» Sat May 28, 2011 11:21 am
There's a big problem with both scenarios. You can't make a single turret too powerful because the enemy team can then simply mass them and destroy whatever comes their way, but if you make them too weak then you eliminate their purpose entirely. The biggest problem I foresee however is the player experience factor. The longer the game goes on, the more effective veteran players are going to become at countering sentries. I already see what this is like within TF2, and personally: I absolutely hate it. Players in TF2 have become so good at detecting, avoiding, and eliminating sentries that their purpose (Area Denial) has deteriorated significantly since the beginning of the game.
But I think the biggest factor to consider still is the factor of Teamwork. There certainly can't be any one-solution for attacking, defending, and support (especially in a class-based game). Everyone would just use that one "thing", but finding a balance for all 4 classes and their abilities is whats going to boil down the effectiveness of the sentry. Just like in TF2, if the enemy team is primarily engineers, then you and the rest of your team are more likely to go spy and demoman to counter the wealth of sentries. SD has probably come up with several counters for sentry guns and counters for those counters. All spread out over a variety of the multiple class choices.