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Sentry Upgrades + Minisentries (ColonialMarines-Mirror#576)
-Sentry projectiles made slightly more powerful and accurate; 40 damage up from 35; penetration remains at 20. -Sentry burst now customizable from 2 to 6 shots. Accuracy loss and scatter scale with the number of shots. Delay between bursts shots reduced to 0.1. -Sentry no longer tries to acquire targets it has no clear line of fire to. -Sentry now has a 360 mode that reduces its detection radius from 7 to 3 tiles. -Sentry now has an alert notification system that triggers while on when it detects a hostile, falls over, takes damage, is destroyed, or runs out of ammo. -Dropship gauss turret damage and pen increased considerably. These are still pretty easy to juke out and flank, but now should be feared. -A big limitation is this thing's reliance on a slow process, making it incredibly sluggish; when the detpacks are merged, I will probably modify this to tap into its faster timer process. -Still waiting on proper hand/back sprites though. -Minisentries have 150 HP vs 200 HP of the standard sentry, have a lower knockover threshold of 70 damage vs 100, and generally have their maintenance actions (battery/ammo replacement) done twice as quickly. -Minisentries can be point bought from Engi vendors for 26 points, or be bought at Req for 80 requisition. -Minisentries have no manual fire mode; they are auto-fire only, and have a smaller burst ceiling than the standard sentry; 2-4 vs 2-6. -Minisentries can be folded up, or deployed from their folded state; this takes about 4 seconds. A folded Minisentry can fit on the back, or in a technician's backpack (which can now hold M56D and sentry parts).
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