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Minis aren't OP, and neither is Frontier Justice.
Neither need a nerf or to be segregated just because bads let Minis get kills and assists before countering them, and can't take out an engy with only three shots in his pocket.
If the (weak) mini sentry is wracking up enough kills and assists to feed the Engi crits, then it's because a team of bads can't shut either of them down.
A L1 sentry has more health, and a higher DPS, are you going to tell us that they don't deserve crits for their sentry's kills either?
The idea that the FJ only "earns" crits if dumb-dumbs walk into the most powerful upgrade of a sentry gun's insta-kill range is dubious to say the least. Babysitting a nest is a lot easier and requires a lot less effort than going Combat Engy.
I agree with your opinion. I also learned about the FJ and the Gunslinger in my own view.
When I play like a normal player would do, I would place a mini-sentry near the Lvl. 3 Sentry to get assists or lucky kills. I would get more metal and repeat the process again. This help me earn some revenge crits to keep myself out of danger.
That's all I know about these 2 weapons.
Combat Engi, on the other hand, Sacrifices around 70% of his firepower for the means of replacability and mobility. Minis are a very weak weapons in comparsion with normal sentry.
When was the last time you saw a mini kill? They get assists, sure, but only an idiot would stay there and get himself killed.
2 mini sentries uses all your metal.
That or you choose to build a dispenser to help your team, either case is a costly decision, its not "nothing" when you lose sentries gain crits, most of the time with a competent team you won't get any crits from a mini sentry, its 1 sticky bomb and then the demo turns his attention to you.
The sentry alone vs. a player with full health is no struggle whatsoever, but it's when you return from a battle or come into a conflict with the sentry and others, then it can kill. When returning from a fight to find a medkit, a mini can easily shred the 30-70 health you have left. When battling a engi+mini, the engi can take a fair chunk of your health during the battle while the sentry is unrelentingly shooting you, and finishing you off.
Then you'd toss down another sentry, and run for it. While it is obvious that lone minis against full healthed players is no competition, but when one has low health, they don't even have time to react to it before it guns them down.
You have 2 mini sentries, each which take a single sticky to destroy, or 1 if you build a dispenser. That sentry throw down buys you one second before you die. No ones talking about random low health kills, it means nothing, as that works both ways, but like it or not once they are on to you, you are an easy kill, it takes a single demo to just remove you from the battlefield
There is usually a reason why people have low health you know. Ususually because they were under fire recently and they escape and usually you use the the sentry to finish off these people. That is how you rack up kills with the gunslinger.
It has the same DPS actually, level one sentries shoot 16 dmg bullets, and minisentries do half of the damage, whilst shooting at twice the speed.
Just saying.
Only if the Engi is in an optimum position to deal those shots without losing pellets and thus damage.
Deals only 50% the damage per shot of the original Level 1 Sentry Gun. Therefore, DPS is overall lower (48 compared to the normal Sentry Gun's 64).
48 < 64
http://wiki.teamfortress.com/wiki/Sentry_Gun