Sentry gun nerf

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darklizard45
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Sentry gun nerf

Post by darklizard45 » 12 May 2016, 13:14

Summary (a quick, 2-3 sentence summary): As we know, the UA 571-C Automated Sentry Gun is very known as a good "xeno robuster"
It can shoot a burst of 3 bullets that land on their target most of the time (is like a 95% hit chance)
Is automatic meaning it is not player controled and never sleeps or disconets from the server, it is also not affected by lag
It also has a mag capacity of 300 rounds (maybe I am mistaken) so it has enough bullets to kill the whole hive
OH! and it can also finish off xenos on the ground

So my idea was to add some sort stand by mode, what does it mean?
Well when the sentry hasn't shooted or it doesn't spot any "hostiles" (someone without an ID or xeno) for more than 30 seconds it shuts down and goes in a stand by mode. When it detects a "hostile" again, then it takes about 1-3 seconds to ready itself and start shooting again, and it also makes a beeping sound! https://www.youtube.com/watch?v=eacPTHnKaSY

Benefits (How this will benefit the server and game as a whole): It will make them less OP and force marines to not relly so much on the sentries.
The sentries do this in order to save energy (REALISM EXPLANATION... is quite edgy I know, but this is more of a balance suggestion)

Details (Description of how you think this would work, the benefits, etc): When it is on stand by mode the sprite looks like it is pointing down, or the light is yellow

Implementation (Optional, if you have an idea how to implement it): I don't know but you can use the Half Life and Portal sentries as an example, of course instead of animations you use sprites

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Logi99
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Re: Sentry gun nerf

Post by Logi99 » 12 May 2016, 14:25

This killed a hunter within the first secs of it near. Would make sense. I also want that drop ship turrets to be nerfed as it so near in ice colony
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Nubs
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Re: Sentry gun nerf

Post by Nubs » 12 May 2016, 14:32

Sentries are great, but i think burst fire should be alot less accurate, and they should be unable to fire on critted aliens.
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Dyne
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Re: Sentry gun nerf

Post by Dyne » 12 May 2016, 14:42

-1. This happends already on 360 mode, as the gun takes time to rotate.
As gun range is more limited now xenos have lots of chances to avoid or outsmart the gun as is.
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darklizard45
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Re: Sentry gun nerf

Post by darklizard45 » 12 May 2016, 14:47

Dyne wrote:-1. This happends already on 360 mode, as the gun takes time to rotate.
As gun range is more limited now xenos have lots of chances to avoid or outsmart the gun as is.
Most of the time the sentry is on a location in wich the xenos only have a single flank to attack from, for example the Nexus entrances

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Dyne
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Re: Sentry gun nerf

Post by Dyne » 12 May 2016, 14:49

darklizard45 wrote: Most of the time the sentry is on a location in wich the xenos only have a single flank to attack from, for example the Nexus entrances
If I may be so bold and give advice- dont attack that location.
Or spit/bombard it into oblivion.
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darklizard45
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Re: Sentry gun nerf

Post by darklizard45 » 12 May 2016, 14:51

Dyne wrote: If I may be so bold and give advice- dont attack that location.
Or spit/bombard it into oblivion.
wait... spit can damage sentries?! nevertheless the technicians can easily fix them

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darklizard45
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Re: Sentry gun nerf

Post by darklizard45 » 12 May 2016, 14:59

If the "stand by mode" is not added, please at least add a CUTE BEEPING SOUND! :3

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Dyne
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Re: Sentry gun nerf

Post by Dyne » 12 May 2016, 15:11

darklizard45 wrote: wait... spit can damage sentries?! nevertheless the technicians can easily fix them
Sweet summer larvae...so many great discoveries yet to be made.
Trick is if you bombard well and coordinate- you will knock the sentry down and follow it with a tidal wave.

But really- just dont attack there, find another way in/around/across.
They have the Nexus? Cut off the LZ, etc.
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Re: Sentry gun nerf

Post by Joe4444 » 12 May 2016, 15:31

darklizard45 wrote: Most of the time the sentry is on a location in wich the xenos only have a single flank to attack from, for example the Nexus entrances
there is more than 4 ways into the nexus. In fact there is so many it'd take a lot of points to cover them all and xenos can melt walls....if you melt the right wall that sentry is fucked.+1 for beeping noise -1 for standby

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darklizard45
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Re: Sentry gun nerf

Post by darklizard45 » 12 May 2016, 17:44

I should have made a Suggestion to add sentry gun beeping noise then

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Re: Sentry gun nerf

Post by MauroVega » 12 May 2016, 21:57

-1 here it is again,the EXTREMELY LIMITED SENTRYS that cost 120 points and are only at the dropship and just 4 from the vendors,there are soooo many of them that they really need a nerf,not like boiler smoke blocks their vission or that crushers knock them down,hell even slashing has an RNG to knock it down
not at all
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Re: Sentry gun nerf

Post by Heckenshutze » 12 May 2016, 23:13

-1.

Aliens eventually manage to destroy the sentries during the round, if you don't want to get robusted don't come to the LZ by yourself
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Re: Sentry gun nerf

Post by Yung » 12 May 2016, 23:16

-1, if anything, they are underpowered in their current state. Any good Xeno can easily avoid death from one.
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Re: Sentry gun nerf

Post by MrJJJ » 13 May 2016, 00:00

-1 not required at all honestly

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Re: Sentry gun nerf

Post by 1138 » 13 May 2016, 00:39

The only nerf I would support is giving the sentry gun a cone-based line of fire. Meaning it can't shoot an alien directly north and south of it if it's deployed either east/west.

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Re: Sentry gun nerf

Post by forwardslashN » 13 May 2016, 00:41

1138 wrote:The only nerf I would support is giving the sentry gun a cone-based line of fire. Meaning it can't shoot an alien directly north and south of it if it's deployed either east/west.
It was cone based before. I guess it changed after the projectile update.
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Re: Sentry gun nerf

Post by Jeser » 13 May 2016, 07:18

First - yes, acid spits deal damage to sentries.
Second: yes, engies can repair turrets, BUT, if turret had more than 50% of health, it will be repaired to 100, if it has less than 50%, it will be repaired to 50% maximum.

Range of sentry was nerfed, because that was needed, it was too big. But this nerf is not needed. -1.

If sentry doesn't let you get in somewhere, it doesn't mean sentry is OP, it's sole purpose to cover some exit or tight space. Melt your way in and flank it, or take out with spits.
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Yung
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Re: Sentry gun nerf

Post by Yung » 13 May 2016, 13:13

1138 wrote:The only nerf I would support is giving the sentry gun a cone-based line of fire. Meaning it can't shoot an alien directly north and south of it if it's deployed either east/west.
It... already does that.
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Re: Sentry gun nerf

Post by Mitchs98 » 13 May 2016, 22:57

-1. Sentries do NOT need a nerf. Git gud. I've killed one as a warrior solo before. Aliens do not need more changes in their favor, especially since resin cuffs

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Re: Sentry gun nerf

Post by 1138 » 13 May 2016, 23:59

Yung wrote: It... already does that.
I've been hit by horizontal shots by sentry guns. Does not work as intended.

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Re: Sentry gun nerf

Post by Yung » 14 May 2016, 01:43

1138 wrote: I've been hit by horizontal shots by sentry guns. Does not work as intended.
How far away were you?
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Re: Sentry gun nerf

Post by 1138 » 14 May 2016, 01:48

Yung wrote: How far away were you?
Within 3-4 tiles.

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Re: Sentry gun nerf

Post by Yung » 14 May 2016, 01:54

1138 wrote: Within 3-4 tiles.
Well okay, obviously you're still in its range.
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Re: Sentry gun nerf

Post by Lucius Jones » 14 May 2016, 12:44

I love the idea, also stops the need for carrying extra batteries.
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