Difference between revisions of "Engineer match-ups"

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* You can use the Wrangler to extend your Sentry Gun's range. The Wrangler's shielding also buys you time for a proper response.
 
* You can use the Wrangler to extend your Sentry Gun's range. The Wrangler's shielding also buys you time for a proper response.
 
* The [[Short Circuit]] can destroy his rockets for as long as you have [[metal]].
 
* The [[Short Circuit]] can destroy his rockets for as long as you have [[metal]].
 +
** Because most Soldiers tend to use their Rocket Launcher most of the time, they may forget that they have a Shotgun or don’t equip the Shotgun at all, given the benefits of other secondary weapons or banners. Fire an energy ball to destroy any rockets, then switch to your Shotgun to damage the Soldier. Once the energy ball disappears, switch back to the Short Circuit and fires an energy ball again.
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**An energy ball costs 65 metal, which means you have a total of 3 energy balls if you have a full metal supply. Aim carefully to make the shots count.
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**The stock Shotgun and Panic Attack are your best options for this weapon combo, as the Frontier Justice requires frequent reloading without Revenge crits, the Widowmaker also requires metal and the Pomson 6000 and Rescue Ranger are both weaker in direct combat.
  
 
   | pyro-strategy =  
 
   | pyro-strategy =  
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'''Useful weapons:'''  
 
'''Useful weapons:'''  
 
* The [[Shotgun]] is one of your best direct combat weapons for pursuing the Demoman.
 
* The [[Shotgun]] is one of your best direct combat weapons for pursuing the Demoman.
* The [[Short Circuit]] can destroy his explosives for as long as you have [[metal]].
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* The [[Short Circuit]] can destroy his explosives for as long as you have [[metal]]. It can also help to clear the spawn entrance if he has placed a Sticky trap there.
  
 
   | heavy-strategy =  
 
   | heavy-strategy =  
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* The [[Rescue Ranger]] can repair your buildings without you having to expose yourself.
 
* The [[Rescue Ranger]] can repair your buildings without you having to expose yourself.
 
* The [[Pistol]] is your best option for harassing the Sniper at range to throw off his aim.
 
* The [[Pistol]] is your best option for harassing the Sniper at range to throw off his aim.
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* The Short Circuit can help when engaging a sniper in close range. The energy ball is bright and completely opaque, allowing you to ‘flashbang’ to prevent him from quickscoping or aiming his Submachine Gun. You can then finish him off with your Shotgun.
  
 
   | spy-strategy =  
 
   | spy-strategy =  

Revision as of 03:42, 11 August 2022

Son, I'm gonna' blow that dumb look right off your stupid face!
The Engineer on his battle plan
Class Strategy
Engineer.png
Engineer
vs. Scout.png
Scout
Relative merits: Your Sentry Gun makes you the best class for defending an area against the Scout. The Sentry Gun never misses, making the Scout's mobility completely useless, and quickly chews through the Scout's low 125 health. The Scout's weapons are not powerful enough to handle a Sentry Gun directly; the best he can do is phase through with Bonk! Atomic Punch.

Tactics: To keep the Scout away, stay near your buildings and repair any chip damage he might inflict. If you can rely on teammates to hold a main area, your Sentry Gun can be instead placed to cover flanking routes to specifically deter ambushers.

If you are on the offensive or constantly on the move, you may be forced to directly fight the Scout without your Sentry Gun. In this case, strafe side-to-side, fire away whenever he enters your crosshairs, and consider using the Gunslinger and Combat Mini-Sentry Guns.

Useful weapons:

Engineer.png
Engineer
vs. Soldier.png
Soldier
Relative merits: The Soldier can freely barrage your buildings from outside your Sentry Gun's range while taking cover between shots. He also has the firepower to deal with you if you try chasing him down.

Tactics: Position your Sentry Gun so that the enemy Soldier cannot freely fire upon it. You can utilize cover, ask teammates for help, or engage the Soldier himself while your Sentry Gun distracts him. If you can't do any of those, haul your buildings to a better position.

Useful weapons:

  • You can use the Wrangler to extend your Sentry Gun's range. The Wrangler's shielding also buys you time for a proper response.
  • The Short Circuit can destroy his rockets for as long as you have metal.
    • Because most Soldiers tend to use their Rocket Launcher most of the time, they may forget that they have a Shotgun or don’t equip the Shotgun at all, given the benefits of other secondary weapons or banners. Fire an energy ball to destroy any rockets, then switch to your Shotgun to damage the Soldier. Once the energy ball disappears, switch back to the Short Circuit and fires an energy ball again.
    • An energy ball costs 65 metal, which means you have a total of 3 energy balls if you have a full metal supply. Aim carefully to make the shots count.
    • The stock Shotgun and Panic Attack are your best options for this weapon combo, as the Frontier Justice requires frequent reloading without Revenge crits, the Widowmaker also requires metal and the Pomson 6000 and Rescue Ranger are both weaker in direct combat.
Engineer.png
Engineer
vs. Pyro.png
Pyro
Relative merits: Proper Sentry Gun placement can protect a wide area, completely forcing the Pyro away. The Pyro's Flame Thrower can damage you through your buildings, making enclosed areas more pressuring to hold.

Tactics: Mindful building placement prevents the Pyro from using the Flame Thrower to attack from around a corner, while taking cover behind your buildings neutralizes any long range potential the Flare Gun holds. If your Sentry Gun is at level 3, be prepared for the occasional compression blast that reflects your Sentry Gun's rockets back to you.

The Combat Mini-Sentry Gun is particularly less effective against the Pyro, as it can be easily circle strafed or destroyed during deployment.

Engineer.png
Engineer
vs. Demoman.png
Demoman
Relative merits: The Demoman is one of your greatest threats. He can fire projectiles from behind cover or simply prepare a pile of Stickybombs to destroy your buildings in a single explosion, preventing any repairs.

Tactics: Avoid placing your Sentry Gun out in the open or right around corners, where a Demoman can easily place a carpet of Stickybombs. Rather than sit behind and continuously repair your buildings, take the fight to an aggressive Demoman with your Shotgun or lay down suppressive fire with the Wrangler. If necessary, shoot the Stickybombs with bullets to destroy them or haul your Sentry Gun away. You have considerably less to worry about if the Demoman trades in the Stickybomb Launcher for a shield and melee weapon.

Useful weapons:

  • The Shotgun is one of your best direct combat weapons for pursuing the Demoman.
  • The Short Circuit can destroy his explosives for as long as you have metal. It can also help to clear the spawn entrance if he has placed a Sticky trap there.
Engineer.png
Engineer
vs. Heavy.png
Heavy
Relative merits: Your Sentry Gun has plenty of firepower and bulk, but you yourself do not. Your Sentry Gun may need support to hold an area against an aggressive Heavy.

Tactics: Repair your Sentry Gun as it does your dirty work, crouching between your buildings to minimize the damage you take. At medium range or beyond, a level 3 Sentry Gun under constant repair can tank a Heavy's fire for the full duration of an ÜberCharge. At point blank range, however, a Heavy can easily destroy any Sentry Gun, no matter how fast it's being repaired. If the knock back from your Sentry Gun can't keep him at bay, flee.

Useful weapons:

  • The Shotgun or Widowmaker are your best bets in a direct fight against the Heavy; attempt to circle-strafe and bring him down with 3 well-placed shots.
  • The default Wrench is best for repairing against a Heavy's continuous assault.
Engineer.png
Engineer
vs. Engineer.png
Engineer
Mirror match-up: Because of your defensive nature, you’re unlikely to come up against another Engineer unless one of you moves to an aggressive position.

Tactics: More often than not, both of you will have a full nest of buildings that deters the other from attacking, so leave taking out enemy buildings to your teammates. If he’s near his Sentry Gun, the best you’ll probably be able to do is harass him at range with your Pistol. In an offensive push, hauling a level 3 Sentry Gun up to a chokepoint can give you zone control against the enemy Engineer.

Useful weapons:

  • In a one-on-one fight, an Engineer with the Gunslinger and the ability to place Combat Mini-Sentry Guns for quick support will have an extreme advantage.
Engineer.png
Engineer
vs. Medic.png
Medic
Relative merits: An enemy Medic provides healing to his team as they harass your Sentry Gun from behind cover. Without interference from your team, it is only a matter of time before you cannot keep up with repairs. A lone Medic is at a slight disadvantage with you if fighting one-on-one, but that will rarely happen.

Tactics: Evaluate the enemy team as they harass your position. If you think your team can hold, crouch behind your Sentry Gun while repairing to minimize the damage you take. Otherwise, haul one building out and regroup for the next fight.

The main threat brought by a Medic is his ÜberCharge, which will render a chosen teammate immune to your Sentry Gun's firepower. While invulnerable, he will generally run in front of his patient to draw fire and knock back from the Sentry Gun, allowing his patient to get close and easily destroy it.

Useful weapons:

  • The Wrangler can be used to shield your Sentry Gun and manually knock away a single ÜberCharged enemy.
  • The Rescue Ranger may be useful for hauling your buildings away from an ÜberCharged enemy at long range.
Engineer.png
Engineer
vs. Sniper.png
Sniper
Relative merits: You have no long ranged options, so a Sniper can freely target you and a poorly positioned Sentry Gun. Your Shotgun holds the advantage at close range, should you pursue him.

Tactics: A Sentry Gun that is placed in a bad position can be easily picked off. If you use the Wrangler to fight back or try to repair your buildings, you risk being shot yourself. For this match-up, consider a more concealed spot for your Sentry Gun, even if it covers a smaller area. If you are desperate, use your Sentry Gun as impromptu cover as you continuously repair it.

Useful weapons:

  • The Rescue Ranger can repair your buildings without you having to expose yourself.
  • The Pistol is your best option for harassing the Sniper at range to throw off his aim.
  • The Short Circuit can help when engaging a sniper in close range. The energy ball is bright and completely opaque, allowing you to ‘flashbang’ to prevent him from quickscoping or aiming his Submachine Gun. You can then finish him off with your Shotgun.
Engineer.png
Engineer
vs. Spy.png
Spy
Relative merits: The Spy is your natural predator. A disguised Spy doesn’t draw your Sentry Gun’s fire, allowing him to use Sappers to disable all of your buildings so his team can freely attack.

Tactics: If your buildings aren't under enemy fire, stay busy by looking for enemy Spies. Use your Shotgun or the Wrangler to Spy-check anyone that comes within range of your Sentry Gun and listen carefully for the Spy’s decloaking sound. To prevent backstabs as you work, glance over your shoulder between swings of your Wrench to check for any approaching “teammates”. If a Spy saps your equipment, eliminate the Spy first, as he can place Sappers faster than you can remove them, and be ready for any enemies that might simultaneously attack. Refrain from standing on your Teleporter Exit at all times, as even an undisguised Spy can come through to telefrag you.

Useful weapons:

  • The Southern Hospitality inflicts bleed, which can help track down a Spy trying to sneak away.
  • Consider calling over a friendly Pyro to guard your buildings and help Spy-check with his fiery weaponry.


See also