pajaroJwCan you make all the doors into last bigger & make the grass on last nobuild?
Which engineer hurt you
If the holding team is playing correctly & rotating heals, it feels basically impossible to destroy the gun. The attacking team has to push through a door before being able to spam (lower, dropdown), which makes it too difficult.
To fix this, the map should either (A) have bigger doors so that you can spam the common gun spots without having to walk through a doorway (like spamming from river to shutter on gully) or (B) change where guns can be placed to make them easier to spam. Sentries don't feel nearly as bad on gully or even process because the attacking team has some ability to spam the gun without pushing all the way through a door.
In my experience, snakewater's last pushes with uber ad feel pretty fair from the attacking side; it's mostly on even ubers where the sentry gun becomes near-impossible to destroy. If you do destroy the gun on evens, you've taken so much damage that the engineer has time to build another while you reheal, or you have to sac on half health. Making it easier to kill sentries would make attackers rely less on sniping (which is boring for both teams) and more on creative sacs.
Also we should ban the jag. Engineers should not be able to build another sentry 2 seconds after you spend 500 team health and 45 seconds of planning to kill his level 3.