (due to the player manning the turret) to anticipate and counter assaults on it from corners etc.
I suppose one way to resolve this would be be for it to take significantly less damage from the front, say 50% less. A player is susceptable to backstabbing whilst mounted and the sg has extremely limited turning speed. Enough to keep up with players attempting to flank it after a frontal assault, but not enough that he can wip it around and defend his backside from a deliberate flanking manouver.
Zappers disable it but also deal damage 50% less. To allow neighbouring engineers time to help bring the sg back. Whilst this sounds overpowered the gun is technically out of action untill its owner returns, making it incredibly vulnerable to assault.
The armour might also only be activated whilst manned, so it is easy to take out whilst being built or user out of action.
Pro's: Anticipation of enemy anti sg tactics, choice of multiple targets by user, strong frontal defences.
Con's: More susceptable to attack whilst unmanned, more susceptable to flanking manouvers due to slow turn speed.
The player weighs up it's weakness whilst being built, as well as attacks from behind and inability for sg to defend itself. With human intelligence applied to the moment. The gun is quite a strong static defence when it gets to it's final state, but is just as easy to take out if the enemy team plays their cards right.
Only engineers should be able to man these. (don't want to have other players neglecting their roles) they would sit in it like an anti air emplacement.
Theoretically there is no maximum range as the player has natural site.
Secondly. I want the engineers railgun back. It was great for bouncing around snipers with it's pin point accuracy. Alternatively, the pistol could send out a shock round with a small area of effect around the shot that detonates projectiles in mid flight, effectively negating rockets and grenades. I'm not sure whether it is worth doing return damage like the pyro's airblast as this may overpower the engineer.