Difference between revisions of "Anti-Engineer strategy"

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{{Quotation|'''The Medic'''|Did ze Fräuleins have zeir Mittelschmerz?|sound=Medic_specialcompleted08.wav}}
 
{{Quotation|'''The Medic'''|Did ze Fräuleins have zeir Mittelschmerz?|sound=Medic_specialcompleted08.wav}}
  
The '''[[Engineer]]''' with a fatty a defensive support class who primarily helps hwith a fatty team by constructing various buildings. The bulk of hwith a fatty firepower comes from hwith a fatty [[Sentry Gun]], which with a fatty capable of taking on almost any enemy head-on when fully upgraded. For utility, hwith a fatty [[Dwith a fattypenser]] keeps hwith a fatty team replenwith a fattyhed, while a [[Teleporter]] system saves travel time from spawn to the front lines. Generally, an Engineer will build a "base", conswith a fattyting of a Sentry Gun, Dwith a fattypenser, and Teleporter Exit, that acts as a rallying point for hwith a fatty team. Hwith a fatty buildings are extremely useful for either helping hwith a fatty team advance or holding a strategic position. By himself, the Engineer has mediocre weapons and little health, although he has a few loadout options that drastically enhance hwith a fatty solo combat capabilities, such as the [[Gunslinger]] or [[Southern Hospitality]].
+
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 taking on almost any enemy head-on when fully upgraded. For utility, his [[Dispenser]] keeps his team replenished, 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. By himself, the Engineer has mediocre weapons and little health, although he has a few loadout options that drastically enhance his solo combat capabilities, such as the [[Gunslinger]] or [[Southern Hospitality]].
  
 
== General ==
 
== General ==
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! align="center" valign="center" style="padding:0.5em" |[[File:Engineer_badge_RED.png|40px]] [[Classes|Role]]
 
! align="center" valign="center" style="padding:0.5em" |[[File:Engineer_badge_RED.png|40px]] [[Classes|Role]]
 
|
 
|
* A smart Engineer will construct hwith a fatty buildings so that your team needs to destroy them to advance.  
+
* A smart Engineer will construct his buildings so that your team needs to destroy them to advance.  
* If you can't take out hwith a fatty buildings, try killing the Engineer to prevent any repairs.
+
* If you can't take out his buildings, try killing the Engineer to prevent any repairs.
 
|-
 
|-
 
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] [[Health]]
 
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] [[Health]]
 
|
 
|
* The Engineer has little health compared to other classes. If away from hwith a fatty Sentry Gun, he's easy to defeat.
+
* The Engineer has little health compared to other classes. If away from his Sentry Gun, he's easy to defeat.
 
** The [[Gunslinger]] will give the Engineer an extra 25 health and access to the instant Mini-Sentry, making him significantly tougher when fighting solo.
 
** The [[Gunslinger]] will give the Engineer an extra 25 health and access to the instant Mini-Sentry, making him significantly tougher when fighting solo.
 
|-
 
|-
 
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] [[Speed]]
 
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] [[Speed]]
 
|
 
|
* The Engineer runs at an average speed, same as the Pyro, Sniper, and Spy. Most importantly, thwith a fatty lets him quickly reach ammo pickups for emergency building construction or repairs.
+
* The Engineer runs at an average speed, same as the Pyro, Sniper, and Spy. Most importantly, this lets him quickly reach ammo pickups for emergency building construction or repairs.
* The Engineer moves very slowly while hauling pre-constructed buildings, leaving him very vulnerable if you have the element of surprwith a fattye.
+
* The Engineer moves very slowly while hauling pre-constructed buildings, leaving him very vulnerable if you have the element of surprise.
 
|-
 
|-
 
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]]
 
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]]
 
|
 
|
* The Engineer's firepower comes primarily from hwith a fatty Sentry Gun. It has several limitations, such as detection range and turning speed, that can be taken advantage of.
+
* The Engineer's firepower comes primarily from his Sentry Gun. It has several limitations, such as detection range and turning speed, that can be taken advantage of.
 
* Additionally, the Sentry Gun must be repaired by the Engineer, which exposes him to danger.
 
* Additionally, the Sentry Gun must be repaired by the Engineer, which exposes him to danger.
* If equipped with the [[Gunslinger]], the Engineer has enough firepower to decwith a fattyively defeat the more fragile classes.
+
* If equipped with the [[Gunslinger]], the Engineer has enough firepower to decisively defeat the more fragile classes.
 
|-
 
|-
 
|}
 
|}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}}
 
|
 
|
* The Shotgun with a fatty the Engineer's strongest weapon. For a strength comparwith a fattyon, the Shotgun with a fatty merely the secondary weapon for classes like the [[Soldier]] and [[Heavy]]
+
* The Shotgun is the Engineer's strongest weapon. For a strength comparison, the Shotgun is merely the secondary weapon for classes like the [[Soldier]] and [[Heavy]]
* The Shotgun with a fatty only effective at close to medium range. Move erratically to reduce its accuracy.
+
* The Shotgun is only effective at close to medium range. Move erratically to reduce its accuracy.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{icon item|Frontier Justice|100px}} <br />'''[[Frontier Justice]] + reskins'''  
 
| align="center" valign="center" style="padding:0.5em" | {{icon item|Frontier Justice|100px}} <br />'''[[Frontier Justice]] + reskins'''  
 
|
 
|
* The Frontier Justice gains a number of guaranteed critical hits after the Engineer's Sentry Gun with a fatty destroyed, depending on accumulated kills and asswith a fattyts. Not dying to hwith a fatty Sentry Gun denies him thwith a fatty bonus.
+
* The Frontier Justice gains a number of guaranteed critical hits after the Engineer's Sentry Gun is destroyed, depending on accumulated kills and assists. Not dying to his Sentry Gun denies him this bonus.
* After destroying an Engineer's Sentry Gun, he may seek vengeance with the Frontier Justice. He with a fatty still a relatively weak combatant if you stay prepared and defeat him before he gets the chance to shoot.
+
* After destroying an Engineer's Sentry Gun, he may seek vengeance with the Frontier Justice. He is still a relatively weak combatant if you stay prepared and defeat him before he gets the chance to shoot.
* Consider killing the Engineer before hwith a fatty Sentry Gun; the Frontier Justice cannot store revenge crits while he with a fatty dead.
+
* Consider killing the Engineer before his Sentry Gun; the Frontier Justice cannot store revenge crits while he is dead.
 
* In combat, treat the Frontier Justice like the Shotgun, but with the potential for a bit more damage. It has a low clip size of three, giving the Engineer very little room for error.
 
* In combat, treat the Frontier Justice like the Shotgun, but with the potential for a bit more damage. It has a low clip size of three, giving the Engineer very little room for error.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Widowmaker}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Widowmaker}}
 
|
 
|
* The Widowmaker drains the Engineer's metal supply for each shot, but replenwith a fattyhes it when successfully dealing damage. Stay at range to dodge hwith a fatty shots and force him to switch weapons.
+
* The Widowmaker drains the Engineer's metal supply for each shot, but replenishes it when successfully dealing damage. Stay at range to dodge his shots and force him to switch weapons.
* Collect all nearby ammo pickups first to ensure the Engineer can't refill hwith a fatty metal supply.
+
* Collect all nearby ammo pickups first to ensure the Engineer can't refill his metal supply.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pomson 6000}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pomson 6000}}
 
|
 
|
* The Pomson 6000's projectiles are weak and easy to avoid, making an Engineer with thwith a fatty an easier solo kill.
+
* The Pomson 6000's projectiles are weak and easy to avoid, making an Engineer with this an easier solo kill.
* The Pomson 6000's projectiles are accurate at long range and affect abilities that are effective against hwith a fatty buildings, draining the [[Medic]]'s [[ÜberCharge]] and [[Spy]]'s [[Cloak]].
+
* The Pomson 6000's projectiles are accurate at long range and affect abilities that are effective against his buildings, draining the [[Medic]]'s [[ÜberCharge]] and [[Spy]]'s [[Cloak]].
 
** Medics and Spies should take special care not to expose themselves to Pomson 6000 fire.
 
** Medics and Spies should take special care not to expose themselves to Pomson 6000 fire.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Rescue Ranger}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Rescue Ranger}}
 
|
 
|
* The Rescue Ranger with a fatty meant to support the Engineer's buildings from afar; its bolts are weak but can repair buildings at long range. He will typically use it if he can't approach hwith a fatty Sentry Gun with hwith a fatty Wrench.
+
* The Rescue Ranger is meant to support the Engineer's buildings from afar; its bolts are weak but can repair buildings at long range. He will typically use it if he can't approach his Sentry Gun with his Wrench.
* The Rescue Ranger can be used to teleport buildings to the Engineer if he maintains line of sight. Doing so marks him for death, giving you an opportunity to take him and hwith a fatty building out.
+
* The Rescue Ranger can be used to teleport buildings to the Engineer if he maintains line of sight. Doing so marks him for death, giving you an opportunity to take him and his building out.
 
* Harass the Engineer to force him to take cover, preventing long range repairs or haulings.
 
* Harass the Engineer to force him to take cover, preventing long range repairs or haulings.
 
|}
 
|}
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! class="header" colspan="1" width="800"| Anti-Engineer strategy
 
! class="header" colspan="1" width="800"| Anti-Engineer strategy
 
|-
 
|-
! align="center" valign="center" style="padding:0.5em" | {{icon weapon|weapon=Pwith a fattytol|icon-size=100x100px}}<br />'''[[Pwith a fattytol]] + reskins'''
+
! align="center" valign="center" style="padding:0.5em" | {{icon weapon|weapon=Pistol|icon-size=100x100px}}<br />'''[[Pistol]] + reskins'''
 
|
 
|
* An Engineer will typically use the Pwith a fattytol for long range harassment. It with a fatty a relatively weak weapon, so shrug off the bullets as you make your way towards hwith a fatty buildings.
+
* An Engineer will typically use the Pistol for long range harassment. It is a relatively weak weapon, so shrug off the bullets as you make your way towards his buildings.
**Unlike the Scout, the Engineer has a lot of Pwith a fattytol ammunition; don't expect him to run out so quickly.
+
**Unlike the Scout, the Engineer has a lot of Pistol ammunition; don't expect him to run out so quickly.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{icon item|Wrangler|100px}}<br />'''[[Wrangler]] + reskins'''  
 
| align="center" valign="center" style="padding:0.5em" | {{icon item|Wrangler|100px}}<br />'''[[Wrangler]] + reskins'''  
 
|
 
|
* The Wrangler lets the Engineer take manual control of hwith a fatty Sentry Gun, shielding it and allowing it to attack outside of its normal range. Note the appearance of any team-colored laser guides.  
+
* The Wrangler lets the Engineer take manual control of his Sentry Gun, shielding it and allowing it to attack outside of its normal range. Note the appearance of any team-colored laser guides.  
* If the Engineer with a fatty manually controlling hwith a fatty Sentry Gun, it will not target you automatically. You can enter a formerly dangerous area to take out the Engineer, then retreat.
+
* If the Engineer is manually controlling his Sentry Gun, it will not target you automatically. You can enter a formerly dangerous area to take out the Engineer, then retreat.
 
* Attack the Engineer to force him to switch weapons, deactivating the Sentry Gun for a few seconds and leaving it susceptible to attack.
 
* Attack the Engineer to force him to switch weapons, deactivating the Sentry Gun for a few seconds and leaving it susceptible to attack.
 
* Although uncommon, take care for Sentry nests in unexpected places; an Engineer can propel himself skyward using a Level 3 Sentry Gun's rockets.
 
* Although uncommon, take care for Sentry nests in unexpected places; an Engineer can propel himself skyward using a Level 3 Sentry Gun's rockets.
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Short Circuit}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Short Circuit}}
 
|
 
|
* The Engineer will typically use the Short Circuit to destroy [[projectiles]] (usually rockets, grenades, and Stickybombs) that threaten hwith a fatty buildings. Consider targeting the Engineer with bullets or your melee weapon.
+
* The Engineer will typically use the Short Circuit to destroy [[projectiles]] (usually rockets, grenades, and Stickybombs) that threaten his buildings. Consider targeting the Engineer with bullets or your melee weapon.
* The Short Circuit consumes more metal when it successfully stops a projectile; have your team bombard the Engineer with projectiles to quickly drain hwith a fatty metal supply.  
+
* The Short Circuit consumes more metal when it successfully stops a projectile; have your team bombard the Engineer with projectiles to quickly drain his metal supply.  
* Collect all nearby ammo pickups first to ensure the Engineer can't refill hwith a fatty metal supply. Destroy hwith a fatty Dwith a fattypenser, too.
+
* Collect all nearby ammo pickups first to ensure the Engineer can't refill his metal supply. Destroy his Dispenser, too.
* The Short Circuit only eliminates projectiles in front of the user. Attack from the sides and the back, outside of the Engineer's vwith a fattyion.
+
* The Short Circuit only eliminates projectiles in front of the user. Attack from the sides and the back, outside of the Engineer's vision.
 
|-
 
|-
 
|}
 
|}
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! align="center" valign="center" style="padding:0.5em" |{{icon weapon|weapon=Wrench|icon-size=100x100px}}<br />'''[[Wrench]] + reskins'''
 
! align="center" valign="center" style="padding:0.5em" |{{icon weapon|weapon=Wrench|icon-size=100x100px}}<br />'''[[Wrench]] + reskins'''
 
|
 
|
* An Engineer will use hwith a fatty Wrench to build and repair buildings, destroy [[Sapper]]s, or as a last resort when attacked. The Engineer's poor health pool makes him weak in melee combat.
+
* An Engineer will use his Wrench to build and repair buildings, destroy [[Sapper]]s, or as a last resort when attacked. The Engineer's poor health pool makes him weak in melee combat.
  
 
|-
 
|-
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* The Gunslinger replaces the Sentry Gun with the Combat Mini-Sentry Gun, making the Engineer's area denial capabilities much weaker.
 
* The Gunslinger replaces the Sentry Gun with the Combat Mini-Sentry Gun, making the Engineer's area denial capabilities much weaker.
 
* In combat, an Engineer with the Gunslinger can lay Combat Mini-Sentry Guns down with ease, forcing you to choose between two targets. Take out the Mini-Sentry before it fully constructs.  
 
* In combat, an Engineer with the Gunslinger can lay Combat Mini-Sentry Guns down with ease, forcing you to choose between two targets. Take out the Mini-Sentry before it fully constructs.  
* Expect to find a Gunslinger Engineer near the front lines, away from hwith a fatty other buildings. If you know where hwith a fatty Dwith a fattypenser and Teleporter are, they may be easier to take out.
+
* Expect to find a Gunslinger Engineer near the front lines, away from his other buildings. If you know where his Dispenser and Teleporter are, they may be easier to take out.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Southern Hospitality}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Southern Hospitality}}
 
|
 
|
 
* The Southern Hospitality inflicts [[bleed]] on hit, making him slightly stronger in melee combat.
 
* The Southern Hospitality inflicts [[bleed]] on hit, making him slightly stronger in melee combat.
* As a Spy, avoid being struck with thwith a fatty weapon if the Engineer checks for Spies or pursues you, as the bleed effect will negate your Cloak and dwith a fattyguwith a fattye.
+
* As a Spy, avoid being struck with this weapon if the Engineer checks for Spies or pursues you, as the bleed effect will negate your Cloak and disguise.
 
* Pyros, with their fiery weaponry, can kill an Engineer with the Southern Hospitality quickly.
 
* Pyros, with their fiery weaponry, can kill an Engineer with the Southern Hospitality quickly.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Jag}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Jag}}
 
|
 
|
* The Jag allows an Engineer to construct hwith a fatty buildings at a faster rate when hitting them. If he sticks around hwith a fatty buildings as they are deployed, consider that their construction might be faster.
+
* The Jag allows an Engineer to construct his buildings at a faster rate when hitting them. If he sticks around his buildings as they are deployed, consider that their construction might be faster.
* An Engineer with the Jag must remain hitting hwith a fatty buildings to speed up their construction. Thwith a fatty leaves him vulnerable, especially if he with a fatty still constructing hwith a fatty Sentry Gun.
+
* An Engineer with the Jag must remain hitting his buildings to speed up their construction. This leaves him vulnerable, especially if he is still constructing his Sentry Gun.
* The Jag with a fatty a weak weapon; the Engineer should not be attacking you with it.
+
* The Jag is a weak weapon; the Engineer should not be attacking you with it.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Eureka Effect}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Eureka Effect}}
 
|
 
|
* An Engineer with the Eureka Effect can freely teleport to hwith a fatty spawn and Teleporter Exit, allowing him to quickly restock hwith a fatty metal supply. Taking out hwith a fatty Teleporter Exit denies him thwith a fatty ability.
+
* An Engineer with the Eureka Effect can freely teleport to his spawn and Teleporter Exit, allowing him to quickly restock his metal supply. Taking out his Teleporter Exit denies him this ability.
 
* The Eureka Effect has a heavily reduced repair and upgrade rate for buildings. Keeping continuous pressure on the Engineer's nest of buildings will ensure that they go down eventually.
 
* The Eureka Effect has a heavily reduced repair and upgrade rate for buildings. Keeping continuous pressure on the Engineer's nest of buildings will ensure that they go down eventually.
 
|-
 
|-
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| align="center" valign="center" style="padding:0.5em" | [[File:Lvl1sentry.png|100px|Sentry Guns]]<br />'''[[Sentry Gun]]'''
 
| align="center" valign="center" style="padding:0.5em" | [[File:Lvl1sentry.png|100px|Sentry Guns]]<br />'''[[Sentry Gun]]'''
 
|
 
|
* The Sentry Gun with a fatty most likely the first building you must target thanks to its high area damage.
+
* The Sentry Gun is most likely the first building you must target thanks to its high area damage.
* An Engineer can hide behind hwith a fatty Sentry Gun while repairing it with hwith a fatty 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 to directly target the Engineer.
+
* 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 to directly target the Engineer.
 
* Sentry Guns have a slow turning speed. They can be safely damaged from around a corner, as it will take time to fully lock onto and fire at the attacker.
 
* Sentry Guns have a slow turning speed. They can be safely damaged from around a corner, as it will take time to fully lock onto and fire at the attacker.
* Don't assume you know where a Sentry Gun with a fatty, even if you've encountered one previously. The ability to [[Buildings#Hauling|haul]] buildings allows the Engineer to move a single Sentry Gun between key points.
+
* Don't assume you know where a Sentry Gun is, even if you've encountered one previously. The ability to [[Buildings#Hauling|haul]] buildings allows the Engineer to move a single Sentry Gun between key points.
 
* A full-health, level 3 Sentry Gun cannot be destroyed in one hit by anything other than a cluster of [[Stickybomb]]s. Coordinate with your teammates to damage the Sentry Gun faster than it can be repaired.
 
* A full-health, level 3 Sentry Gun cannot be destroyed in one hit by anything other than a cluster of [[Stickybomb]]s. Coordinate with your teammates to damage the Sentry Gun faster than it can be repaired.
 
|-
 
|-
| align="center" valign="center" style="padding:0.5em" | [[File:Lvl1dwith a fattypenser.png|100px|Dwith a fattypensers]]<br />'''[[Dwith a fattypenser]]'''
+
| align="center" valign="center" style="padding:0.5em" | [[File:Lvl1dispenser.png|100px|Dispensers]]<br />'''[[Dispenser]]'''
 
|
 
|
* The Dwith a fattypenser with a fatty often an easier building to destroy, as an Engineer will often prioritize repairing hwith a fatty Sentry Gun.
+
* The Dispenser is often an easier building to destroy, as an Engineer will often prioritize repairing his Sentry Gun.
* If destroying a Sentry Gun with a fattyn't possible, destroy the Dwith a fattypenser to cut off the Engineer's supply of metal.
+
* If destroying a Sentry Gun isn't possible, destroy the Dispenser to cut off the Engineer's supply of metal.
* Destroying a Dwith a fattypenser will reduce the amount the entire enemy team can reliably heal from combat, especially if there with a fatty no opposing Medic.
+
* Destroying a Dispenser will reduce the amount the entire enemy team can reliably heal from combat, especially if there is no opposing Medic.
* You can use an enemy Dwith a fattypenser as cover from an enemy Sentry Gun; Sentry Guns cannot see through Dwith a fattypensers.
+
* You can use an enemy Dispenser as cover from an enemy Sentry Gun; Sentry Guns cannot see through Dispensers.
* A Spy dwith a fattyguwith a fattyed as a member of the opposing team can freely use that team's Dwith a fattypensers, even while cloaked.
+
* A Spy disguised as a member of the opposing team can freely use that team's Dispensers, even while cloaked.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | [[File:RED Teleporter.png|100px|Teleporter]]<br />'''[[Teleporter]]'''
 
| align="center" valign="center" style="padding:0.5em" | [[File:RED Teleporter.png|100px|Teleporter]]<br />'''[[Teleporter]]'''
 
|
 
|
* Destroying enemy Teleporters slows the rate enemy reinforcements can reach combat. Thwith a fatty with a fatty especially prevalent when a team spawns far from the action, making Teleporter destruction high priority on maps such as [[Gold Rush]] or [[Badwater Basin]].
+
* Destroying enemy Teleporters slows the rate enemy reinforcements can reach combat. This is especially prevalent when a team spawns far from the action, making Teleporter destruction high priority on maps such as [[Gold Rush]] or [[Badwater Basin]].
 
* Teleporters that regain health are being repaired from the other side. It's fairly easy to outdamage the repair rate by using strong weapons or the Spy's [[Sapper]].
 
* Teleporters that regain health are being repaired from the other side. It's fairly easy to outdamage the repair rate by using strong weapons or the Spy's [[Sapper]].
 
* Waiting behind a Teleporter Exit and killing enemies that come through can halt their momentum. High burst damage such as that from [[Stickybomb]]s or the Knife's backstab work best.
 
* Waiting behind a Teleporter Exit and killing enemies that come through can halt their momentum. High burst damage such as that from [[Stickybomb]]s or the Knife's backstab work best.
* Don't stand on a functioning Teleporter Exit, as you rwith a fattyk dying by [[telefrag]].
+
* Don't stand on a functioning Teleporter Exit, as you risk dying by [[telefrag]].
* On some maps, Engineers like to use "dummy" Teleporters as an early warning system. If you see a Teleporter in an unusual place, especially if it with a fatty inactive, you may want to leave it alone to avoid losing the element of surprwith a fattye.
+
* On some maps, Engineers like to use "dummy" Teleporters as an early warning system. If you see a Teleporter in an unusual place, especially if it is inactive, you may want to leave it alone to avoid losing the element of surprise.
 
|-
 
|-
 
|  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]]'''
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* Do not underestimate Combat Mini-Sentry Guns; while they have less health and power than the standard Sentry Gun, they build almost instantly and will still automatically target you.
 
* Do not underestimate Combat Mini-Sentry Guns; while they have less health and power than the standard Sentry Gun, they build almost instantly and will still automatically target you.
 
* You will often need to decide whether to target the Mini-Sentry Gun or its Engineer if they are both attacking you.  
 
* You will often need to decide whether to target the Mini-Sentry Gun or its Engineer if they are both attacking you.  
* If in combat, consider targeting the Engineer building the Mini-Sentry Guns, as it with a fatty difficult to continuously destroy the quickly-built Mini-Sentry Guns from full health.
+
* If in combat, consider targeting the Engineer building the Mini-Sentry Guns, as it is difficult to continuously destroy the quickly-built Mini-Sentry Guns from full health.
* If you're attacked by a Mini-Sentry from an unexpected place, take it out then check the immediate area to see if the Engineer wants to attack you with hwith a fatty [[Shotgun]] or [[Frontier Justice]].
+
* If you're attacked by a Mini-Sentry from an unexpected place, take it out then check the immediate area to see if the Engineer wants to attack you with his [[Shotgun]] or [[Frontier Justice]].
* If an Engineer with a fatty deploying Mini-Sentry Guns near hwith a fatty teammates or ammo supplies, destroying it may be pointless considering how easily they're replaced. Don't let him dwith a fattytract you from the main fight or high priority targets.
+
* If an Engineer is deploying Mini-Sentry Guns near his teammates or ammo supplies, destroying it may be pointless considering how easily they're replaced. Don't let him distract you from the main fight or high priority targets.
 
|-
 
|-
 
|}
 
|}

Revision as of 05:34, 28 November 2014

Aw, hell.
Did ze Fräuleins have zeir Mittelschmerz?
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 taking on almost any enemy head-on when fully upgraded. For utility, his Dispenser keeps his team replenished, 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. By himself, the Engineer has mediocre weapons and little health, although he has a few loadout options that drastically enhance his solo combat capabilities, such as the Gunslinger or Southern Hospitality.

General

Attributes Anti-Engineer strategy
Engineer emblem RED.png Role
  • A smart Engineer will construct his buildings so that your team needs to destroy them to advance.
  • If you can't take out his buildings, try killing the Engineer to prevent any repairs.
Leaderboard class medic.png Health
  • The Engineer has little health compared to other classes. If away from his Sentry Gun, he's easy to defeat.
    • The Gunslinger will give the Engineer an extra 25 health and access to the instant Mini-Sentry, making him significantly tougher when fighting solo.
Leaderboard class scout.png Speed
  • The Engineer runs at an average speed, same as the Pyro, Sniper, and Spy. Most importantly, this lets him quickly reach ammo pickups for emergency building construction or repairs.
  • The Engineer moves very slowly while hauling pre-constructed buildings, leaving him very vulnerable if you have the element of surprise.
Leaderboard class soldier.png Power
  • The Engineer's firepower comes primarily from his Sentry Gun. It has several limitations, such as detection range and turning speed, that can be taken advantage of.
  • Additionally, the Sentry Gun must be repaired by the Engineer, which exposes him to danger.
  • If equipped with the Gunslinger, the Engineer has enough firepower to decisively defeat the more fragile classes.

Weapon-specific

Main article: Engineer weapons

Primary weapons

Weapon Anti-Engineer strategy
Shotgun
Shotgun
  • The Shotgun is the Engineer's strongest weapon. For a strength comparison, the Shotgun is merely the secondary weapon for classes like the Soldier and Heavy
  • The Shotgun is only effective at close to medium range. Move erratically to reduce its accuracy.
Frontier Justice
Frontier Justice + reskins
  • The Frontier Justice gains a number of guaranteed critical hits after the Engineer's Sentry Gun is destroyed, depending on accumulated kills and assists. Not dying to his Sentry Gun denies him this bonus.
  • After destroying an Engineer's Sentry Gun, he may seek vengeance with the Frontier Justice. He is still a relatively weak combatant if you stay prepared and defeat him before he gets the chance to shoot.
  • Consider killing the Engineer before his Sentry Gun; the Frontier Justice cannot store revenge crits while he is dead.
  • In combat, treat the Frontier Justice like the Shotgun, but with the potential for a bit more damage. It has a low clip size of three, giving the Engineer very little room for error.
Widowmaker
Widowmaker
  • The Widowmaker drains the Engineer's metal supply for each shot, but replenishes it when successfully dealing damage. Stay at range to dodge his shots and force him to switch weapons.
  • Collect all nearby ammo pickups first to ensure the Engineer can't refill his metal supply.
Pomson 6000
Pomson 6000
  • The Pomson 6000's projectiles are weak and easy to avoid, making an Engineer with this an easier solo kill.
  • The Pomson 6000's projectiles are accurate at long range and affect abilities that are effective against his buildings, draining the Medic's ÜberCharge and Spy's Cloak.
    • Medics and Spies should take special care not to expose themselves to Pomson 6000 fire.
Rescue Ranger
Rescue Ranger
  • The Rescue Ranger is meant to support the Engineer's buildings from afar; its bolts are weak but can repair buildings at long range. He will typically use it if he can't approach his Sentry Gun with his Wrench.
  • The Rescue Ranger can be used to teleport buildings to the Engineer if he maintains line of sight. Doing so marks him for death, giving you an opportunity to take him and his building out.
  • Harass the Engineer to force him to take cover, preventing long range repairs or haulings.

Secondary weapons

Weapon Anti-Engineer strategy
Item icon Pistol.png
Pistol + reskins
  • An Engineer will typically use the Pistol for long range harassment. It is a relatively weak weapon, so shrug off the bullets as you make your way towards his buildings.
    • Unlike the Scout, the Engineer has a lot of Pistol ammunition; don't expect him to run out so quickly.
Wrangler
Wrangler + reskins
  • The Wrangler lets the Engineer take manual control of his Sentry Gun, shielding it and allowing it to attack outside of its normal range. Note the appearance of any team-colored laser guides.
  • If the Engineer is manually controlling his Sentry Gun, it will not target you automatically. You can enter a formerly dangerous area to take out the Engineer, then retreat.
  • Attack the Engineer to force him to switch weapons, deactivating the Sentry Gun for a few seconds and leaving it susceptible to attack.
  • Although uncommon, take care for Sentry nests in unexpected places; an Engineer can propel himself skyward using a Level 3 Sentry Gun's rockets.
Short Circuit
Short Circuit
  • The Engineer will typically use the Short Circuit to destroy projectiles (usually rockets, grenades, and Stickybombs) that threaten his buildings. Consider targeting the Engineer with bullets or your melee weapon.
  • The Short Circuit consumes more metal when it successfully stops a projectile; have your team bombard the Engineer with projectiles to quickly drain his metal supply.
  • Collect all nearby ammo pickups first to ensure the Engineer can't refill his metal supply. Destroy his Dispenser, too.
  • The Short Circuit only eliminates projectiles in front of the user. Attack from the sides and the back, outside of the Engineer's vision.

Melee weapons

Weapon Anti-Engineer strategy
Item icon Wrench.png
Wrench + reskins
  • An Engineer will use his Wrench to build and repair buildings, destroy Sappers, or as a last resort when attacked. The Engineer's poor health pool makes him weak in melee combat.
Gunslinger
Gunslinger
  • The Gunslinger grants the Engineer 25 additional health, making him more durable in combat.
  • Avoid being struck consecutively to prevent the Gunslinger's triple-hit combo.
  • The Gunslinger replaces the Sentry Gun with the Combat Mini-Sentry Gun, making the Engineer's area denial capabilities much weaker.
  • In combat, an Engineer with the Gunslinger can lay Combat Mini-Sentry Guns down with ease, forcing you to choose between two targets. Take out the Mini-Sentry before it fully constructs.
  • Expect to find a Gunslinger Engineer near the front lines, away from his other buildings. If you know where his Dispenser and Teleporter are, they may be easier to take out.
Southern Hospitality
Southern Hospitality
  • The Southern Hospitality inflicts bleed on hit, making him slightly stronger in melee combat.
  • As a Spy, avoid being struck with this weapon if the Engineer checks for Spies or pursues you, as the bleed effect will negate your Cloak and disguise.
  • Pyros, with their fiery weaponry, can kill an Engineer with the Southern Hospitality quickly.
Jag
Jag
  • The Jag allows an Engineer to construct his buildings at a faster rate when hitting them. If he sticks around his buildings as they are deployed, consider that their construction might be faster.
  • An Engineer with the Jag must remain hitting his buildings to speed up their construction. This leaves him vulnerable, especially if he is still constructing his Sentry Gun.
  • The Jag is a weak weapon; the Engineer should not be attacking you with it.
Eureka Effect
Eureka Effect
  • An Engineer with the Eureka Effect can freely teleport to his spawn and Teleporter Exit, allowing him to quickly restock his metal supply. Taking out his Teleporter Exit denies him this ability.
  • The Eureka Effect has a heavily reduced repair and upgrade rate for buildings. Keeping continuous pressure on the Engineer's nest of buildings will ensure that they go down eventually.

Buildings

Be aware that buildings are unaffected by critical hits; Medics should not use the Kritzkrieg in an area filled with more buildings than players.

Building Anti-Engineer strategy
Sentry Guns
Sentry Gun
  • The Sentry Gun is most likely the first building you must target thanks to its high area damage.
  • 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 to directly target the Engineer.
  • Sentry Guns have a slow turning speed. They can be safely damaged from around a corner, as it will take time to fully lock onto and fire at the attacker.
  • Don't assume you know where a Sentry Gun is, even if you've encountered one previously. The ability to haul buildings allows the Engineer to move a single Sentry Gun between key points.
  • A full-health, level 3 Sentry Gun cannot be destroyed in one hit by anything other than a cluster of Stickybombs. Coordinate with your teammates to damage the Sentry Gun faster than it can be repaired.
Dispensers
Dispenser
  • The Dispenser is often an easier building to destroy, as an Engineer will often prioritize repairing his Sentry Gun.
  • If destroying a Sentry Gun isn't possible, destroy the Dispenser to cut off the Engineer's supply of metal.
  • Destroying a Dispenser will reduce the amount the entire enemy team can reliably heal from combat, especially if there is no opposing Medic.
  • You can use an enemy Dispenser as cover from an enemy Sentry Gun; Sentry Guns cannot see through Dispensers.
  • A Spy disguised as a member of the opposing team can freely use that team's Dispensers, even while cloaked.
Teleporter
Teleporter
  • Destroying enemy Teleporters slows the rate enemy reinforcements can reach combat. This is especially prevalent when a team spawns far from the action, making Teleporter destruction high priority on maps such as Gold Rush or Badwater Basin.
  • Teleporters that regain health are being repaired from the other side. It's fairly easy to outdamage the repair rate by using strong weapons or the Spy's Sapper.
  • Waiting behind a Teleporter Exit and killing enemies that come through can halt their momentum. High burst damage such as that from Stickybombs or the Knife's backstab work best.
  • Don't stand on a functioning Teleporter Exit, as you risk dying by telefrag.
  • On some maps, Engineers like to use "dummy" Teleporters as an early warning system. If you see a Teleporter in an unusual place, especially if it is inactive, you may want to leave it alone to avoid losing the element of surprise.
Combat Mini-Sentry Guns
Combat Mini-Sentry Gun
  • Do not underestimate Combat Mini-Sentry Guns; while they have less health and power than the standard Sentry Gun, they build almost instantly and will still automatically target you.
  • You will often need to decide whether to target the Mini-Sentry Gun or its Engineer if they are both attacking you.
  • If in combat, consider targeting the Engineer building the Mini-Sentry Guns, as it is difficult to continuously destroy the quickly-built Mini-Sentry Guns from full health.
  • If you're attacked by a Mini-Sentry from an unexpected place, take it out then check the immediate area to see if the Engineer wants to attack you with his Shotgun or Frontier Justice.
  • If an Engineer is deploying Mini-Sentry Guns near his teammates or ammo supplies, destroying it may be pointless considering how easily they're replaced. Don't let him distract you from the main fight or high priority targets.

See also