Okay, I was looking around at each of the different recommendations for
Sgs and they all seemed to be a bit bland (more rockets, spy proof,
more guns, more bullets, less armor, less build time, more build time, portable, explosive, sniper sentry, ambush sentry)
Developing the Idea
Well
my suggestion is based on the idea of "what would be a good tactical
replacement for a normal SG? I finally arrived that a sentry specialized to defending CQC and chokey areas was not suggested yet (aside from the stupid flamethrower sentry)
The Shotgun SG receives a single shotgun at level 1, dual shotguns at level 2, and upgrades to dual autoshotguns at level 3. Shotguns
have a high amount of knockback, but have a much lower fire rate (1
volley per second), they also deal a much higher amount of damage
initially.
The idea is that it acts as a powerful hitscan gun with a powerful initial shot, also capable of blowing back ubercharges. Note
that although it possesses more knockback per shot, the overall
knockback effect is only slightly more than that of the regular SG
since it fires slower.
Lastly, it has more health than a regular SG to suit its CQC niche.
The Vital Statistics
Level
1, 100 HP - Single shotgun, does 100 damage per shot at point blank, 1 shot per
second, does 50 per shotgun at maximum range (50 DPS at max range)
More powerful than a regular shotgun, and more than twice as powerful as a regular sentry at point blank, but with a slow firing rate.
Level
2, 220 HP - Dual Shotguns, each shotgun does 100 damage at point blank, 200 DPS, 1 volley per second. Does 70 per shotgun at maximum range. (140 DPS at max range)
Naturally, any class within point blank of this gun save a heavy is likely to be dead very quickly
Level
3, 275 HP - Dual Autoshotguns, each shotgun does 150 at point blank, 450 dps, 3
volleys every 2 seconds. Does 90 per shotgun at maximum range.(270 DPS at max range)
An
autoshotgun has twice the firing rate of a regular shotgun, it is also
much more powerful than a regular shotgun, at close range, it can
eliminate even an overhealed heavy within a few shots.
The SG (Shotgun... Gun!)
- Strong initial knockback
The
shotgun on the SG has a strong knockback effect on enemies, although it
may seem like pushing enemies out of its effective range (think the fail of nature) is a bad idea, most
enemies caught in the shotgun blast generally won't survive more than
two to three shots,
Nonetheless, the powerful knockback makes
this sentry excellent against players who try to leap in on the gun,
such as heavies who often tank regular level 3 guns, it must be further noted that the net knockback is comparable to that of a normal SG due to the much lower firing rate compensating for the greater knockback per shot.
- Powerful blast and higher health
The
very high initial damage of the shotguns make it an unpalatable enemy
for enemy demomen and soldiers who like to pop in and out shooting the
gun to minimize damage taken, those who prefer to bounce damage off the
floor will find themselves taking a slightly longer time to destroy this gun.
- Slower firing rate
At
a fire rate of a single volley each second, or three volleys in two
seconds, this gun suffers from a much slower firing rate as compared to
the dual chainguns on the standard sentry.
I've received some feedback about this gun being amazingly overpowered at close ranges, but my response is that it fires only one per second, and that one would expect that standing in front of any gun at point-blank is generally a bad idea, furthermore, anybody intentionally coming into range of this gun would likely have an uber, making the DPS irrelevant
- Pseudo-Splash damage
The shotguns have a scatter effect, capable of damaging tightly clustered enemies.
- High initial damage
One word: Liquidate
- Damage "Dropoff" makes it weaker at longer ranges
It's
a shotgun, and as such, it suffers in not being able to do truckloads
of damage at its maximum detection range. Be warned though, dual autoshotguns firing even at their maximum detection range are more than
a match for most enemies.
Clarification: the bullets still deal the same amount of damage, it's just that more hit at closer ranges.
- Shorter detection range (Half that of a normal gun)
Despite
it remaining a solid threat at its maximum range, it's maximum range is
still very short, being only half that of a regular sentry gun, in
that, it only covers a quarter of the area a regular gun would.