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#1 |
![]() Join Date: May 2011
Reputation: 596
Posts: 2,659
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A deployable Minigun
Vladlena Level 3 Automated Minigun "Everyone's favorite autonomous Autocannon" Can be deployed as Turret -25% Bullets fired per Group While Handheld: Fires 3 Bullets per ammo unit instead of 4 So basically, this gun has the same DpS as Natascha with the additional downside of being 1/4 less likely to hit targets within the firecone, gimping long range use a bit more. With it's 390 DpS still a pretty decent damage dealer, yet complete garbage compared to any other minigun. Deployment: Enter or exit "Building- Mode" by hitting the "Reload"- Key Same as Engy's Building Mode, teamcolored sphere showing you the range, floating shape of how the turret will look like, alt fire to rotate, fire to deploy, switching weapon cancels deployment. Only cosmetic difference: No unrolled blueprint on the surface in front of you. The Turret always needs 3.5 seconds to unfold before it becomes operable. Deployed: While deployed you have no primary weapon. To the Vladlena- Turret, ammo and hitpoints are one and the same. Depending on the amount of ammo you had left upon deployment, the turret can very well have up to 200 hitpoints. Every bullet fired and every bit of damage taken draws from the shared ammo/health pool. Vladlena- Turret Sentry Turning- Speed Uses a shared Pool for Health and Ammo. Only 3.5 second Deploy Can't be sapped Silent when idle Immune to Crits and Minicrits 100% Accurate Always deals 100% Damage; no ramp-up or fall-off Bullets/Second: 10 Damage/Bullet: 13 Bullets/Group: 1 Aiming/Spinup time: 0.82 seconds Always takes 100% Damage; no ramp-up or fall-off Can't be repaired/refilled No Upgrades Setup can't be fastened. Is destroyed upon owner's death There is no sentry like stat window for this turret, what you get while this gun is deployed is a bar, simillar to your lunchbox bar that shows how much ammo/health the turret got left. 130 DpS, fully built in 3.5 seconds, needs to spin up and has a combined ammo/health pool of 200. An overweight version of the Minisentry with a maximal combat lifespan of 20 seconds Re- Equipping: It's easy: Hit the turret with your melee to instantly grab and re-equipp your gun with all the ammo it has left. Dying or visiting the resupply locker works too but this causes your placed turret to self-destruct. If the gun is destroyed those are the only ways of getting it back. Last edited by 20 Sentry Fox: 02-29-2012 at 04:42 AM. |
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#2 |
![]() Join Date: Jan 2010
Reputation: 293
Posts: 4,002
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Minigun Idea:
Hit reload button to turn heavy into a 300 health engineer with only a sentry. Melee sentry in order to turn back into a heavy. Seriously, blending class roles is usually frowned upon. |
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#3 |
![]() Join Date: Mar 2007
Reputation: 75
Posts: 944
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You know, you didn't have to write this wall of text. Three words were enough to make everyone stop reading and post here that the idea is trash.
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#4 |
![]() Join Date: Aug 2011
Reputation: 2278
Posts: 12,835
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you DO realize that 390 DPS is STILL ~150 more than a WRANGLED Sentry, right?
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#5 |
![]() Join Date: Feb 2009
Reputation: 355
Posts: 1,104
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#6 | |
![]() Join Date: May 2009
Reputation: 925
Posts: 7,359
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Quote:
Not sure it really fits heavy, but it makes more sense then demoknights, huntsman snipers, and battle spies. |
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#7 | |||
![]() Join Date: May 2011
Reputation: 596
Posts: 2,659
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Quote:
Take the team buffing Soldier, the headshooting Spy or the Demoknight. Also, wouldn´t this thing be more of a defensive tool for an originally defensive class than any of those conventional minigun replacements so far? Quote:
Thank you for clearly explaining what detail exactly you think is a bad idea and why, so i get a chance to address it. Quote:
If you are referring to the handheld mode, yes, it has the Natascha´s DpS with the additional downside of 25% lowered chances of hitting a target within the firecone. Is that to much still? And if you are referring to the deployed mode, well, while deployed it actually only fires one bullet per group, as stated up there, resulting in a DpS of 130; roughly a level 2 Sentry´s damage output. I know, that´s quite a bit, but it needs to spin up, lasts for max 20 seconds in-combat and deprives Hoovy of his main weapon. |
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#8 |
![]() Join Date: Jul 2009
Reputation: 81
Posts: 1,340
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I came up with the idea of a deployable MG a while back. I called it 'Ivana'. She was a single-barrel, instant-spin up, 0% Accurate peice of crap while not deployed, but you could plonk her down and use her like your common FPS mounted gun for a massive boost in accuracy at the expense of utterly reduced mobility. You could get up and walk away, and any other class could walk up and use Ivana in your stead. She could take a fair 200-300 damage before breaking, but only carried 150 rounds which had to be replenished by finding an ammo box and carrying it to her.
Better for giving other classes Heavy-like firepower than making the Heavy a fat Engineer. |
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#9 | |
![]() Join Date: Aug 2011
Reputation: 2278
Posts: 12,835
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Quote:
I thought it said it fired 3 bullets per group regardless. Still, I think this blurs the Engie/Heavy line a little too far. Brass Beast was pushing it kind of, and this crosses that line between "Distinct classes that can situationally have similar abilities occasionally" to "Almost indistinguishable classes except when looked at from a base stats standpoint". |
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#10 |
![]() Join Date: Oct 2009
Reputation: 33
Posts: 162
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I hope steam considers adding this awesome weapons + rep rep
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#11 | |
![]() Join Date: Jan 2010
Reputation: 293
Posts: 4,002
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Quote:
The spy is a bit of a wild card class. He can blend in with the enemy, become completely invisible, destroy enemy buildings, and has the unique backstab ability to kill almost anything. In short, he is a class designed to destroy the enemy from the inside. His main role is to deal with specific targets in the enemy ranks, such as medics or heavies. Being an assassin, being able to headshot is a useful ability. However, it does not make him the long range specialist that the sniper is. Sure, he can headshot enemies, but he lacks the ability to scope in, charge a shot, and kill every class in a single blow. Demoknights are not a blending of a class role, they are an abomination. Supposedly, they are the "masters of CQC" which is what people claim is the pyro's role, however, I see them as a nuisance. Also, the pyro is a little more than just a CQC class. I would define him more as a "set stuff on fire for no real reason" class. I will agree that recently weapons have broadened the roles of a class, and some weapons push the boundaries between two classes, such as the ambassador, but the main role of each class remains intact. Seriously, you won't see a spy hanging back in a sniper nest trying to snipe people with the ambassador, or at least I hope you wouldn't... This weapon, however, blends the line between heavy and engineer too much. The engineer should be the only class able to build an auto-targeting turret, it is pretty much all he has aside from teleporters and dispensers. This would be like giving Scouts a flamethrower. |
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