Difference between revisions of "Anti-Engineer strategy"
(→Melee weapons) |
(Previous strategy is horrible advice in all honesty. The Engineer should be killed first.) |
||
(9 intermediate revisions by 6 users not shown) | |||
Line 105: | Line 105: | ||
* The Short Circuit's energy ball costs 65 metal of an Engineer's 200. If he is without the support of his Dispenser or teammates, you can keep firing to eventually wear out his supply. | * The Short Circuit's energy ball costs 65 metal of an Engineer's 200. If he is without the support of his Dispenser or teammates, you can keep firing to eventually wear out his supply. | ||
** If you can, destroy the Dispenser to force him to run away for a source of metal. | ** If you can, destroy the Dispenser to force him to run away for a source of metal. | ||
− | * The Engineer has to | + | * The Engineer has to have a line of sight to your projectiles to properly aim his energy balls. Attack from the sides and the back, outside of the Engineer's vision. |
|- | |- | ||
|} | |} | ||
Line 125: | Line 125: | ||
* A Gunslinger Engineer on the offensive is more likely to leave his Dispenser and Teleporter undefended. | * A Gunslinger Engineer on the offensive is more likely to leave his Dispenser and Teleporter undefended. | ||
* Combat Mini-Sentry Guns are much weaker at area-denial, but the Engineer can deploy them quickly at close range. When combined with the Shotgun, the Engineer becomes a respectable duelist. | * Combat Mini-Sentry Guns are much weaker at area-denial, but the Engineer can deploy them quickly at close range. When combined with the Shotgun, the Engineer becomes a respectable duelist. | ||
− | * When fighting a Gunslinger Engineer, you are forced to choose between two targets. Take out the Mini-Sentry | + | * When fighting a Gunslinger Engineer, you are forced to choose between two targets. Take out the Engineer first, if you take out the Mini-Sentry and die, the Engineer will make another. Killing the Engineer ensures your team can easily take out the Mini-Sentry, and not worry about more popping up for a while. |
* Using only Combat Mini-Sentry Guns means the Engineer has a much harder time defending an area from multiple enemies at once. | * Using only Combat Mini-Sentry Guns means the Engineer has a much harder time defending an area from multiple enemies at once. | ||
|- | |- | ||
Line 152: | Line 152: | ||
* [[Buildings]] are unaffected by critical hits, including those from sources like the Soldier's [[Buff Banner]] and Medic's [[Kritzkrieg]]. | * [[Buildings]] are unaffected by critical hits, including those from sources like the Soldier's [[Buff Banner]] and Medic's [[Kritzkrieg]]. | ||
* The Spy’s Sapper causes buildings to cease functioning, but can be removed by the Engineer's Wrench. Coordinate with a friendly Spy to take out troublesome buildings. | * The Spy’s Sapper causes buildings to cease functioning, but can be removed by the Engineer's Wrench. Coordinate with a friendly Spy to take out troublesome buildings. | ||
+ | * A fully charged shot from the [[Cow Mangler 5000]] can temporarily disable a building for 4 seconds. Use this as an alternate strategy if rushing with a Soldier. | ||
{| class="wikitable grid" cellpadding="0" cellspacing="0" | {| class="wikitable grid" cellpadding="0" cellspacing="0" | ||
! class="header" colspan="1" width="200"| Building | ! class="header" colspan="1" width="200"| Building | ||
Line 161: | Line 162: | ||
* An Engineer can hide behind his Sentry Gun while repairing it with his Wrench. Target him first by either using splash damage or repositioning yourself. For example, Soldiers can fire rockets to the side of the Sentry Gun, while Snipers can pick a different vantage point. | * An Engineer can hide behind his Sentry Gun while repairing it with his Wrench. Target him first by either using splash damage or repositioning yourself. For example, Soldiers can fire rockets to the side of the Sentry Gun, while Snipers can pick a different vantage point. | ||
* Sentry Guns turn slowly and takes time to lock on to an enemy. You can peek from around a corner to take free shots at it. | * Sentry Guns turn slowly and takes time to lock on to an enemy. You can peek from around a corner to take free shots at it. | ||
+ | ** Due to their slow turn rate, it is possible to jump on top of a Sentry Gun and completely avoid fire by crouch walking in a circular motion. | ||
* Don't assume you know where a Sentry Gun is, even if you've already fought it. The Engineer can [[Buildings#Hauling|haul]] buildings between key points. | * Don't assume you know where a Sentry Gun is, even if you've already fought it. The Engineer can [[Buildings#Hauling|haul]] buildings between key points. | ||
* Listen for the Sentry Gun's signature 'beep' sound. The number of 'beeps' played corresponds to the Sentry Gun's level, which helps you decide whether you can defeat it. | * Listen for the Sentry Gun's signature 'beep' sound. The number of 'beeps' played corresponds to the Sentry Gun's level, which helps you decide whether you can defeat it. | ||
Line 167: | Line 169: | ||
** The Medic can use his invincibility-granting [[ÜberCharge]] on a Heavy or Demoman to break a stalemate. | ** The Medic can use his invincibility-granting [[ÜberCharge]] on a Heavy or Demoman to break a stalemate. | ||
** If an allied Spy saps the Sentry Gun to disable it, the rest of your team can push in. | ** If an allied Spy saps the Sentry Gun to disable it, the rest of your team can push in. | ||
+ | *** If there are too many Engineers, the Red-Tape Recorder can quickly downgrade the Sentry Guns, giving you an easier job at destroying them. | ||
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | [[File:Lvl1dispenser.png|100px|Dispensers]]<br />'''[[Dispenser]]''' | | align="center" valign="center" style="padding:0.5em" | [[File:Lvl1dispenser.png|100px|Dispensers]]<br />'''[[Dispenser]]''' | ||
Line 187: | Line 190: | ||
** As the Spy, you can sap a Teleporter Entrance and stand on it, telefragging any enemy who remains on the Exit. | ** As the Spy, you can sap a Teleporter Entrance and stand on it, telefragging any enemy who remains on the Exit. | ||
* If enemies are appearing far too close to your team's spawn point, sweep the area for a hidden Teleporter Exit. | * If enemies are appearing far too close to your team's spawn point, sweep the area for a hidden Teleporter Exit. | ||
+ | ** Players that have recently exited a Teleporter will emit particles under their feet - a sign that there is a Teleporter nearby. | ||
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | [[File:Red Mini Sentry.png|100px|Combat Mini-Sentry Guns]]<br />'''[[Combat Mini-Sentry Gun]]''' | | align="center" valign="center" style="padding:0.5em" | [[File:Red Mini Sentry.png|100px|Combat Mini-Sentry Guns]]<br />'''[[Combat Mini-Sentry Gun]]''' |
Revision as of 06:14, 7 February 2024
“ | Did ze Fräuleins have zeir Mittelschmerz?
Click to listen
— The Medic
|
” |
The Engineer is a defensive support class who primarily helps his team by constructing various buildings. The bulk of his firepower comes from his Sentry Gun, which is capable of fighting almost any enemy head-on when fully upgraded. For utility, his Dispenser keeps his team supplied, while a Teleporter system saves travel time from spawn to the front lines. Generally, an Engineer will build a "base", consisting of a Sentry Gun, Dispenser, and Teleporter Exit, that acts as a rallying point for his team. His buildings are extremely useful for either helping his team advance or holding a strategic position. If the Engineer is caught alone or without his Sentry Gun, he has below-average direct combat and mediocre health, although there are a few loadout options that drastically enhance his solo combat, such as the Gunslinger and Southern Hospitality.
Contents
General
Attributes | Anti-Engineer strategy |
---|---|
Role |
|
Health |
|
Speed |
|
Power |
|
Weapon-specific
Primary weapons
Weapon | Anti-Engineer strategy |
---|---|
Shotgun + reskins |
|
Frontier Justice + reskins |
|
Widowmaker |
|
Pomson 6000 |
|
Rescue Ranger |
|
Panic Attack |
|
Secondary weapons
Weapon | Anti-Engineer strategy |
---|---|
Pistol + reskins |
|
Wrangler + reskins |
|
Short Circuit |
|
Melee weapons
Weapon | Anti-Engineer strategy |
---|---|
Wrench + reskins |
|
Gunslinger |
|
Southern Hospitality |
|
Jag |
|
Eureka Effect |
|
Buildings
- Buildings are unaffected by critical hits, including those from sources like the Soldier's Buff Banner and Medic's Kritzkrieg.
- The Spy’s Sapper causes buildings to cease functioning, but can be removed by the Engineer's Wrench. Coordinate with a friendly Spy to take out troublesome buildings.
- A fully charged shot from the Cow Mangler 5000 can temporarily disable a building for 4 seconds. Use this as an alternate strategy if rushing with a Soldier.
Building | Anti-Engineer strategy |
---|---|
Sentry Gun |
|
Dispenser |
|
Teleporter |
|
Combat Mini-Sentry Gun |
|
See also
|