Looks like alot of classes were buffed and not in the good way either. Spy is even more OP now then we was before, some of the changes look like they were done just because.
Eh, the Crutch Ringer got nerfed, and that's all that really bugs me about Spies.
The radius of the Scorch Shot and its ability to deal actual damage from range has needed a buff since its inception.
Sentries literally requiring Heavy to be like eight feet away to destroy them was always dumb, and it's good they changed it.
The damage resistance is a nice incentive to use Brass Beast and Natasha outside of the very, very specific roles they served before.
Even at a distance you still won't be able to take down a sentry best you can do is whittle away the engie's metal. The Brass Beast is still pretty useless outside of koth maps since you're practically a sitting duck anyways, even with the damage resistance you can still be taken down or at least heavily injured by a fully charged sniper shot. Dead ringer was a bother, glad they nerfed that. As for the mini sentries, if you're stuck on a **** team or the teams are heavily one sided then mini's are gonna prove to be an even bigger annoyance then before. They didn't even give you enough metal to build another one anyways so I don't see the point in removing that
Yeah, I'm not saying you can now snipe the sentry with a minigun, but at least now it's more likely for a Heavy to be able to take down a well-placed sentry instead of the team having to rely on a Demo to do it. I play a lot of Heavy, because I'm a scrub, and there's been so many instances where just a little bit of extra damage would have downed a sentry nest and won the game. This buff can help cut down on those instances where a sentry nest would have gone down if I was just a few feet closer.
Also, I did the math, and a Sniper will no longer be able to ******** a Medic-overhealed Heavy with spun-up Natasha or Brass Beast. Like you say, he'd still be very injured, but at least he has a chance of running away instead of being irrevocably punished for doing what the Heavy is supposed to do, i.e. provide area denial and defend positions and/or teammates.
They gave you enough metal to fire the...dammit, I can't remember the shotgun that uses metal for ammo. combined with a small ammo pack, IIRC, a downed mini-sentry provides enough metal for another one. It also padded your metal count for fixing other things instead of forcing you to retreat. Basically, mini-sentries dropping metal gave the mini-sentry Engie more mobility and utility than was balanced. It's not a huge change, but it's something.
A **** team is going to **** you regardless of what the patch notes say, and at least this helps prevent a brand new mini-sentry from turning the tide in a firefight, which is my #1 problem with the ******* things.
I guess we won't be sure if they were either downright terrible or ****************** changes until a few weeks, when everyone's settled down and gotten accustomed to the huge overhaul.
They start at **** health and build more slowly, though, so an Engie can't just set one up in the middle of a fight or just before a fight and expect it to do **** . They also don't drop metal when destroyed and can't serve as a shield quite like level 3 sentries, so the benefit of repairing them dips over time. Eventually, you're investing more metal than they're worth, and could easily get rekt if you try to fix it in the middle of being shot at.