this idea wasn't realized on www.TF2CI.com
before, so I wanne give it a try and realize it now. I hope you guys don't mind this time ^^'.
The basic idea for the "Anti-Snip-R-2000"
was to create a long ranged version of the Sentry. While the sentry takes care of enemies on close range, the "Anti-Snip-R-2000" (ASR2) is focused on long ranged targets.
This means that the ASR2 has to reduce his radius and his short ranged targeting, which makes it very vulnerable for closed ranged enemies. This Sentry also does not react on targets which are coming from the side or from behind. The best way to use this sentry is to place it in a distant corner with a direct view on the battlefield. It's also useful in a long corridor or focusing on a specific point like a passage enemies often use. Placing a normal sentry close to the "ASR2" would be a good protection for it. While the "ASR2" is focused on long and mid-ranged enemies at the front, the normal sentry takes care of mid and short ranged enemies around it. But the "ASR2" replaces the slot for the sentry, which means, that such a combination works with another Engineer as a team-mate.
The concept about the "ASR2" Level is simple, but a little bit different from other buildings. First off, this building uses 2 Blue-print Blocks instead of one, which makes it more difficult to build it in smaller places. The second thing is, that you can see up to three different ranges while you're holding the blueprint of the "ASR2". The reason for it is very simple: This Sentry does change his focus while it's upgrading, which means that the "ASR2" is losing his radius to increase his range. A Level 1 "ASR2" for e.g. has the same radius as a typical sentry. A Level 2 "ASR2" starts to focus more to his front, but it just has a radius of 120°. And a Level 3 Version get's the maximum range and a laser sight, but only with a 90° radius. The "Height" Range starts to change over the levels as well. A Level 2 and Level 3 Version of it can't shot down from high places or shot up from low places. It can aim up and down, but just for distant targets. The firing speed also downgrades while the sentry starts to upgrade but the damage will increase. A Lvl.1 Version fires a bit slower than a Lvl.1 Sentry Gun, but the bullets are a bit stronger (comparing them would show the result they do the same damage over time). A Lvl.2 Version has the speed of a sniper gun from the sniper, when he presses fire all the time. A Lvl 3. Version takes time and needs a cooldown after every shot, but when it shoots it booms very loudly and does a huge damage on a single person. This sentry will aim for the body, not for the head. One shot of a Lvl 3 Sentry can't kill a full healthy scout, but a second shot would be deadly for sure then. If the "Anti-Snipe-R-2000" accidently hits a head, it causes critical damage, but that just would be the case someone is walking right in front of the laser or when someone falls down while the "ASR2" aims for him. This Sentry isn't useful to block enemies in the air either because of its low firing speed. The "ASR2" does also use the same amount of metals like every building does for an upgrade: 200 metals for upgrading to Lvl.2 and another 200 to Lvl.3 . It also has the same Building/Sapping Time as well.
The basic design for the "ASR2" was to create a similar version of the sentry we already know from Team Fortress 2. But instead of turning into a Level 2 Sentry, the "ASR2" does a different transformation into a more longer weapon. The normal Sentry design starts to get more and more showy with every new level. The Anti-Snipe-R-2000 becomes more and more dynamic and more high-tech-like with every upgrade without losing the TF2 Style. I want to create a more curvy like sentry which is zooming his main-body like a telescope. The idea of spreading shells of the main body for this weapon is also in mind. You can think of the "ASR2" like a toy that the engineer wished for over more than 3 Christmas years. It should look like a weapon, that you don't want to have on the enemy side.
This Sentry can cause problems for snipers if they want to try sniping in the range of the "ASR2", but Snipers have the ability to change their sniping positions very quickly to snipe from a different location. A flanking Pyro or a (unübered) Heavy from the front are also very troublesome. And there's no doubt that a Demoman can take care about that building as well. The "ASR2" takes more care about characters, which get's very quickly distracted at the front. For e.g. a Spy who covered up accidently, jumping fast scouts and snipers are perfect targets for it.
I hope you like the basic idea. Have Fun!