User:Tallahzirakzigal

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Hello! I got Team Fortress 2 as soon as it was free (yes, I'm a cheapskate =p) and I've been playing it a lot since. My favourite class is the Engineer.

Engineer Suggestions

The engineer really lacks weapons, so here's a few little ideas:


Charge Kit (Replaces Pistol)

  • Adds charges on buildings you build.
  • If the buildings are destroyed, they blow up, harming enemies, based on type of building and level.

A perfect compliment to the Frontier Justice, the charge kit is an item that encourages more aggressive placement, at the cost of having no long-range defence.


Meddling Mechanic

A weapon set for the Engineer, focusing on metal usage and buildings, at a personal cost.

Set bonus: +10% build speed


Clocky (Replaces Shotgun)

  • +50% fire speed
  • +50% clip size
  • No random critical hits
  • +75% reload time

Clocky is a clockwork shotgun, capable of firing constantly at pesky foes, but a slow reload time leaves you vunerable.


Sentry's Snackbox (Replaces Pistol)

  • +50 metal cap
  • +25% melee defence

The Sentry's Snackbox sacrifices long-range potential for more close-range survivability. It also lets both a dispenser and a sentry gun to be placed without needing a top-up.


Spanner (Replaces Wrench)

  • Uses 40 metal at a time, rather than 25 for upgrading and repairing
  • -15 max health on wearer

The Spanner is very good for setting up quickly, but leaves you even more vunerable than normal.

The Petroleum Baron

"Got Oil?"

Another weapon set, focusing on the theme of oil, as well as an additional building.

Set bonus: -10% fire vunerability


Old Sparky (Replaces Shotgun)

  • Alt-fire can short-out electrical devices for 4 seconds (Spy cloaking devices and buildings.)
  • -25% damage

Old Sparky is an old attempt to make an electric shotgun. Why weren't more made? Because its inventor shot anyone who tried to steal the blueprints.


Drill Blueprints (Replaces Pistol)

Allows a Oil Drill to be made for 150 metal:

  • The Oil Drill squirts out oil like a revolving fountain
  • Oil makes coated enemies take more fire damage (similar to Jarate)
  • If a Pyro ignites it, it will give out fire for 10 seconds, igniting anything that gets near. If it kills a player, the Pyro will get a kill assist.
  • Level 2 drills have a larger radius, and level 3 drills revolve faster


Turnscrew (Replaces Wrench)

  • Can repair buildings without metal, more slowly than with metal. Alt+fire to force a repair without metal if you have some.
  • No random critical hits
  • -50% damage against players

The turnscrew aids in a simple problem with having an extra building - having the supplies to repair it. If someone runs in and is killed by your sentry or oil drill, they may have inflicted damage en route. This fixes that problem. However, it's weaker against players, so if there's a pesky spy around, you better use your shotgun.

Graduation Party

"Make that twelve hard science PHDs!"

University-themed items, bringing more strength to the Engineer at the cost of less construction ability.

Set bonus: Jarate and Mad Milk must have direct hits on you to affect you


Gatecrasher (Replaces Shotgun)

  • +30% bullets per shot
  • +30% bullet spread
  • -30% damage per bullet
  • +30% load time

The Gatecrasher is a shotgun so sawn-off, you can barely load it. Don't know where a pesky enemy is? Fire randomly!


Water Cooler (Replaces Pistol and Dispenser)

  • -75% damage
  • +100% clip size
  • +50% fire speed
  • Follows a arched curve of fire, similar to the syringe gun.
  • Replaces the Dispenser with a Water Cooler.
    • Built at 5x speed
    • Cannot be upgraded.

The Water Cooler weapon throws ice cubes at your enemies, while the Water Cooler dispenser replacement can be placed quickly. Stack it with the Gunslinger for a spectacular aggressive combo.


The PhD (Replaces Wrench)

  • Doesn't add to construction rate
  • +50% firing speed

The PhD is a graduation scroll, good enough to smash someone's head in. It's extremely dangerous to unsuspecting enemies and Spies.


The Mortarboard

A hat similar to worn by graduates, with an orange trim. Not required for the set bonus.


Pyro Suggestions

I find the Pyro a fun to play class, but I have trouble with airblasts. The following item set is aimed to encourage them, and make them easier to do.


Mannthrower Kit

"Sure, throwing flames is fun. But nothing beats throwing men! Throw your enemies around the battlefield and off cliffs."

Set bonus: -50% knockback


Airblaster (Replaces Flamethrower)

  • -50% airblast cost
  • +75% airblast fire speed
  • -25% burn damage
  • No random critical hits

The Airblaster encourages fast deflection of missiles and projectiles.


The Intensifier (Replaces Shotgun)

  • Knockback on enemies already in the air
  • Mini-crits enemies in the air
  • -50% clip size

The Intensifier really makes a knockback more effective.


Air Extractor (Replaces Fire Axe)

  • +50% ammo from dropped weapons from corpses
  • -50% fire speed

The Air Extractor is a oddly modified air pump. It's unknown what the Pyro did to it.

This compliments the airblasting abilities effectively, by making up the high amount of ammo used.


Medic Suggestions

Just a few random suggestions for the Medic.

The Long Run (Replaces Medi Gun)

  • Has regular Ubercharge effect
  • +20% heal rate
  • -25% Ubercharge rate

The Long Run is a battered, tried and trusted Medi gun.

The faster heal rate means you'll do better in general use, but a slower Ubercharge rate makes it harder to do pushes. Try using the Ubersaw to get the precious Ubercharge.


Doctor's Handbook (Replaces Bone Saw)

  • +10% Ubercharge duration
  • -10 max health
  • -25% damage

Beating people to death with a handbook is possibly weirder than a bust of Hippocrates...

The Doctor's Handbook is intended for Ubercharges, at the cost of being more vunerable, so you'll want to be more careful.


Your Eternal Reward Strategy

Your Eternal Reward is an extremely effective spy weapon, at the cost of no disguises. For that reason, unless you're using the Saharan Spy kit, you're best off equipting it with the Cloak and Dagger so you can infiltrate the enemy base more easily. Otherwise, pick off a lone player (such as a heavy not checking their back) then you can safely enter.


The First Backstab

The main challenge of Eternal Reward is making the first move - you must be able to backstab someone before you can do some real damage. Here's some good targets:

  • Engineers, returning to their "nest" after collecting some ammo. Take off your cloak and backstab quickly. Then, you can probably sap their sentry.
  • Snipers
  • Heavies too busy spinning their miniguns to watch their back (particulary ones with the Brass Beast


You're In!

The strategy that follows focuses around whoever you backstabbed. Seeing as you can't choose who to disguise as, you must play the part.

Scout

Scouts are hard to play convincingly as a spy, but you're best off keeping near other players in places such as control points or payloads, so it looks as though you're contributing to their efforts, and you don't reveal that you can't run fast or double-jump.

Soldier

As you'll move slower, spy-checking is more effective on you. Keep away from pyros, and get to some battlements or a commanding position. Then, you can backstab another player on the battlements or just one passing by. Stay out of the main focus of the battle.

Pyro

Engineers love allied pyros. For that reason, you can pretend to be a defender of them. The longer you stay there, not doing anything much, the more they'll trust you, but if they go out for metal, you might as well sap all their buildings and cloak. If the other team has no engineers, find a little attacking force (2-3 players) and join them - then backstab as many as you can, while they're busy fighting. Lone players may suspect you more.

Demoman

If you've disguised as a melee-based Demoman, you may have some difficulty. You'll be expected to charge straight through your team, and as soon as they see that isn't the case, you might just be found out. If possible, try to attract a medic, and run forward with them. Backstab them if they overtake you. Alternatively, try hiding behind corners as if to ambush your team. Chances are, the enemy will run through that way as well - a good enough excuse as any for a backstab.

Heavy

Despite the Heavy's slow speed, being disguised as him might be really advantageous. Use a cloaking device or similar means to get near their base, get a medic on you and head back towards your own base. If they overtake you, backstab them.

Engineer

Backstabbing an Engineer allows you to sap their buildings. Additionally, you may find another engineer to backstab, too. Clean a "nest" of Engineers before you go sapper-mad, and if possible, cloak when you do. If the buildings are more spread out, take out the sentry but keep the dispenser. Stay near it, as if to be on hand for repairs, and backstab anyone coming for a top-up. If you get a Gunslinger engineer, you can go more offensively, and backstab a charging mob.

Medic

Players will be a little suspicious if you're not healing them when you're a Medic. However, chances are, any Medic you backstab will be near another player - often a slow one. Backstab them as well, before they have a chance to re-act.

Sniper

Similar to the Soldier, stay off front lines and keep to the battlements. People aren't that suspicous of a Sniper that hasn't fired in a while, but keep moving as if to prevent headshots. Stafe left and right and turn sparingly to give the impression you're using a scope. Backstab the next Soldier or Sniper than comes along.

Spy

The spy is a spy! Generally, when disguised as an enemy spy, you'll appear to be a spy disguised to them. Unfortunately, the disguise is random, and you have no idea what it is. If possible, play as if you're a spy on their team. You can get away with cloaking more easily, so long as you don't bump into anyone. Join an enemy ambush at the last minute (as if you're using it as an excuse to sneak into their base) and backstab any enemy survivors.


Anti-strategy

If you're against someone with Your Eternal Reward, it's good to spy-check as normal. Engineers should spy-check everyone they see coming near, and not be of the view that after being backstabbed, the sentry will get them. Don't use the Minigun for too long as a Heavy, unless you're with a Medic or someone else capable of spy-checking, as there's every chance someone will get you. Essentially, the key differences to normal anti-Spy strategy are:

  • Sentry guns will be less effective at stopping spies
  • A Spy must make a dangerous journey to your team, in the first place. As a Pyro, check corners. As other classes, just look out for a Spy running in the direction of your base.
  • There'll be little sign a friendly player has been backstabbed (other than stopping firing, and the fact one of the players has "disappeared".)