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A Fast firing, controllable sentry with a rather potent damage shield? and before that we seen a basically infinite crit mode shotgun? Seems like we're forgetting what 'balance' is in this update even worse than we ever have before.

The engie can't repair while using The Wrangler, and the sentry is inactive for three seconds after you stop using it. That leaves a good window for someone to take it out.

A Fast firing, controllable sentry with a rather potent damage shield? and before that we seen a basically infinite crit mode shotgun? Seems like we're forgetting what 'balance' is in this update even worse than we ever have before.

To be fair, sentries can be stupidly easy to take down (assume most cases where almost the entire team isn't camping near a sentry, or sentry nests that don't have an army of pyros spychecking, whacking sappers off, or airblasting the smallest bit of dirt away from the area). Sap, then send in spamming demos or a soldier with a direct hit. Done.

The engie can't repair while using The Wrangler, and the sentry is inactive for three seconds after you stop using it. That leaves a good window for someone to take it out.

Maybe not the controlling one, but nothing is said that another engi cannot. And if another engi indeed can, it basically will never die.

Hidden page: http://www.teamfortress.com/engineerupdate/radigan/

Some blueprint has "IT'LL (?) NEVER WORK" scribbled over it.

It's the Repair Node. It was an idea to replace the dispenser but it didn't work very well in testing. There was a tf2 blog post about it a few months ago.

It's the Repair Node. It was an idea to replace the dispenser but it didn't work very well in testing. There was a tf2 blog post about it a few months ago.

Oh... it was that. :s

Speaking of dispensers and sentries, I wonder if Valve intends on replacing just the Engineer's base weapons, or if he's getting some building upgrades.

Somebody pointed out an interesting angle, following the pictures of the engy's grandfather, as they progress he gets larger muscles, a moustache and starts drinking beer.

Australium doesn't make people smarter, it makes people Australian. Being smart is a side effect of that :laugh:

Somebody pointed out an interesting angle, following the pictures of the engy's grandfather, as they progress he gets larger muscles, a moustache and starts drinking beer.

Australium doesn't make people smarter, it makes people Australian. Being smart is a side effect of that :laugh:

:rofl:

Hmmm.....The Wrangler.....interesting but I think it may get nerfed. Lets say, on average, it takes 3 sticky bombs to destroy a sentry (you can do it in 2, but not easily). Now, the engy can focus on the demo (instead of the sentry hitting the medic who is closest), and the demo needs to lay 6+ stickies to kill the sentry (meaning it will take the demo over twice as long to destroy the senty, as it only takes a third of its normal damage).

In other words, an engy using the wrangler will have a sentry that, if being repaired by another engy, is virtually impervious to lone demo's, and very difficult to kill with an uber (he has to lay more than 6 stickies before people destroy them or knock him out of his effective range).

On top of that, Soldiers will be unable to take out a sentry on their own.....fire 4 rockets - reduce damage by 66% (112 * 4 * .34 = 152 damage) with a lvl 3 sentries 212 health...hell, a soldier does 2 more damage to a lvl 1 sentry if all 4 rockets are direct hits than it takes to kill it (meaning he can barely kill a lvl 1 with 4 rockets). Once he fires all 4 rockets he has to reload, which takes 0.8s per rocket, which gives the engy long enough to repair the sentry then switch back to the wrangler.

Also, doesn't this promote turtling even more? Higher knockback (due to higher RoF), 2 engies camp each gun, each gun is 66% more difficult to kill than before.

I thought Valve was going to make the engy more fun, not improve his turtling skills.....

On the up side, it turns the sentry into a less-accurate sentry, making it easier for players to kill and easier for scouts to get past.....if an engy is camping a spot with his sentry, a scout can actually dodge the engies aim as its not an auto-aim weapon...

tl;dr:

-Engineers just got better at turtling

-Scouts just got an indirect buff against sentries

In other words, an engy using the wrangler will have a sentry that, if being repaired by another engy, is virtually impervious to lone demo's, and very difficult to kill with an uber (he has to lay more than 6 stickies before people destroy them or knock him out of his effective range).

The point, though, is to get the players to work as a team. Almost all, if not all, of the updates so far have been to encourage more teamwork and less individualism. If there's a Demoman going it alone, he's going to die. If a team works together, they can still easily take down the sentry and win together.

They get one, but using the Bonk to distract a sentry to help your team destroy the sentry will not work against the Wrangler. Unless you have a dumb engi.

True, but not entirely accurate. You can, as a scout, bonk into a sentry with a pyro directly behind you, as long as the pyro stays between you and the sentry he can burn through you to kill the sentry.

So, while a scout cannot (for example) use bonk to turn a sentry against the engy (by running behind him) unless its a stupid engy, he can still use Bonk to block (not distract, but block) the bullets of the sentry. It will definitely be more difficult, but it will still be possible to use bonk to assist killing a sentry.

But, Bonk has always been an extremely situational weapon that, unless used with a willing team, is mostly useless, this update makes that even more so, but also allows the scout an easier time at getting past a sentry (as long as the engy is controlling it).

Hmmm.....The Wrangler.....interesting but I think it may get nerfed. Lets say, on average, it takes 3 sticky bombs to destroy a sentry (you can do it in 2, but not easily). Now, the engy can focus on the demo (instead of the sentry hitting the medic who is closest), and the demo needs to lay 6+ stickies to kill the sentry (meaning it will take the demo over twice as long to destroy the senty, as it only takes a third of its normal damage).

In other words, an engy using the wrangler will have a sentry that, if being repaired by another engy, is virtually impervious to lone demo's, and very difficult to kill with an uber (he has to lay more than 6 stickies before people destroy them or knock him out of his effective range).

On top of that, Soldiers will be unable to take out a sentry on their own.....fire 4 rockets - reduce damage by 66% (112 * 4 * .34 = 152 damage) with a lvl 3 sentries 212 health...hell, a soldier does 2 more damage to a lvl 1 sentry if all 4 rockets are direct hits than it takes to kill it (meaning he can barely kill a lvl 1 with 4 rockets). Once he fires all 4 rockets he has to reload, which takes 0.8s per rocket, which gives the engy long enough to repair the sentry then switch back to the wrangler.

Also, doesn't this promote turtling even more? Higher knockback (due to higher RoF), 2 engies camp each gun, each gun is 66% more difficult to kill than before.

I thought Valve was going to make the engy more fun, not improve his turtling skills.....

On the up side, it turns the sentry into a less-accurate sentry, making it easier for players to kill and easier for scouts to get past.....if an engy is camping a spot with his sentry, a scout can actually dodge the engies aim as its not an auto-aim weapon...

tl;dr:

-Engineers just got better at turtling

-Scouts just got an indirect buff against sentries

Or you could just backstab the engineer, and sap the defenseless sentry ;p

  • Like 2

Speaking as if the sentry and wrangler were real devices, the wrangler disables the automatic targeting system on the sentry. The sentry aims where the engineer is aiming, and fires where the engineer tells it to.

Dead engineer = no targeting = no bullets = dead sentry.

Speaking as if the sentry and wrangler were real devices, the wrangler disables the automatic targeting system on the sentry. The sentry aims where the engineer is aiming, and fires where the engineer tells it to.

Dead engineer = no targeting = no bullets = dead sentry.

I could be wrong but I think it's only manually controlled when the wrangler is equipped, after 3 seconds it goes back into normal mode.

Also interesting, I looked at the wrench log, and 'Drunken f00l' found one. He's the guy who wrote the idling program. Maybe he figured out the algorithm for when the wrenches drop. :o

I could be wrong but I think it's only manually controlled when the wrangler is equipped, after 3 seconds it goes back into normal mode.

Yes, but killing the engy gives you 3 seconds of that sentry not working to take it out. 90% of the time though, engies hide behind their sentry which makes them harder to kill, but with the need to aim with the wrangler, that is less likely to happen.

Also interesting, I looked at the wrench log, and 'Drunken f00l' found one. He's the guy who wrote the idling program. Maybe he figured out the algorithm for when the wrenches drop. :o

Yes, he did....he found something like 40 minutes from a specific time = wrench drop.....from what I have heard, the 2 drops before his were his friends (or at least, people on his friends list).

EDIT: He is also the guy who created TF2items and many other great things for the community, so he is not all bad.

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