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Old 09-18-2008, 01:18 PM   #1
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Sentry gun dedication range

Was the sentry gun dedication range reduced in 2.1? It does not seem to be picking up targets as fast as it did.

While playing in Aardvark last night, I set my sentry gun up on the bridge over looking the entrance. As long as the enemy stayed to the far side of the entrance, the gun did not detect them. One guy ran through the entrance, through the lasers that were off, grabbed the flag, back through the entrance and the gun never detected him.
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Old 09-18-2008, 01:21 PM   #2
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When SG will entire map shoot?
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Old 09-18-2008, 01:49 PM   #3
mervaka
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whats a dedication range?
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Old 09-18-2008, 01:53 PM   #4
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Quote:
Originally Posted by mervaka
whats a dedication range?
I guess I spelled it wrong - "detection" range should be the proper spelling.

Its the range in which a sentry gun will detect an enemy.
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Old 09-19-2008, 02:16 AM   #5
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Quote:
Originally Posted by mervaka
whats a dedication range?
lol
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Old 09-19-2008, 03:00 AM   #6
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The amount of health the sentry lost in 2.1 is the difference between 3 and 4 rockets hits, which is the #1 killer of sg's for me as it is. Now I'm able to take them out with ease as a hwguy, which is fun for the hwguy, not as much for the engineer.

The larger point is the sentry gun has lost a lot of health since 1.0, even if it's not as much between 2 and 2.1. I realize some of this was to make up for detection, but it feels overkill. In TFC it used to be if you were crouched behind your sentry repairing it, no one would take out your sentry unless:
1. They killed you first
2. They barraged it with so much force you couldn't repair it fast enough (Mirv, sniper shot, multiple grenades, etc.).

Now 90% of the time I can just shoot the sentry with a rocket, which knocks the engineer back from the rocket, and finish it off that way. So yeah, the difference between 2.0 and 2.1 on sentries staying alive is not much, but it's significant between FF 1.0 and especially TFC.
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Old 09-18-2008, 02:13 PM   #7
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Hm, i didnt think the sentry was ready for a commitment
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Old 09-18-2008, 02:21 PM   #8
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i dont think it's changed. we just released a lot of 'open' maps recently. waterpolo really sucks with SGs.
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Old 09-18-2008, 02:57 PM   #9
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SG definitely FEELs slower to react. I don't think the range has changed much. I know the sentry no longer auto tracks players that have moved outside it's range though. AMEN.
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Old 09-18-2008, 05:52 PM   #10
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I have only just started this game when 2.1 came out, I saw it on Steam before going to buy TF2. Ill let you know, it put money back in my pocket, keeping me from buying TF2. I dont play engineer a lot, but I never can keep the sg up, or past level 1. it keeps dieing and I have to go back for more ammo. It seems for some reason very weak.
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Old 09-18-2008, 06:20 PM   #11
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Quote:
Originally Posted by Segundo
I dont play engineer a lot, but I never can keep the sg up, or past level 1. it keeps dieing and I have to go back for more ammo. It seems for some reason very weak.
Here's a tip.
1. Build dispenser near spot when you're going to build a sentry.
2. Go back for cells.
3. Build sentry.
4. Get cells from dispenser
5. Upgrade it to level 2.
6.Go back for ammo.
7. Get level 3.
8.????
9.PROFIT!!!

If it fails, then you have to think about :
- Where did you bilt your sentry? Is it a safe spot , or rather exploitable area?
- Do you wrench your sentry when it gets damaged?
- How is it attacked? By rocketing soldier, nailgunning scout or maybe a piping / mirving demoman? Dependind on this, place your sentry in adequate spot. Good spots are places where :
a) your sentry can return fire to nailgunners
b) it can't be piped from a corner
c) it protects important area.


Have fun!
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