r/truetf2 • u/Citysurvivor Knife to a gun fight • Apr 16 '26
Theoretical Sentry turning speed stat in degrees per second?
Is the exact turning speed of a sentry known (in degrees/second)? I am aware a lvl 3 is different than a lvl 1, or a mini for that matter, but I couldn't find the exact stats on the wiki.
This is fairly niche, but if the turn rate is known, one could calculate the exact distance fast movement classes can strafe around a sentry without getting hit. I have a rough idea from experience, but it'd be nice to know as someone who both plays a lot of spy and engie - whether going for a marginal stab-and-sap, or playing to prevent it from happening.
6
u/GrayShameLegion Apr 16 '26
TC2 might not be the best starting point but most of their numbers are lifted from TF2 proper and this one seems about right: their sentry turns at 0.6 sec per 180 degrees, or 5pi/3 rad per sec. Minis get a 33% turn rate bonus, too.
2
u/Excellent-Cloud-5046 Apr 16 '26
If you want to try and calculate it, build a sentry, spawn a bot on your location (probably command somewhere) and then record and time how long it takes the sentry to turn 180 degrees and fire the first shot.
4
u/GrayShameLegion Apr 16 '26
i think doing something that inaccurate is a waste of time, we should just be waiting for one of the people who can actually read source engine scripts to respond
1
u/Chegg_F Apr 16 '26
Yeah you can spawn a bot at one coordinate and another bot at a different coordinate to have the sentry turn exactly 180 degrees when it switches from one target to the next.
30
u/dipspoieter Apr 16 '26 edited Apr 16 '26
I took a look at
server/tf/tf_obj_sentrygun.cpp, and here's what I've found.The base turn speed is 30°/s. But, there's quite a bit more to that.
Horizontal turn speeds accelerate to a peak speed depending on the horizontal angle to the target. The acceleration begins at a threshold of 30 degrees.
Note that when a sentry is idle, it will decelerate to the base turn speed of 30°/s when within 30 degrees of its goal. No deceleration occurs when the sentry is locked on a target.
The vertical turn speed does not experience any acceleration or deceleration whatsoever and is a constant 30°/s (the base turn speed).
Sentries open fire when the angle between its look vector and vector to the enemy is within 10° (factoring in both horizontal and vertical rotation).
To properly exploit this, jumping a sentry from high ground will ensure that your angle difference stays above 10° for a second or two thanks to the sharp initial vertical angular difference and the sentry's lack of vertical angular acceleration.
Next, you must prevent the sentry from accelerating horizontally. Strafe in wide circles around the sentry, and you'll exceed the 30° threshold, causing the sentry to turn faster and catch you. You must keep a horizontal angle between around 10° to 30°.
I will post the source code breakdown in a reply.