Difference between revisions of "Basic Engineer strategy"
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Archrelico (talk | contribs) (Class-wide strategy page update/check. Feel free to reword my additions.) |
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{{Quotation|'''The Engineer''' |Start prayin', boy!|sound=Engineer_taunts08.wav}} | {{Quotation|'''The Engineer''' |Start prayin', boy!|sound=Engineer_taunts08.wav}} | ||
[[File:Engineertaunt1.PNG|350px|right]] | [[File:Engineertaunt1.PNG|350px|right]] | ||
− | The [[Engineer]] has the unique ability to construct [[Buildings]]. Although he possesses a weaker set of weapons, his [[Sentry Gun]] is more than enough to fend off multiple enemies. His [[Teleporter]] system sends teammates to the front lines, while his [[Dispenser]] heals and supplies ammunition. After constructing a building, he can pick up and [[haul]] it to a new location, allowing him to keep his base as his team advances or retreats. The Engineer and his buildings will frequently be targeted by [[Demoman|Demomen]] and [[Spy|Spies]]. A well-timed enemy [[ÜberCharge]], in particular, can quickly ruin all of his hard work. When his buildings are destroyed, it is most important that the Engineer makes it out alive so that he can reconstruct his base. A good Engineer will place his buildings in strategic locations and not be afraid to get his hands dirty defending them. | + | The [[Engineer]] has the unique ability to construct [[Buildings]]. Although he possesses a weaker set of weapons and is too fragile to be fighting directly in the front lines, his [[Sentry Gun]] is more than enough to fend off multiple enemies and provide covering fire for his team. His [[Teleporter]] system sends teammates to the front lines, while his [[Dispenser]] heals and supplies ammunition to him and his entire team. After constructing a building, he can pick up and [[haul]] it to a new location, allowing him to keep his base as his team advances or retreats. The Engineer and his buildings will frequently be targeted by [[Demoman|Demomen]] and [[Spy|Spies]]. A well-timed enemy [[ÜberCharge]], in particular, can quickly ruin all of his hard work. When his buildings are destroyed, it is most important that the Engineer makes it out alive so that he can reconstruct his base. A good Engineer will place his buildings in strategic locations and not be afraid to get his hands dirty defending them. |
== Primary weapons == | == Primary weapons == | ||
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{{icon item|Shotgun|100px}} {{icon item|Festive Shotgun|100px|link=Festive weapons}} | {{icon item|Shotgun|100px}} {{icon item|Festive Shotgun|100px|link=Festive weapons}} | ||
− | + | Out of your available primary weapons, the Shotgun is your most reliable and deals the best consistent damage. It is a deceptively powerful weapon at close to medium range, but becomes much weaker at a distance, so use it in close quarters to defend yourself when alone and scare off enemies that your Sentry Gun cannot target, such as disguised Spies. | |
=== [[Frontier Justice]] + [[reskins]] === | === [[Frontier Justice]] + [[reskins]] === | ||
{{icon item|Frontier Justice|100px}} {{icon item|Festive Frontier Justice|100px|link=Festive weapons}} {{icon item|Australium Frontier Justice|100px|link=Australium weapons}} | {{icon item|Frontier Justice|100px}} {{icon item|Festive Frontier Justice|100px|link=Festive weapons}} {{icon item|Australium Frontier Justice|100px|link=Australium weapons}} | ||
− | + | The Frontier Justice has half the clip size of the Shotgun, but gains Revenge [[Critical hits|Crits]] for any kills or assists your Sentry Gun gets. This weapon shines if you place your Sentry Gun or Combat Mini-Sentry Gun in an offensive position, where it should be able to get a few kills or assists before being destroyed. Even if you have stored up a great number of Revenge crits, the small magazine size in addition to the threat of losing all of them upon death will prevent you from going on a mini-rampage. You can destroy your own Sentry Gun to store spare crits in the Frontier Justice for emergencies before building another Sentry Gun. However, the firepower of your Sentry Gun is generally more valuable, and destroying your Sentry Gun at the wrong time may cost your team valuable ground. | |
=== [[Widowmaker]] === | === [[Widowmaker]] === | ||
{{icon item|Widowmaker|100px}} | {{icon item|Widowmaker|100px}} | ||
− | The Widowmaker consumes 30 metal per shot, but will refund metal based on how much damage you deal. Accurate shots at close range will usually yield far more than 30 metal. Medium to long range shots, however, will generally yield close to or below 30 metal. | + | The Widowmaker consumes 30 metal per shot, but will refund metal based on how much damage you deal. Accurate shots at close range will usually yield far more than 30 metal. Medium to long range shots, however, will generally yield close to or below 30 metal. With good accuracy, you can theoretically be a useful support class in direct combat due to the Widowmaker's metal return, especially if synergized with the [[Gunslinger]]. Otherwise, you'll generally be inefficient if you fight at the front lines and will often find yourself out of metal. It's best used when defending your buildings, as your [[Dispenser]] can replace most of the metal you lose from firing the Widowmaker at a distance. Equip the [[Pistol]] alongside the Widowmaker so that you have a reliable ranged attack even when out of metal. |
− | === [[Pomson | + | === [[Pomson 69584726000]] === |
{{icon item|Pomson 6000|100px}} | {{icon item|Pomson 6000|100px}} | ||
− | When compared to the Shotgun, the Pomson 6000 is less effective in direct combat; it deals reduced damage at close range, has a smaller magazine size, and its projectiles are significantly slower than standard bullets. However, it is accurate | + | When compared to the Shotgun, the Pomson 6000 is less effective in direct combat; it deals reduced damage at close range, has a smaller magazine size, and its projectiles are significantly slower than standard bullets. However, it is accurate at long range, reloads quickly, and has unlimited ammo, so you can use it to harass enemies at a distance, particularly Snipers. The Pomson 6000's true value lies within its utility; a Medic or Spy shot by it will lose a small portion of his [[ÜberCharge]] or [[Cloak]] meter, respectively. This can be used to prevent them from attacking or escaping your team, particularly when dealing with the standard invincibility-granting ÜberCharge or Spies using the [[Dead Ringer]]. The amount of charge your enemies lose is lowered based on distance; no charge is lost at longer ranges, so try to keep encounters at medium range. Consider using the [[hitscan]] Pistol alongside it so that you have a more reliable weapon for self-defense. |
=== [[Rescue Ranger]] === | === [[Rescue Ranger]] === | ||
{{icon item|Rescue Ranger|100px}} | {{icon item|Rescue Ranger|100px}} | ||
− | The Rescue Ranger grants you the ability to haul buildings from a distance | + | The Rescue Ranger grants you the ability to haul buildings from a distance at the expensive cost of 100 [[metal]]. If right next to your Sentry Gun, prioritize preventing it from being destroyed, especially if you see enemy Stickybombs or an [[ÜberCharge]]. At long range, you can safely move buildings across open areas and save them from being destroyed, but since this requires a direct line of sight and causes a visible tracer, it will be difficult to do anything else, such as sneaking it into the enemy's base. Hauling a building will [[Marked_for_death#Mini-crit_boost|mark you for death]] and make you very easy to kill, encouraging you to only use the hauling mechanic when out of combat. The Rescue Ranger fires weak bolts that can safely repair friendly buildings from a distance, allowing you to save metal for an emergency long range hauling, and keeps yourself safe from harm while your Sentry Gun does your work. This is balanced by your capabilities at close range, where the [[Wrench]] repairs faster and hauling is free. The bolts do not remove Sappers, making them as vulnerable to Spies as ever, so try and keep your Sentry Guns at walking distance just in case. Overall, the Rescue Ranger is an excellent weapon if you rarely use the Shotgun and prefer to rely on your Sentry Gun for fire power. Its mobility pairs well with the [[Jag]], which aids in redeploying hauled buildings. |
===[[Panic Attack]]=== | ===[[Panic Attack]]=== | ||
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{{icon item|Pistol|100px}} {{icon item|Lugermorph|100px}} {{icon item|C.A.P.P.E.R|100px}} | {{icon item|Pistol|100px}} {{icon item|Lugermorph|100px}} {{icon item|C.A.P.P.E.R|100px}} | ||
− | As an Engineer, you have a tremendous supply of Pistol bullets, so feel free to spam them to fend off enemies or check for Spies. | + | As an Engineer, you have a tremendous supply of Pistol bullets, so feel free to spam them to fend off enemies or check for Spies. It is deceptively accurate and powerful at medium range, making it combo well with [[Sentry gun#Combat Mini-Sentry Gun|Combat Mini-Sentry Guns]]. |
=== [[Wrangler]] + [[reskins]] === | === [[Wrangler]] + [[reskins]] === | ||
{{icon item|Wrangler|100px}} {{icon item|Festive Wrangler|100px|link=Festive weapons}} {{icon item|Giger Counter|100px}} | {{icon item|Wrangler|100px}} {{icon item|Festive Wrangler|100px|link=Festive weapons}} {{icon item|Giger Counter|100px}} | ||
− | When the Wrangler is your active weapon, your [[Sentry Gun]] gains a damage-reducing shield and can be aimed manually. While the Sentry Gun is under your control, it fires more rapidly and isn't restricted by its slow turn speed. However, it will not automatically detect targets, forcing you to do all the aiming. Manual control is usually used to attack enemies outside your Sentry Gun's normal range or to siege the enemy base. You'll usually need to expose yourself to aim the Wrangler; like when using another weapon, duck in and out of cover to avoid being picked off. Deactivating the Wrangler will disable your Sentry Gun for 3 seconds, so you need to balance its activation with building repairs. If you need to focus on something else, don't be afraid to allow your Sentry Gun to function normally. | + | When the Wrangler is your active weapon, your [[Sentry Gun]] gains a damage-reducing shield and can be aimed manually. While the Sentry Gun is under your control, it fires more rapidly, slightly locks onto enemies, and also isn't restricted by its slow turn speed, making it even more durable and accurate than before. However, it will not automatically detect targets, forcing you to do all the aiming, and an undetected enemy can simply walk up to your Sentry Gun to damage it. Manual control is usually used to attack enemies outside your Sentry Gun's normal range or to siege the enemy base. You'll usually need to expose yourself to aim the Wrangler, since it follows your crosshair; like when using another weapon, duck in and out of cover to avoid being picked off. Deactivating the Wrangler will disable your Sentry Gun for 3 seconds, so you need to balance its activation with building repairs. If you need to focus on something else, don't be afraid to allow your Sentry Gun to function normally. |
=== [[Short Circuit]] === | === [[Short Circuit]] === | ||
{{icon item|Short Circuit|100px}} | {{icon item|Short Circuit|100px}} | ||
− | The Short Circuit | + | The Short Circuit functions similarly to the Pistol, firing a very short-ranged burst of electricity that deals minor damage on primary fire and draws from your metal supply. While inefficient in direct combat, the weapon's selling point is its secondary fire, which unleashes a slower, wide-arc burst that can destroy enemy [[projectiles]] at the cost of slightly more metal. It's particularly useful for defending your buildings or teammates from rockets, grenades, and even Stickybomb carpets. You can't pick up buildings while the Short Circuit is your active weapon, and secondary fire will not work if you lack metal; this means that your team needs to quickly take out the enemies firing projectiles before you can no longer fire the Short Circuit in defense. |
== Melee weapons == | == Melee weapons == | ||
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{{icon item|Wrench|100px}} {{icon item|Golden Wrench|100px}} {{icon item|Saxxy|100px}} {{icon item|Festive Wrench|100px|link=Festive weapons}} {{icon item|Silver Botkiller Wrench|100px|link=Botkiller weapons}} {{icon item|Australium Wrench|100px|link=Australium weapons}}{{icon item|Golden Frying Pan|100px}} {{icon item|Necro Smasher|100px}} | {{icon item|Wrench|100px}} {{icon item|Golden Wrench|100px}} {{icon item|Saxxy|100px}} {{icon item|Festive Wrench|100px|link=Festive weapons}} {{icon item|Silver Botkiller Wrench|100px|link=Botkiller weapons}} {{icon item|Australium Wrench|100px|link=Australium weapons}}{{icon item|Golden Frying Pan|100px}} {{icon item|Necro Smasher|100px}} | ||
− | The Wrench is not just a weapon; hitting buildings with your Wrench will cause them to build twice as fast. If a Spy places a Sapper to disable a building, two hits from your Wrench will remove it. Disabled Sentry Guns take 0.5 second to reactivate after having a Sapper removed, so first take care of the Spy if he hangs around. The game prioritizes repairing and upgrading buildings over melee combat, so use your [[Shotgun]] to dispatch nearby enemies | + | The Wrench is not just a weapon; hitting buildings with your Wrench will cause them to build twice as fast. Hitting a [[hauling|hauled]] building speeds up its already faster build time, so it can be a good idea to start building at your spawn before hauling your buildings into position. If a Spy places a Sapper to disable a building, two hits from your Wrench will remove it. Disabled Sentry Guns take 0.5 second to reactivate after having a Sapper removed, so first take care of the Spy if he hangs around. The game prioritizes repairing and upgrading buildings over melee combat, making it possible to accidentally hit your buildings instead of an enemy directly near one, so use your [[Shotgun]] to dispatch nearby enemies. |
=== [[Gunslinger]] === | === [[Gunslinger]] === | ||
{{icon item|Gunslinger|100px}} | {{icon item|Gunslinger|100px}} | ||
− | The Gunslinger grants you 25 additional health points and replaces your Sentry Gun with a cheap, rapidly constructed [[Combat Mini-Sentry Gun]]. | + | The Gunslinger grants you 25 additional health points and replaces your Sentry Gun with a cheap, rapidly constructed [[Combat Mini-Sentry Gun]] that has weaker power. Its perks promotes more offensive play, and is great when constructing a full Sentry Gun can be inefficient, such if you're as on the offensive, in the middle of combat, or moving around too often. If you're staying at medium range, support your Mini-Sentry Gun with the Pistol or [[Wrangler]]. For a more aggressive playstyle, use the Shotgun or [[Widowmaker]]; the Shotgun needs to be reloaded less frequently while a few well-aimed shots with the Widowmaker will give you enough metal to build another Mini-Sentry. While the Gunslinger can deal a guaranteed Critical hit upon landing three successful consecutive attacks, using a loaded Shotgun is less risky and deals more damage-per-second at point-blank range. |
=== [[Southern Hospitality]] === | === [[Southern Hospitality]] === | ||
{{icon item|Southern Hospitality|100px}} | {{icon item|Southern Hospitality|100px}} | ||
− | The [[bleed]] effect | + | The Southern Hospitality grants a [[bleed]] effect on hit, but deals no critical hits and increases your vulnerability to fire. The bleed effect inflicted can be useful in a one-on-one fight and helps to track down [[Cloak]]ed Spies. The fire vulnerability is negligble; if a Pyro manages to catch you alone and away from your buildings, you're probably going to die anyway. |
=== [[Jag]] === | === [[Jag]] === | ||
{{icon item|Jag|100px}} | {{icon item|Jag|100px}} | ||
− | Hitting buildings with the Jag will cause them to build even faster than when using the standard Wrench. This trait makes it useful for quickly constructing or redeploying a nest of buildings if you find yourself constantly moving around or need a Sentry Gun immediately. However, the Jag has a reduced repair rate and takes three hits to destroy [[Sappers]], making defense against a constant assault or Spies much more difficult. | + | Hitting buildings with the Jag will cause them to build even faster than when using the standard Wrench. This trait makes it useful for quickly constructing or redeploying a nest of buildings if you find yourself constantly moving around or in need of a Sentry Gun immediately. However, the Jag has a reduced repair rate, deals less damage, and takes three hits to destroy [[Sappers]], making defense against a constant assault or Spies much more difficult. |
===[[Eureka Effect]]=== | ===[[Eureka Effect]]=== | ||
{{icon item|Eureka Effect|100px}} | {{icon item|Eureka Effect|100px}} | ||
− | The Eureka Effect allows you to use the reload button to teleport back to your current spawn room or Teleporter Exit. However, this comes at the cost of slower construction when hitting new buildings with your weapon, as well as 50% less metal gained from pickups and Dispensers. It's best to use nearby ammo pickups to initially construct your buildings, then use the Eureka Effect's teleports to quickly upgrade them. | + | The Eureka Effect allows you to use the reload button to teleport back to your current spawn room or Teleporter Exit. However, this comes at the cost of slower construction when hitting new buildings with your weapon, as well as 50% less metal gained from pickups and Dispensers, making you less effective on the front lines. It's best to use nearby ammo pickups to initially construct your buildings, then use the Eureka Effect's teleports to quickly upgrade them. Although you cannot teleport if you are hauling a building, you can sneak a Teleporter Exit behind enemy lines, then teleport to-and-fro to build a nest in enemy territory. While teleporting to spawn can be used as an emergency escape, it will not remove status effects such as [[afterburn]] until you touch a [[Respawn#Ressuply|Ressuply Locker]]. |
==[[Buildings]]== | ==[[Buildings]]== | ||
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[[File:RED Level 3 Sentry Gun.png|100px|Sentry Gun]] | [[File:RED Level 3 Sentry Gun.png|100px|Sentry Gun]] | ||
− | It's best to place Sentry Guns in well-frequented areas to prevent enemies from passing entirely. When placing a Sentry Gun, note where it can shoot and where the enemy can fire from. If a Sentry Gun is placed out in the open, it can cover more ground but will be left more vulnerable to attackers. If placed in a corner, it is naturally protected from flanking by walls, but can only focus on a certain angle of the battlefield. Precise placement of your Sentry Gun can be very rewarding; a few inches can keep it from being picked off by [[Soldier]]s or [[Sniper]]s. | + | The Sentry Gun is a key contributor in area denial, and its effectiveness increases the more it is upgraded. It's best to place Sentry Guns in well-frequented areas to prevent enemies from passing entirely, and hauling them if your team moves forward to provide suppressive fire. When placing a Sentry Gun, note where it can shoot and where the enemy can fire from. If a Sentry Gun is placed out in the open, it can cover more ground but will be left more vulnerable to attackers. If placed in a corner, it is naturally protected from flanking by walls, but can only focus on a certain angle of the battlefield. Precise placement of your Sentry Gun can be very rewarding; a few inches can keep it from being picked off by [[Soldier]]s or [[Sniper]]s. As your Sentry Gun increases in size, health and firepower as you upgrade it, keep in mind the power of your Sentry Gun and what it can comfortably fight. Compensate for what the Sentry cannot detect with your Shotgun, especially enemy Spies. To safely upgrade your Sentry Gun, secure a stable source of metal from either a [[Dispenser]] or ammo spawn. |
===[[Combat Mini-Sentry Gun]]=== | ===[[Combat Mini-Sentry Gun]]=== | ||
[[File:Red Mini Sentry.png|100px|Combat Mini-Sentry Gun]] | [[File:Red Mini Sentry.png|100px|Combat Mini-Sentry Gun]] | ||
− | Due to their small size and quick build time, Mini-Sentry Guns can often be placed in positions that a normal Sentry Gun cannot and perform exceptionally well when laid in concealed areas. These advantages, coupled with the bonus health the Gunslinger provides, allow for relatively aggressive play. They only cost 100 metal to deploy, so you should be able to provide a constant source of suppressive gunfire. Until fully constructed, Mini-Sentry Guns have reduced health, requiring you to speed up the construction yourself if you want them to be anything beyond a minor distraction. They are far less useful when placed in defensive positions, where their reduced firepower won't be able to fight enemies off efficiently. | + | Due to their small size and quick build time, Mini-Sentry Guns can often be placed in positions that a normal Sentry Gun cannot and perform exceptionally well when laid in concealed areas. These advantages, coupled with the bonus health the Gunslinger provides, allow for relatively aggressive play compared to the more defensive playstyle of the default Sentry Gun. Place them behind your teammates fighting in the front lines, where opponents will often be too busy fighting to focus on your Mini-Sentry Gun. They only cost 100 metal to deploy, so you should be able to provide a constant source of suppressive gunfire. Until fully constructed, Mini-Sentry Guns have reduced health and deploy significantly slower, requiring you to speed up the construction yourself if you want them to be anything beyond a minor distraction, while preventing you from simply dropping one in direct sight of an enemy and escaping. They are far less useful when placed in defensive positions, where their reduced firepower won't be able to fight enemies off efficiently. |
===[[Dispenser]]=== | ===[[Dispenser]]=== | ||
[[File:Lvl3dispenser.png|100px|Dispenser]] | [[File:Lvl3dispenser.png|100px|Dispenser]] | ||
− | A Dispenser is typically the first building you want to construct so that you have a stable source of metal if you aren't in proximity of an ammo pack or resupply closet. Placing [[Dispenser]]s in forward locations will keep teammates healthy and allow them to hold an area for a long period of time. Additionally, because the Dispenser is a solid object, you can hop on your own Dispenser to climb to inaccessible places or block narrow passages from enemy Spies. | + | A Dispenser is typically the first building you want to construct so that you have a stable source of metal if you aren't in proximity of an ammo pack or resupply closet. Placing [[Dispenser]]s in forward locations will keep teammates healthy and allow them to hold an area for a long period of time. Additionally, because the Dispenser is a solid object, you can hop on your own Dispenser to climb to inaccessible places or block narrow passages from enemy Spies. It takes a very long time for a Dispenser to build, even if Wrench-boosted, so it may be a good idea to place it in a safe location to let it build by itself while you focus on setting up your other buildings. |
===[[Teleporter]]=== | ===[[Teleporter]]=== | ||
[[File:Telespin.png|100px|Teleporter]] | [[File:Telespin.png|100px|Teleporter]] | ||
− | Always have a Teleporter system active to help a steady tide of reinforcements reach the front lines, even if the distance covered is short. Try to place the Teleporter Exit in a practical location, such as near the front lines yet behind cover, as opposed to out in the open. Rotate the Exit so that it faces away from a wall and allows teammates to see the battlefield immediately upon coming through. If either Teleporter member comes under fire, hitting one end with your melee weapon will repair the other. If guarding your buildings, refrain from standing on your Teleporter Exit, as enemy Spies are able to come through and [[telefrag]] you. | + | Always have a Teleporter system active to help a steady tide of reinforcements reach the front lines, even if the distance covered is short. |
+ | As they build slowly, you can drop an Entrance at spawn and build your nest before dropping an Exit: by the time you're done, the Teleporter Entrance should have been fully built. Alternatively, upgrading your Teleporter Entrance at spawn using a resupply locker makes it more effective once you have a Teleporter system set up in the future. Keep your Teleporter system at level 2 minimally, as level 1 Teleporters take a significant amount of time for each teleport, which isn't usually worth the waiting time. Try to place the Teleporter Exit in a practical location, such as near the front lines yet behind cover, as opposed to out in the open, as an active Teleporter is very obvious. Rotate the Exit so that it faces away from a wall and allows teammates to see the battlefield immediately upon coming through. If either Teleporter member comes under fire, hitting one end with your melee weapon will repair the other. If guarding your buildings, refrain from standing on your Teleporter Exit, as enemy Spies are able to come through and [[telefrag]] you. | ||
Revision as of 07:39, 17 March 2016
“ | Start prayin', boy!
Click to listen
— The Engineer
|
” |
The Engineer has the unique ability to construct Buildings. Although he possesses a weaker set of weapons and is too fragile to be fighting directly in the front lines, his Sentry Gun is more than enough to fend off multiple enemies and provide covering fire for his team. His Teleporter system sends teammates to the front lines, while his Dispenser heals and supplies ammunition to him and his entire team. After constructing a building, he can pick up and haul it to a new location, allowing him to keep his base as his team advances or retreats. The Engineer and his buildings will frequently be targeted by Demomen and Spies. A well-timed enemy ÜberCharge, in particular, can quickly ruin all of his hard work. When his buildings are destroyed, it is most important that the Engineer makes it out alive so that he can reconstruct his base. A good Engineer will place his buildings in strategic locations and not be afraid to get his hands dirty defending them.
Primary weapons
Shotgun + reskins
Out of your available primary weapons, the Shotgun is your most reliable and deals the best consistent damage. It is a deceptively powerful weapon at close to medium range, but becomes much weaker at a distance, so use it in close quarters to defend yourself when alone and scare off enemies that your Sentry Gun cannot target, such as disguised Spies.
Frontier Justice + reskins
The Frontier Justice has half the clip size of the Shotgun, but gains Revenge Crits for any kills or assists your Sentry Gun gets. This weapon shines if you place your Sentry Gun or Combat Mini-Sentry Gun in an offensive position, where it should be able to get a few kills or assists before being destroyed. Even if you have stored up a great number of Revenge crits, the small magazine size in addition to the threat of losing all of them upon death will prevent you from going on a mini-rampage. You can destroy your own Sentry Gun to store spare crits in the Frontier Justice for emergencies before building another Sentry Gun. However, the firepower of your Sentry Gun is generally more valuable, and destroying your Sentry Gun at the wrong time may cost your team valuable ground.
Widowmaker
The Widowmaker consumes 30 metal per shot, but will refund metal based on how much damage you deal. Accurate shots at close range will usually yield far more than 30 metal. Medium to long range shots, however, will generally yield close to or below 30 metal. With good accuracy, you can theoretically be a useful support class in direct combat due to the Widowmaker's metal return, especially if synergized with the Gunslinger. Otherwise, you'll generally be inefficient if you fight at the front lines and will often find yourself out of metal. It's best used when defending your buildings, as your Dispenser can replace most of the metal you lose from firing the Widowmaker at a distance. Equip the Pistol alongside the Widowmaker so that you have a reliable ranged attack even when out of metal.
Pomson 69584726000
When compared to the Shotgun, the Pomson 6000 is less effective in direct combat; it deals reduced damage at close range, has a smaller magazine size, and its projectiles are significantly slower than standard bullets. However, it is accurate at long range, reloads quickly, and has unlimited ammo, so you can use it to harass enemies at a distance, particularly Snipers. The Pomson 6000's true value lies within its utility; a Medic or Spy shot by it will lose a small portion of his ÜberCharge or Cloak meter, respectively. This can be used to prevent them from attacking or escaping your team, particularly when dealing with the standard invincibility-granting ÜberCharge or Spies using the Dead Ringer. The amount of charge your enemies lose is lowered based on distance; no charge is lost at longer ranges, so try to keep encounters at medium range. Consider using the hitscan Pistol alongside it so that you have a more reliable weapon for self-defense.
Rescue Ranger
The Rescue Ranger grants you the ability to haul buildings from a distance at the expensive cost of 100 metal. If right next to your Sentry Gun, prioritize preventing it from being destroyed, especially if you see enemy Stickybombs or an ÜberCharge. At long range, you can safely move buildings across open areas and save them from being destroyed, but since this requires a direct line of sight and causes a visible tracer, it will be difficult to do anything else, such as sneaking it into the enemy's base. Hauling a building will mark you for death and make you very easy to kill, encouraging you to only use the hauling mechanic when out of combat. The Rescue Ranger fires weak bolts that can safely repair friendly buildings from a distance, allowing you to save metal for an emergency long range hauling, and keeps yourself safe from harm while your Sentry Gun does your work. This is balanced by your capabilities at close range, where the Wrench repairs faster and hauling is free. The bolts do not remove Sappers, making them as vulnerable to Spies as ever, so try and keep your Sentry Guns at walking distance just in case. Overall, the Rescue Ranger is an excellent weapon if you rarely use the Shotgun and prefer to rely on your Sentry Gun for fire power. Its mobility pairs well with the Jag, which aids in redeploying hauled buildings.
Panic Attack
The Panic Attack allows the user to load up to four shots, then fire them consecutively. Unlike the other classes with access to it, the Panic Attack replaces your primary weapon instead of the secondary one. Having to load bullets before firing can make yourself predictable in a direct fight, forcing you to rely on your Pistol or Sentry Gun for self-defense. On the other hand, many of the beefier classes assume that a lone Engineer is an easy kill. The Panic Attack's firing rate and bullet spread increase as your health gets lower; you can load the weapon while an enemy pursues you, then turn around and burst them down.
Secondary weapons
Pistol + reskins
As an Engineer, you have a tremendous supply of Pistol bullets, so feel free to spam them to fend off enemies or check for Spies. It is deceptively accurate and powerful at medium range, making it combo well with Combat Mini-Sentry Guns.
Wrangler + reskins
When the Wrangler is your active weapon, your Sentry Gun gains a damage-reducing shield and can be aimed manually. While the Sentry Gun is under your control, it fires more rapidly, slightly locks onto enemies, and also isn't restricted by its slow turn speed, making it even more durable and accurate than before. However, it will not automatically detect targets, forcing you to do all the aiming, and an undetected enemy can simply walk up to your Sentry Gun to damage it. Manual control is usually used to attack enemies outside your Sentry Gun's normal range or to siege the enemy base. You'll usually need to expose yourself to aim the Wrangler, since it follows your crosshair; like when using another weapon, duck in and out of cover to avoid being picked off. Deactivating the Wrangler will disable your Sentry Gun for 3 seconds, so you need to balance its activation with building repairs. If you need to focus on something else, don't be afraid to allow your Sentry Gun to function normally.
Short Circuit
The Short Circuit functions similarly to the Pistol, firing a very short-ranged burst of electricity that deals minor damage on primary fire and draws from your metal supply. While inefficient in direct combat, the weapon's selling point is its secondary fire, which unleashes a slower, wide-arc burst that can destroy enemy projectiles at the cost of slightly more metal. It's particularly useful for defending your buildings or teammates from rockets, grenades, and even Stickybomb carpets. You can't pick up buildings while the Short Circuit is your active weapon, and secondary fire will not work if you lack metal; this means that your team needs to quickly take out the enemies firing projectiles before you can no longer fire the Short Circuit in defense.
Melee weapons
Wrench + reskins
The Wrench is not just a weapon; hitting buildings with your Wrench will cause them to build twice as fast. Hitting a hauled building speeds up its already faster build time, so it can be a good idea to start building at your spawn before hauling your buildings into position. If a Spy places a Sapper to disable a building, two hits from your Wrench will remove it. Disabled Sentry Guns take 0.5 second to reactivate after having a Sapper removed, so first take care of the Spy if he hangs around. The game prioritizes repairing and upgrading buildings over melee combat, making it possible to accidentally hit your buildings instead of an enemy directly near one, so use your Shotgun to dispatch nearby enemies.
Gunslinger
The Gunslinger grants you 25 additional health points and replaces your Sentry Gun with a cheap, rapidly constructed Combat Mini-Sentry Gun that has weaker power. Its perks promotes more offensive play, and is great when constructing a full Sentry Gun can be inefficient, such if you're as on the offensive, in the middle of combat, or moving around too often. If you're staying at medium range, support your Mini-Sentry Gun with the Pistol or Wrangler. For a more aggressive playstyle, use the Shotgun or Widowmaker; the Shotgun needs to be reloaded less frequently while a few well-aimed shots with the Widowmaker will give you enough metal to build another Mini-Sentry. While the Gunslinger can deal a guaranteed Critical hit upon landing three successful consecutive attacks, using a loaded Shotgun is less risky and deals more damage-per-second at point-blank range.
Southern Hospitality
The Southern Hospitality grants a bleed effect on hit, but deals no critical hits and increases your vulnerability to fire. The bleed effect inflicted can be useful in a one-on-one fight and helps to track down Cloaked Spies. The fire vulnerability is negligble; if a Pyro manages to catch you alone and away from your buildings, you're probably going to die anyway.
Jag
Hitting buildings with the Jag will cause them to build even faster than when using the standard Wrench. This trait makes it useful for quickly constructing or redeploying a nest of buildings if you find yourself constantly moving around or in need of a Sentry Gun immediately. However, the Jag has a reduced repair rate, deals less damage, and takes three hits to destroy Sappers, making defense against a constant assault or Spies much more difficult.
Eureka Effect
The Eureka Effect allows you to use the reload button to teleport back to your current spawn room or Teleporter Exit. However, this comes at the cost of slower construction when hitting new buildings with your weapon, as well as 50% less metal gained from pickups and Dispensers, making you less effective on the front lines. It's best to use nearby ammo pickups to initially construct your buildings, then use the Eureka Effect's teleports to quickly upgrade them. Although you cannot teleport if you are hauling a building, you can sneak a Teleporter Exit behind enemy lines, then teleport to-and-fro to build a nest in enemy territory. While teleporting to spawn can be used as an emergency escape, it will not remove status effects such as afterburn until you touch a Ressuply Locker.
Buildings
You are most valued for your Buildings, which all have a sizable impact in a battle. It takes time to fully set up a base, which means you need to choose how to spend your time accordingly. Because the Sentry Gun provides most of your firepower, you'll want to fully upgrade it first in most situations. If your teammates can hold the line without the aid of your Sentry Gun, consider upgrading your Dispenser or Teleporter system first to further aid them. If any building is in danger of being destroyed, you can haul it away; it's sometimes more important to save an upgraded Sentry Gun than to stall your enemies.
Sentry Gun
The Sentry Gun is a key contributor in area denial, and its effectiveness increases the more it is upgraded. It's best to place Sentry Guns in well-frequented areas to prevent enemies from passing entirely, and hauling them if your team moves forward to provide suppressive fire. When placing a Sentry Gun, note where it can shoot and where the enemy can fire from. If a Sentry Gun is placed out in the open, it can cover more ground but will be left more vulnerable to attackers. If placed in a corner, it is naturally protected from flanking by walls, but can only focus on a certain angle of the battlefield. Precise placement of your Sentry Gun can be very rewarding; a few inches can keep it from being picked off by Soldiers or Snipers. As your Sentry Gun increases in size, health and firepower as you upgrade it, keep in mind the power of your Sentry Gun and what it can comfortably fight. Compensate for what the Sentry cannot detect with your Shotgun, especially enemy Spies. To safely upgrade your Sentry Gun, secure a stable source of metal from either a Dispenser or ammo spawn.
Combat Mini-Sentry Gun
Due to their small size and quick build time, Mini-Sentry Guns can often be placed in positions that a normal Sentry Gun cannot and perform exceptionally well when laid in concealed areas. These advantages, coupled with the bonus health the Gunslinger provides, allow for relatively aggressive play compared to the more defensive playstyle of the default Sentry Gun. Place them behind your teammates fighting in the front lines, where opponents will often be too busy fighting to focus on your Mini-Sentry Gun. They only cost 100 metal to deploy, so you should be able to provide a constant source of suppressive gunfire. Until fully constructed, Mini-Sentry Guns have reduced health and deploy significantly slower, requiring you to speed up the construction yourself if you want them to be anything beyond a minor distraction, while preventing you from simply dropping one in direct sight of an enemy and escaping. They are far less useful when placed in defensive positions, where their reduced firepower won't be able to fight enemies off efficiently.
Dispenser
A Dispenser is typically the first building you want to construct so that you have a stable source of metal if you aren't in proximity of an ammo pack or resupply closet. Placing Dispensers in forward locations will keep teammates healthy and allow them to hold an area for a long period of time. Additionally, because the Dispenser is a solid object, you can hop on your own Dispenser to climb to inaccessible places or block narrow passages from enemy Spies. It takes a very long time for a Dispenser to build, even if Wrench-boosted, so it may be a good idea to place it in a safe location to let it build by itself while you focus on setting up your other buildings.
Teleporter
Always have a Teleporter system active to help a steady tide of reinforcements reach the front lines, even if the distance covered is short. As they build slowly, you can drop an Entrance at spawn and build your nest before dropping an Exit: by the time you're done, the Teleporter Entrance should have been fully built. Alternatively, upgrading your Teleporter Entrance at spawn using a resupply locker makes it more effective once you have a Teleporter system set up in the future. Keep your Teleporter system at level 2 minimally, as level 1 Teleporters take a significant amount of time for each teleport, which isn't usually worth the waiting time. Try to place the Teleporter Exit in a practical location, such as near the front lines yet behind cover, as opposed to out in the open, as an active Teleporter is very obvious. Rotate the Exit so that it faces away from a wall and allows teammates to see the battlefield immediately upon coming through. If either Teleporter member comes under fire, hitting one end with your melee weapon will repair the other. If guarding your buildings, refrain from standing on your Teleporter Exit, as enemy Spies are able to come through and telefrag you.
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