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Tactical SG (The Tactical Shotgun.... Gun!)

#  Nov 03, 2009 at 11:59 AM
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EchelonThree 81400
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Specialty: Soldier
Steam ID: EchelonThree
 
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.
#  Nov 03, 2009 at 12:51 PM
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Steam ID: Colonel Luxray
 
This could be a very great idea, especially for those of us who like to make surprise sentries. I say don't give it any extra health, it's fine right now. It seems fair in my opinion, as at first it does more damage than the regular sentry but over time the regular sentry would overtake as it has a higher rate of fire and rockets. I think that this is the first sentry idea that I think could be a valid unlock for the engineer. I would actually use this gun for my playstyle, as would most other surprise sentry-ers.

Good job there!
#  Nov 03, 2009 at 1:32 PM
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Specialty: Sniper
Steam ID: theharorider
 
All this will do is make camping choke points and tunnels more appealing to engis. This doesn't help engi's become more versatile at all.
#  Nov 03, 2009 at 1:40 PM
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no offense, not helping comp engy whatsoever
#  Nov 03, 2009 at 2:55 PM
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Steam ID: Colonel Luxray
 
This could be useful for offensive engineers. The reason that a lot of sentries set up in sneaky spots fail is because they do damage very slowly at first. With this gun they will do more damage when they first see their target, giving them less time to react. I was opposed to the more health things because of it's ability to maintain choke points better, but with an effective range of 1/4 of the regular sentry gun it could still be taken out. If anything give the level 2 and 3 versions of it less health.

And as far as comp engy it depends on what kind of engy it is. Offensive/sneaky engy benefits greatly as I said above. Defensive engy, probably not as much, but against a competent team any defensive engineer is canon fodder.
#  Nov 03, 2009 at 4:44 PM
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no its not the damage the sentry does, its the time it takes to build and its lack of smart targeting(it ll target the first enemy it sees or gets hurt by) and besides at anything but close range itll be useless, the only use itll have is getting flanking scouts, which the OG sentry did just fine
#  Nov 03, 2009 at 8:56 PM
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Steam ID: Colonel Luxray
 
This sentry being better at close range is what makes it a good upgrade. You can put the current SG into a tight space, great. But the low amount of initial damage gives any experienced player more than enough time to take it out before it kills them. With this gun they won't have time to take it out.

The current sentry is good for long range this is better for short range. Why have a long-range sentry in a tight corridor when you could have a short-range sentry in a tight corridor? Same for the other way around.

The new sentry is not supposed to fix the problems that the current sentry has, it's a side-grade, not an upgrade. Just like how the kritskrieg is worse in some situations but better in others, it's the exact same. When it first came out, everyone was like, "OMG NO INVICIBLE? THIS GUN IS TEH SUXORZ!" but it's proven to be a completely viable option.
#  Nov 03, 2009 at 9:51 PM
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I'd be curious to see how this would work. I don't agree with it covering a smaller distance than a normal sentry.  I understand the concept as it is tied to a shotgun, but this would severely limit the use of it in any maps that have open areas.

I would like to see something where it has a "detection" radius that is equal to the traditional sentry's fire radius.  It would start auto-tracking at that far point which would counter the idea of people getting much closer without the sentry or the engineer being alerted. 
#  Nov 04, 2009 at 2:02 AM
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EchelonThree 81400
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Specialty: Soldier
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Quote:
Originally Posted by Scarface.stag
no offense, not helping comp engy whatsoever
What? It's an amazing offensive weapon for guarding chokepoints.

As for the second part, I just want to say lol, engies in competitive play.
#  Nov 04, 2009 at 7:37 AM
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WarningSDE 85254
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Quote:
Originally Posted by EchelonThree
Quote:
Originally Posted by Scarface.stag
no offense, not helping comp engy whatsoever
What? It's an amazing offensive weapon for guarding chokepoints.

As for the second part, I just want to say lol, engies in competitive play.
The Engie is already used way too much in pubs. Nothing needs to changed there. However, making him useful in competitive play would be great, as well give him a new rule in public play

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