Difference between revisions of "Engineer match-ups"

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(See also)
(since ubercharges are very difficult for buildings to survive, i think this would qualify as a useful weapon)
 
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{| class="wikitable grid" cellpadding="0" cellspacing="0"
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{{Quotation|'''The Engineer''' on his battle plan|Son, I'm gonna' blow that dumb look right off your stupid face!|sound=Engineer_taunts12.wav}}
! class="header" colspan="3" width="200"| Class
 
! class="header" | Strategy
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout match-ups|Scout]]
 
| A [[Scout]] is a more threatening opponent when on your own. A Scout is much like you in many regards: same hit points, similar weapons, similar hit box, except Scouts are fast, agile, can jump high, and are hard to hit; you're not. Try and keep your distance and blast them with your [[Pistol]] at mid-range. If you are using the [[Gunslinger]], placing a Mini-Sentry can provide you with a firepower boost or distraction, either forcing him to kill or be killed by the mini-sentry or cause him to flee. It is better to avoid direct combat with an experienced Scout as their Scattergun can do much more damage than your Shotgun.  When with a [[Sentry Gun]], you can relax, as it will mow down any Scout with ease -- one of the Engineer's particular talents. While Scouts cannot dodge or outrun the ''bullets'' of a Sentry Gun (as [[Meet the Scout]] can lead you to believe), at certain ranges they may be able to run to cover before the Sentry Gun can turn to face them. Rarely a problem with a level two or three, but highly skilled Scouts can abuse the slower turning speed of a level one sentry to avoid damage, kill it and or you, the Engineer. This can often be avoided by placing the Sentry Gun so that its normal 90° sweep covers the right area, or by Wrangling. If put into small rooms and around corners (like the Intelligence room in 2Fort) you can rack up easy Scout kills, who will be forced to get help from another Class.
 
Scouts using the [[Bonk! Atomic Punch]] unlock can be a threat. They can either use it and run behind you or your Dispenser, either making your Sentry Gun kill you or preventing it from shooting if the Dispenser is blocking its line of sight. Just pay attention and kill the Scout as soon as he isn't invulnerable to avoid any unnecessary hassle. Scouts can also be a distraction, forcing your Sentry Gun to turn around and allowing the other team to get an easy kill on your Sentry Gun. If you have the [[Wrangler]], you can redirect your Sentry Gun fire onto other players attacking your Sentry Gun making the distraction useless -- but remember the Scout! Once the effect of the punch wears off he will be able to attack you again. 
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier match-ups|Soldier]]
 
| For lone encounters with a [[Soldier]], don't try to fight unless he is severely weakened or you know you can safely take him out with your Shotgun. It is safer to run, or lead him into your Sentry Gun. Be wary when guarding your Sentry Gun, as Soldiers can use their [[Rocket Launcher]]s to destroy an Engineer's equipment with a volley of successive shots. They can even destroy your Sentry Gun from very long range with their rockets. In situations such as this, you can use the Wrangler to fire right back. Keep your Sentry Gun well repaired, and be sure to place yourself behind it to minimize taking splash damage from rockets. If you can, help your Sentry Gun do its job by firing on the Soldier with your Shotgun or [[Pistol]].
 
  
With the [[Direct Hit]], the Soldier becomes a larger threat to your Sentry Gun, being able to take out a fully upgraded Sentry Gun with two shots.  It is almost impossible for a Sentry Gun to survive bombardment from two Direct Hit Soldiers unless it is being Wrangled.
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{{Match-Up|forclass=engineer
In the case of a Soldier bombarding your Sentry Gun with Direct Hit rockets,your best bet is to ask your teammates to take out the offending Soldier while you either repair or make a tactical retreat carrying your Sentry Gun.
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  | scout-strategy =
 +
'''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 [[Speed|mobility]] completely useless, and quickly chews through the Scout's low 125 [[Health|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]].  
  
Good Soldiers will often attempt to target you first, attempting to take you out with splash damage.  With the help of Critical rockets, they can easily succeed.  If you die, your Buildings will quickly follow, so try not to repair your Sentry Gun at the expense of your life. Remember that you don't get revenge Crits from the [[Frontier Justice]] if your Sentry Gun is destroyed whilst you are dead.
+
Away from your Sentry Gun, the two of you have similar weapons, but the Scout’s harder-hitting Scattergun and faster movement speed gives him the upper hand.
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro match-ups|Pyro]]
 
| When on your own, stay out of range of a [[Pyro]]'s [[Flamethrower]] and blast away with your Shotgun, or, at longer distances, your Pistol. However, if you have a Sentry Gun, it should be able to mow them down quickly before they can get within effective range. Try not to place your Sentry Gun so it hugs a corner as this allows the Pyro to take it out without entering its line of sight. Bear in mind that if pulled off correctly, a skilled Pyro can circle strafe to take out a level 3 Sentry Gun, you, and all your Buildings without dying. So long as the Pyro isn't allowed to get your Sentry Gun into the range of its Flamethrower, it won't be a threat.  Also take note that if your Sentry Gun is close to a corner, but too far to edge, remember that a Pyro's high damage output can occasionally allow him to charge towards the Sentry Gun and take it out, though he'll be heavily damaged.  Also watch out for Pyro's attempting to reflect the rockets of your Level 3 Sentry Gun back -- while you will rarely encounter this, if the rockets do land near you the Mini-Crit damage will likely be fatal to you.  Both the Wrangler's shield and the ability to manually aim can help you counter any or all of these tactics. Keep an eye on your health if you catch fire, and retreat to a health source such as your [[Dispenser]] if your life is in danger.
 
  
The [[Homewrecker]] does twice as much damage to Buildings than any other standard melee weapon. It can destroy any non-shielded Building with only 2 swings if you allow the Pyro to get into melee range without dying.
+
'''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.
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman match-ups|Demoman]]
 
| Like Soldiers, [[Demoman|Demomen]] are a very dangerous class for an Engineer and his Sentry Gun. They can lay down [[sticky bomb]]s and grenades while staying out of your line of sight, which can take both you and your Sentry Gun down quickly, particularly if you are not aware of them being laid. Sticky bombs are especially deadly to your Buildings; to remedy this, try and avoid placing your Sentry Gun right around a corner or in a vulnerable position. Breaking the Stickies, though possible, is not recommended, as the Demoman will usually detonate them before you can remove a sufficient amount. If a Demoman is about to sticky your Sentry Gun, take the fight to it with your Shotgun.  Both of the Demoman's ranged weapons damage himself at point-blank, so getting into his face can be an option as a last resort. Using the Wrangler can make your Sentry Gun much harder for a Demoman to take down, and you can also use your Sentry Gun to shoot down Sticky Bombs. In a one-on-one fight, stay at medium range while firing your [[Pistol]]. Alternately, if you're not in a position to remove the stickies or fight the Demoman, pick up your Sentry Gun and retreat with it.  As with the Soldier, the worst case scenario is to allow yourself to die from the explosions -- this is a lose/lose scenario as without you, your Buildings won't stand a chance. Even if you lose every last Building to a Demo, if you are alive at the end and he is not, you win.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy match-ups|Heavy]]
 
| A [[Heavy]] can use the high rate of fire from his [[Minigun]] to destroy a level one Sentry Gun, and even take out higher level Sentry Guns when paired up with a Medic. To remedy this, stick with your Sentry Gun and keep it well repaired until it takes out the Heavy, and hopefully his Medic partner as well. Some Heavies may try to shoot at your Sentry Gun while remaining safely around a corner, if this is the case, just keep it repaired with the help of your Dispenser or use the Wrangler to manually shoot back.  If a Heavy retreats after becoming wounded you can then go for a finishing blow, but experienced Heavies often expect this so be careful. If they are [[ÜberCharge]]d, do your best to keep your Sentry Gun repaired until the charge wears off. One option is to use your Sentry Gun as a shield as you repair it with a nearby supply of Metal. Unless the Heavy is very close so that all the bullets hit, a Level 3 Sentry Gun being repaired usually survives a single Minigun. Consider using the Wrangler to allow your Sentry Gun to do even more damage to the Heavy and allow your Sentry Gun to survive better. Due to the Heavy's slow movement speed, it will take him a while to move back, giving you more time to repair. If it is clear that you cannot save your Sentry Gun, it's better to run, and live to fight another day. In a one-on-one encounter without your Sentry Gun, it is usually best to flee, as a Heavy will likely mow you down before you can take him out with your Shotgun. On the other hand you can finish off a wounded Heavy after losing your Sentry Gun if you have the [[Frontier Justice]] equipped and have Revenge Crits ready to unload.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer match-ups|Engineer]]
 
| Usually taking out other Engineers is a job for your other teammates. It is very rare to find yourself in a one-on-one encounter with an enemy [[Engineer]], though it can happen in Sudden Death or Arena mode. You can try to blast him with your Shotgun before he can take you down with his, but more often than not you will both have Sentry Guns and also Dispensers up that prevent this sort of quick resolution.  Usually this matchup comes down to how well you manage your buildings. If your Sentry Gun is destroyed and the enemy's is still functional, you're usually in big trouble. Try to use a Scout corner creeping Pistol strategy on your enemy's Sentry Gun if it is unattended.  Your enemy will respond by either repairing using metal from his Dispenser, or attacking your Sentry Gun in turn. If the latter, then it's a race! If he repairs, it might be possible to continue shooting until he runs out of metal from his Dispenser, but this might take awhile. If this doesn't seem to be working, consider picking up and moving your Sentry Gun to a position where it can surprise your foe or even hit him while he repairs his own Sentry Gun. Since this match-up is often a stalemate, be as proactive and unpredictable as possible to try to force your opponent to make a mistake, but be careful of losing patience and making one yourself! 
 
  
The various Engineer unlockable weapons can add a lot of variation to this scenario. Revenge Crits from the Frontier Justice can be used to quickly finish an enemy Engineer even if he is being guarded by a Sentry Gun -- remember: if your enemy is the last person left alive on his team in [[Arena]], killing him will end the round and shut down his Sentry Gun. If your opponent is using Combat Mini-Sentry Guns, try moving your Level 2 or 3 Sentry Gun and unloading it in range of the mini-Sentry and then tanking it a little with yourself and repairing as needed.  Due to its low damage, you can beat a mini-Sentry with a regular Sentry Gun in this way, forcing your opponent back or even killing him.  Going up against Wrangler users can be tough, as they can often prevent you from killing their Sentry Guns through "corner creeping" however there are some weaknesses you can exploit.  The lack of auto-targeting means you might be able to sneak into range of the Engineer himself without him noticing you. If you can get close enough, finish him with your Shotgun.
+
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 Gun]]s.
  
Finally, always remember to pay attention to what weapons the opponent is using. Don't get caught by surprise!
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'''Useful weapons:'''  
|-
+
* If the Scout uses [[Bonk! Atomic Punch]] to distract your Sentry Gun for his teammates, you can use the [[Wrangler]] to manually target other enemies.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer]]
+
* Equipping the [[Gunslinger]] gives additional health and [[Combat Mini-Sentry Gun]]s, which let you dominate the match-up if you are roaming.
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic match-ups|Medic]]
 
| [[Medic]]s, alone, are cannon fodder for your Sentry Gun, but when using an ÜberCharge, they can be one of the biggest worries for an Engineer. Try to keep your Sentry Gun repaired until the charge wears off and it will hopefully take out the Medic. Sentry Guns have very high pushing power, but a Medic can go in front of his patient to take up the push back and allow his patient to finish the Sentry Gun off. While you can use the Wrangler to intelligently target your Sentry Gun, be prepared to become the target should you do so.  Should the Über-team come close enough to put you or your Sentry Gun in terminal danger, bail out immediately and prepare to rebuild when the action dies down. If you have them, now is the time to let loose with Revenge Crits. See [[Engineer strategy#Medics|Engineer Strategy]] for more information on how to deal with Medics and their Übercharges.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper match-ups|Sniper]]
 
| It should be rare that a Sniper is within close enough range of your Sentry Gun to be killed by it, and on maps where it is more difficult for a Sniper to reach your position, you can expect to see very few of them. On more open maps, however, a Sniper is more dangerous as he can stay out of range while damaging your Sentry Gun with charged Sniper Rifle shots (or by simply killing ''you''). To solve this, stay with your Sentry Gun and keep it repaired. At close range, blast the Sniper with your Shotgun, while avoiding his Kukri and Submachine Gun shots. The Level 3 Sentry Gun provides modest cover from headshots, but at times you benefit most from setting up in a spot safe from Sniper fire. Be sure to alert your team when a Sniper targets your Sentry Gun. You can use your Pistol to mess up his shots if you're not under any other threat. If a Sniper attempts to target you, a single fully charged bodyshot or any headshot can kill you instantly (provided you are not overhealed) even if you have the [[Gunslinger]] equipped.
 
  
As of the [[Engineer Update]], the Sniper has become a much greater potential threat to the Engineer, due to their ability to instantly destroy Combat Mini-Sentry Guns with a fully charged Rifle shot, and also the fact that an Engineer will usually have to use the same lines of sight as the Sniper to utilize their Wrangler effectively.
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  | soldier-strategy =
 +
'''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.
  
|-
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'''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.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy.png|100x100px|link=Spy]]<br>[[Spy match-ups|Spy]]
 
| The Spy is the Natural predator of the Engineer. A skilled [[Spy]] in [[disguise]] and his [[Electro Sapper]]s can act to counter you, but as long as your teammates are around you and you're alert, they shouldn't pose as great a threat as they might otherwise. [[Spy-check]] anyone coming within range of your Sentry Gun, and listen carefully for the [[cloak|decloaking]] sound that Spies make. If a Spy places Sappers on your equipment, your top priority is to remove the Spy, either by yelling to your teammates for help or blasting him a few times with the Shotgun.  When he saps your Sentry Gun, you can expect he'll attempt to [[backstab]], shoot you, or continue to place more Sappers, preventing you from repairing the sentry because they can sap faster than you can remove them. Try to position yourself so that you can see the Spy as you are whacking the Electro Sapper. If you can see him, he can't Backstab you. When the Spy is no longer a threat, remove the Electro Sapper immediately (by hitting it with your [[Wrench]]) to prevent further damage and repair. To prevent surprise stab-saps, it's useful to glance over your shoulder between Wrench-swings as you build or repair one of your [[building]]s. If a Spy saps a structure when you're too far to save it, inform your teammates and keep your guard. Remember that the Spy is much less effective when your team is actively pursuing him. Never stand on, or even near your Teleporters, even when you need to whack off an Electro Sapper, Spies can [[telefrag]] you and sap the rest of your stuff. Ask a [[Pyro]] to protect your Buildings as the [[Pyro]] is the best Spy Checker you can have.  See [[Engineer strategy#Spies|Engineer Strategy]] for more information on how to deal with Spies.
 
|}
 
  
 +
Check the Rocket Launcher he has equipped. The Direct Hit has harder hitting rockets that can very easily destroy your buildings, while the Cow Mangler, although weaker, can disable your Sentry Gun with a charged shot.
 +
 +
'''Useful weapons:'''
 +
* The stock [[Shotgun]] and [[Panic Attack]] are the most reliable options for taking out a Soldier away from your Sentry Gun.
 +
* The Rescue Ranger can be used to repair or haul your Sentry Gun without taking splash damage from rockets.
 +
* The Wrangler can extend your Sentry Gun's range to target a faraway Soldier. Its shielding also buys time for a proper response from your team.
 +
* The [[Short Circuit]]'s energy ball can destroy rockets to protect your buildings.
 +
 +
  | pyro-strategy =
 +
'''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 [[Sentry Gun#Combat Mini-Sentry Gun|Combat Mini-Sentry Gun]] is particularly less effective against the Pyro, as it can be easily circle strafed or destroyed during deployment.
 +
 +
'''Useful weapons:'''
 +
* The Pistol can whittle down the Pyro’s health at a safe distance.
 +
 +
  | demoman-strategy =
 +
'''Relative merits:''' The Demoman is one of your greatest threats. He can fire [[Grenade Launcher|projectiles]] from behind cover or simply prepare a pile of [[Stickybomb]]s 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. Check his shoes however. If he does not have the Ali Baba’s Wee Booties, it means he has a Grenade Launcher equipped and can still pose a hazard.
 +
 +
'''Useful weapons:'''
 +
* The [[Shotgun]] is one of your best direct combat weapons for pursuing the Demoman.
 +
* The Rescue Ranger can help you save a building under bombardment from a distance.
 +
* The [[Short Circuit]] can destroy his explosives for as long as you have [[metal]]. In particular, you can clear Stickybomb traps so your team can safely advance.
 +
 +
  | heavy-strategy =
 +
'''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 Rescue Ranger can help to save a losing building against a Heavy.
 +
* The [[Wrangler]]'s shield can help your Sentry Gun survive against a Heavy at close range.
 +
* The default [[Wrench]] gives the best repair rate against a Heavy's continuous assault at medium range.
 +
 +
  | engineer-strategy =
 +
'''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.
 +
 +
  | medic-strategy =
 +
'''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 [[Rescue Ranger]] may be useful for hauling your buildings away from an ÜberCharged enemy at long range.
 +
* The [[Wrangler]] can be used to shield your Sentry Gun and manually knock away a single ÜberCharged enemy.
 +
* The [[Jag]] can quickly rebuild any buildings you may have lost in an enemy ÜberCharge.
 +
 +
  | sniper-strategy =
 +
'''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 Wrangler allows you to fight a Sniper outside your Sentry Gun’s range.
 +
* The Short Circuit's energy ball is bright and completely opaque. At close to medium range, it can be used to "flashbang" the Sniper to prevent quickscopes. Its damage is low, so switch to your Shotgun to finish him off.
 +
 +
  | spy-strategy =
 +
'''Relative merits:''' The Spy is your natural predator. A [[disguise]]d Spy doesn’t draw your Sentry Gun’s fire, allowing him to use [[Sapper]]s 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 [[cloak|decloaking]] sound.  To prevent [[backstab]]s 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:'''
 +
* Any Wrench that can remove Sappers in two hits is your best defence against a Spy’s shenanigans.
 +
* 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.
 +
** Have them equip the Homewrecker or Neon Annihilator if possible in order to guarantee for safety to your buildings.
 +
 +
}}
  
 
[[Category:Strategy|{{PAGENAME}}]]
 
[[Category:Strategy|{{PAGENAME}}]]
 
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== See also ==
 
== See also ==
*[[Community Engineer strategy]]
 
*[[Basic Engineer strategy]]
 
 
*[[Team strategy]]
 
*[[Team strategy]]
 
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* [[Engineer (competitive)]]
 
[[Category:Strategy|Engineer match-ups]]
 
[[Category:Strategy|Engineer match-ups]]
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{{CommunityStrategyNav}}
 
{{CommunityStrategyNav}}
 
{{Engineer Nav}}
 
{{Engineer Nav}}

Latest revision as of 19:26, 8 April 2023

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.

Away from your Sentry Gun, the two of you have similar weapons, but the Scout’s harder-hitting Scattergun and faster movement speed gives him the upper hand.

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.

Check the Rocket Launcher he has equipped. The Direct Hit has harder hitting rockets that can very easily destroy your buildings, while the Cow Mangler, although weaker, can disable your Sentry Gun with a charged shot.

Useful weapons:

  • The stock Shotgun and Panic Attack are the most reliable options for taking out a Soldier away from your Sentry Gun.
  • The Rescue Ranger can be used to repair or haul your Sentry Gun without taking splash damage from rockets.
  • The Wrangler can extend your Sentry Gun's range to target a faraway Soldier. Its shielding also buys time for a proper response from your team.
  • The Short Circuit's energy ball can destroy rockets to protect your buildings.
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.

Useful weapons:

  • The Pistol can whittle down the Pyro’s health at a safe distance.
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. Check his shoes however. If he does not have the Ali Baba’s Wee Booties, it means he has a Grenade Launcher equipped and can still pose a hazard.

Useful weapons:

  • The Shotgun is one of your best direct combat weapons for pursuing the Demoman.
  • The Rescue Ranger can help you save a building under bombardment from a distance.
  • The Short Circuit can destroy his explosives for as long as you have metal. In particular, you can clear Stickybomb traps so your team can safely advance.
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 Rescue Ranger can help to save a losing building against a Heavy.
  • The Wrangler's shield can help your Sentry Gun survive against a Heavy at close range.
  • The default Wrench gives the best repair rate against a Heavy's continuous assault at medium range.
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 Rescue Ranger may be useful for hauling your buildings away from an ÜberCharged enemy at long range.
  • The Wrangler can be used to shield your Sentry Gun and manually knock away a single ÜberCharged enemy.
  • The Jag can quickly rebuild any buildings you may have lost in an enemy ÜberCharge.
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 Wrangler allows you to fight a Sniper outside your Sentry Gun’s range.
  • The Short Circuit's energy ball is bright and completely opaque. At close to medium range, it can be used to "flashbang" the Sniper to prevent quickscopes. Its damage is low, so switch to your Shotgun to finish him off.
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:

  • Any Wrench that can remove Sappers in two hits is your best defence against a Spy’s shenanigans.
  • 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.
    • Have them equip the Homewrecker or Neon Annihilator if possible in order to guarantee for safety to your buildings.


See also