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Fordítási probléma jelentése
I think nerfing the sentries accuracy will be enough to tone them down. This will impact ammo at the same time.
What I suggested , the damage tweak, will make regular sentries as useable as AP on Deathwish, while both keep their ups and downs. You could go for normal 4 sentries and skip Enginering. You would need to kill shields around it though (Remove silent sentry > kind of Sixth Sense skill would then make sense. (for me, that point investment would be in favor of Jack of all Trades, more deployable for the team).
AP would still be superior (as in autonomous killermachine) but optional. It's mandatory now for DW. (switching would make sense;)
I don't see the ammo as a problem. I had the old running infinite as well as the new ones. It's just easier in interactions. Place 1. Regain ammo, place 2nd, pick up #1, maybe place 3th, regain ammo and recyle. It's the same as keeping your own ammo up.
AP is mandatory on DW.
If you place them well, normal will do on Overkill and lower. Just use them close range and be prepared to assist with shields.
EDIT: Just consider that you usually take a bit more armor or dodge for DW. You also make sure to bring your best weapons, with corresponding skills. That's how I threat sentries, just adjusting them to difficulty.
ALSO:
T1 Aced Protective shield. No damage if placed right (in corners)
T2 Eco Aced 150% can be obsolete if you do the above right.
(I always take Eco Basic tho)
Jack of all Trades speaks for itself.
2 or 4 sentries. I ran a few games with 2. I would love 3 sentries, since then the cycling is easier. Idk. Depends on heist and team in the end.
You could mess around with and without Sentry Targeting Package. I usually ace that as well. But maybe if you have secondairy ammobags or a good team (of friends); it might not be needed then.
2) Play Hotline Miami day 1
3) Find the meth lab
4) Place a sentry gun next to the door's room, and set AP rounds.
5) Cry proudly about your sentry being able to protect the lab.
OK, I can work with this. It gives us the following values over time, assuming fully-upgraded Sentries (so 150 rounds):
Regular:
Time for all ammo: 22.5 seconds
Damage for all ammo: 4500
Damage per second: 200
AP:
Time for all ammo: ~78.95 seconds
Damage for all ammo: 11 250
Damage per second: 142
From the above numbers, the differences are pretty stark. Your AP Sentries will last over three times as long as your Regular Sentries and will deal nearly three times as much damage over their lifetime. As a tradeoff, you get about 3/4 of the DPS.
From my perspective, the AP Sentries are objectively better. They give you more damage in return for the ammo you put into them, meaning they're that much easier to supply with ammo from drops alone. In fact at 11 250 damage, a single AP Sentry just about equals the damage output of the Bootleg rifle's entire ammo capacity. They deal damage slightly slower, but the difference is nowhere near proportionate to the benefits. I currently see absolutely no compelling reason to ever use Regular Sentries over AP Sentries.
Let me run some more numbers and I'll get back to you.
AP's slow RoF and penetrating would furfill a long range purpuse while regular sentry excels at short range/ CQB. (due slow RoF, an AP can focus on 1 enemie while another sneaks by and shoots its back).
Lowering the total ammopool is useless, since you can pick up and replace them. It's not hard to get them run infinite. Even with less ammopool; a player could Jack of all Trades ammo, or simply take 2 ammo efficient ammo or do the classis "tech sucks ammobags dry".
Lowering accuracy will make them run dry faster.
You can always let them run dry, or pick up and reposition. Just at a cost.
Placing them better, will pay off by them being more efficient.
They are dominate now, because a sentry will kill nonetheless. Tone down their accuracy will "force" to place them more sensible, and only dominate one flank instead of the entire map.
Maybe too much: Broken sentry are broken.
I just feel cheesy when picking it up to repair. HP restoration before it's destroyed is nice, if a player manages his sentries, I think that should stay to reward those efforts.
Up Sentry ammo to 160/240, but make AP Sentries cost 2 rounds per shot. The rest of their stats would go like this:
Regular Sentries:
Ammo: 240
Damage: 30
Rate of fire: 6.67 rounds per second
Time for all ammo: 36 seconds
Damage for all ammo: 7200
Damage per second: 200
AP Sentry
Ammo: 240 (120, in practice)
Damage: 60
Rate of fire: 1.9 rounds per second
Time for all ammo: ~63.16 seconds
Damage for all ammo: 7200
Damage per second: 114
---
Basically what this accomplishes is it makes AP and Regular Sentries equally efficient. You're not wasting ammo by using one over the other. The difference is that regular Sentries are nearly twice as powerful while AP Sentries last nearly twice as long while also being able to penetrate shields. This gives you a reason to use Regular Sentries for crowd control, but also gives you a reason to mix them together with AP Sentries to deal with shields and more easily deal with brown cops.
Yes, this IS a nerf to AP Sentries, but it's at the same time a buff for Regular Sentries. Hopefully, this will put the two on a more even keel without sacrificing one for the other.
I don't dislike your idea, though. Instead of ♥♥♥♥♥♥♥ around with various "modes," just make that skill a direct upgrade to the basic Sentries and skip a step.
Especially fixing the first will have a MAJOR effect on their power, as they no longer can be maintained by just a few spare ammo boxes, which is the problem now, being able to keep them up 24/7 without effort.
Fix that, a lot of issues just dissapear with the snow. Not that AP is superior, but still. I don't think it's that bad AP is a direct upgrade, you pay quite a bunch of skillpoints for it after all. You regularly spend those to get better, not just same-quality alternatives.