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I don't mind how fast level ones are made, and I don't mind the power and knockback of level threes. However, building level three sentries is just too fast. A good offensive push can always take out a sentry, but if the defense pushes it back, that sentry will be there again the very next time you push, whether you have teleporters or not. It might even be in a better spot. This is even more true when the other team has more than one engineer... level threes go up in about fifteen seconds, seriously. It's ridiculous. Three smart, dedicated engineers can close down areas easily, especially on dustbowl, where (along with 2fort) almost all ps3 games are played. It's just wrong how easy it is to reset your defense after the offense spent an uber and eight lives to take out a well-defended sentry... you shouldn't be able to resume defending fifteen seconds after the push. I don't really think it's fair to nerf engi's, since lone sentries or undefended sentries are pieces of cake and 1v1, the engineer is one of the worst classes... But I think there is a serious problem with how expendable and replaceable level three sentries are. Also: Stage 2, cap 1 of dustbowl is horribly designed. The height difference between the trench and the building up top make for some of the most dominant sentry positions in the game.
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I would somewhat agree with you there, but I don't think it's possible to fix your problem without it becoming a huge nerf to the Engie in many other situations
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3 smart dedicated engies = turtle...
but really the idea is that you have to go in with one or two ubers, break down all the sentries AND then cap the point in the same run..it wont work in waves
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Are you insane or just dumb? Any class can take out a sentry pretty easily, if anything sentries should upgrade twice as fast. No class should have to spend 15 seconds to setup. A full level sentry, if you have all the metal next to you it takes, 5 seconds to build the sentry, 8 seconds to get it to level 2, 8 seconds to get it to level 3. 21 seconds to setup is too quick? Thats just insane, it should be 10-15 seconds max solo, 10 seconds or so with help. They just need to mod the sentry a bit.
The reason they build so quick on A/D is because theres multiple engineers building, and theres no way to stop that without completely destroying solo engineers. You know how you win a/d? Kill the sentries and keep the pressure going, if you wait for uber everytime then you'll lose. They need to make engineer stronger more than anything.
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Quote: Originally Posted by Chro Are you insane or just dumb? Any class can take out a sentry pretty easily, if anything sentries should upgrade twice as fast. No class should have to spend 15 seconds to setup. A full level sentry, if you have all the metal next to you it takes, 5 seconds to build the sentry, 8 seconds to get it to level 2, 8 seconds to get it to level 3. 21 seconds to setup is too quick? Thats just insane, it should be 10-15 seconds max solo, 10 seconds or so with help. They just need to mod the sentry a bit.
Back in the Weapons factory days, chro could erect his sentry in no
time. His record to get it erect by himself was 6.79 seconds. But,
now it takes chro +20 seconds to get it erect
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LOL
ON TOPIC: IT TAKES LESS TIME TO TAKE DOWN A LEVEL 3 SENTRY THEN TO BUILD IT :|
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Call me crazy, but in pubs I always kill the dispenser.
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1) Build ubers 2) Push in with ubers with your team 3) Destroy the enemy team 4) ??? 5) Profit!
This way, the build time is irrelevant.
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How long does building an uber take at minimum? Compare that to the ~25 seconds it takes an engineer, less with multiple engineers, to build a level three sentry. I agree that it's easy to take down solo sentries. But when there are multiple classes on the ground, as well as the engineer himself, defending it, it's not plausible without an uber, and ubers take much longer to build than sentries.
3 smart dedicated engies = turtle... It seems to work fairly well on dustbowl. Turtling works in linear maps.
1) Build ubers 2) Push in with ubers with your team 3) Destroy the enemy team 4) ??? 5) Profit! Then the penalty for not fulfilling step 3 is doing this all over again? This becomes a problem when each run-through of this phase takes a solid five minutes (uber building + direct combat + travel), and the map time is 15. Also, and I know how much everyone hates when people argue on a pub game basis, pub games are never that organized. Teams are broken and attack individually, one after another, usually the only time they go in all at once is the beginning.
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Actually in weapons factory sentries set up immediately, locked on immediately, and you just needed enough ammo to upgrade them and they went up right away. Which was easy because other people on defense would drop cells, so in about 2 seconds a level 3 sentry went up. Once they locked on they wouldnt stop firing based on range, so you could run away and it would still shoot you across the map. It could also shoot through the water, unlike the sentries in this game. They also had a grenade that would pull you into it so you couldn't get away, you could also build them on walls and ceilings. Oh it also healed to full every time you went next to it. Just took the ammo needed instantly.
Sentry did a decent amount of damage, the rest of it was done by the engineer himself so they worked as a combo with both attacking at once. This is how the sentry should be, very easy to setup and provides a bit of damage while bringing order to the chaos, the rest of the damage should be done by the engineer himself. The problem in this game is that the sapper does damage (should only disable) and that the sentry is stronger than the engineer but little to no hp, let alone how long it takes to build the sentry. It forces the engineer to babysit, which is just stupid. They really need to do an entire re-vamp to the engineer class, right now its just a bad design.
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