literally the two matches i watched yesterday were 2-1.
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SteamID64 | 76561198024994767 |
SteamID3 | [U:1:64729039] |
SteamID32 | STEAM_0:1:32364519 |
Country | United States |
Signed Up | September 14, 2012 |
Last Posted | August 28, 2022 at 11:18 PM |
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dummyI hope ruwin is cool with you just casually posting that but i guess it doesn't matter
i don't think ruwin is the one who has anything to be embarrassed by that.
wmini sentries
arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
For more context here, the Gunslinger has zero drawbacks for the purposes of the gunslinger engineer (the "offensive" or mobile engineer).
Pros:
+ 25 health buff for the engineer
+ full health upon deployment of the mini-sentry (so you can't quickly shoot it to immediately destroy it when the engineer is caught out)
+ quick deployment
+ 100 metal
+ improved shooting (range, speed of fire) compared to regular sentries
+ small hitbox
Cons:
NOTHING. A mobile engineer can quickly deploy multiple mini-sentries without picking up any metal. And because mini-sentries are deployed with full health, they usually takes multiple rockets/scatterguns (not to mention their tiny hitbox) to be destroyed. In the mean time, the engineer and blast the enemy with their shotgun (and take more damage with their improved health) and immediately drop another once the first is destroyed. Not to mention pyros, scouts, other engineers, even snipers (and spies, but they shouldn't count) can be absolutely shut out of areas by one mini-sentry. It shuts down flanks.
Finally, a wrangled sentry again has no drawbacks and receives full benefits of the (overpowered, in need of a nerf) secondary.
Proposed Solutions:
- Mini-sentries should not deploy with full health. They already deploy quick, and they currently act as both an escape mechanism and an offensive weapon when an engineer uses one. If you catch an engineer out of position, he should not have an escape mechanism that does damage as effectively as a mini-sentry does.
- Mini-sentries should not be allowed to be wrangled. This assumes there isn't a more appropriate wrangler nerf (which there should be, because the pistol is nice and the short circuit promotes awesome plays).
- It should cost 110 metal to deploy (and dispensers should cost 90 metal with a gunslinger, or something). An engineer should have to pick up metal, either from a disposed enemy or an ammo box, to drop another.
- Mini sentries should reload! The other nerfs are more to stop the over-poweredness of an engineer dropping minis as he engages with heavy classes. But a reloading mini is much easier to handle on the flank by classes that are currently shut down by the auto-aiming, auto-firing small-hitbox pistol. A 4-round clip with a 0.50 second reload makes the weapon usable but not something that can effectively shut down entire areas of the map. It also stops engineers from engaging so directly with heavy classes, as the deployment time + the reload time means that a mini sentry isn't going to so quickly murder someone if they focus first on killing the engineer.
AllealKillingI can confirm S15 will be pick/ban
dat a joke?
every season of esea is pick/ban
pushing golden cap last with a sniper and no uber or picks
wat
KillingJust curious, would you guys rather I not release the map rotation beforehand so that you don't need to scrim it 3 weeks in a row?
when are schedules released?
Like the NBA adopting FIBA rules.
gentleman's agreement between teams to not run engi on GPIT would make it more fun for the players imo
^ didn't practically that same team cut kbk last season?
whats relic doing? he had an incredible season.
Are there plans for showmatches for fundraising?
Thoughts on the rumored S14 invite teams?