Difference between revisions of "Engineer match-ups"

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(since ubercharges are very difficult for buildings to survive, i think this would qualify as a useful weapon)
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{{Match-Up|forclass=engineer
 
{{Match-Up|forclass=engineer
   | scout-strategy = If you’re alone, a Scout is a dangerous opponent; he’s like you, but faster and armed with a [[Scattergun|better Shotgun]]. Pepper him with your [[Pistol]] from far away and try to land [[Shotgun]] blasts once he inevitably gets up close. Your [[Sentry Gun]] and even your [[Sentry Gun#Combat Mini-Sentry Gun|Combat Mini-Sentry Gun]], however, can track a Scout’s quick movements and completely deny him access to an area. As long as you babysit your Sentry Gun, it is almost impossible for a Scout to take it out, especially if it is placed in a defensive, concealed position. If he uses [[Bonk! Atomic Punch]] to distract your Sentry Gun, consider using the [[Wrangler]] to manually target other enemies.
+
   | scout-strategy =  
  | soldier-strategy = It is unwise to directly face a Soldier. If you encounter one, try to lead him into your Sentry Gun or simply retreat. A smart Soldier will use his [[Rocket Launcher]] to take out your Sentry Gun from outside its range, take cover between shots, or simply target you first. Stay behind your buildings while constantly repairing them and perhaps use the [[Wrangler]] to fight back. If you cannot stop a Soldier from attacking your Sentry Gun from range, pick up and [[haul]] it to safety or heal it using the [[Rescue Ranger]]; his rockets do more damage than your bolts can heal, but you can fire and reload faster than he can and have a dispenser to supply you with ammo.
+
'''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]].
   | pyro-strategy = If you are alone, a Pyro can deal with you with either the [[Flame Thrower]] or [[Shotgun]], thanks to his higher health pool. With good Sentry Gun placement, you can deny the Pyro entrance to a wide area. While it may seem like your Sentry Gun can gun down an approaching Pyro before it's too late, you must be wary of his [[compression blast]], which can be used to send your Sentry Gun's rockets right back at you. If your Sentry Gun is in a poor position, a Pyro can use the [[Flame Thrower]]'s wide spread to attack from around a corner. The [[Sentry Gun#Combat Mini-Sentry Gun|Combat Mini-Sentry Gun]] is particularly less effective against a Pyro, as it is easily circle strafed or destroyed during deployment.
+
 
  | demoman-strategy = A Demoman can fire explosive projectiles to attack you and your buildings from behind cover. Multiple Stickybombs, in particular, are capable of destroying your buildings in just one explosion, rendering you unable to repair them. If you see Stickybombs being placed on your building, teleport it to safety using the Rescue Ranger. 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]] at close range. His ranged weapons inflict self-damage, giving you the advantage once you’re near him. Lay down suppressive fire with your [[Pistol]] or [[Wrangler]] to stop him from continuously bombarding your buildings. If you are overwhelmed, pick up and [[haul]] your Sentry Gun away.
+
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.
  | heavy-strategy = It's unlikely that you can survive a direct encounter with a Heavy, even with the extra firepower your Sentry Gun provides. Instead, stay behind and 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. Consider using the [[Wrangler]] to take advantage of the Heavy’s slow speed and counter his massive firepower. If a Heavy is not spun up and not paying attention, you can attempt to circle-strafe him and bring him down with 2 or 3 well-placed Shotgun shots. This is best done with a Combat Mini-Sentry, as it may provide a vital distraction for you to go in and pump the Heavy full of lead.
+
 
  | engineer-strategy = Because of your defensive nature, you’re unlikely to come up against another Engineer unless one of you is moderately aggressive. More often than not, both of you will have a full nest of buildings up that will deter the other from attacking, so leave taking out enemy Engineer 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 a one-on-one fight, an Engineer with a [[Gunslinger]] and the ability to place Combat Mini-Sentry Guns for quick support will have an extreme advantage. If you are part of an offensive push, hauling your standard Sentry Gun up to a chokepoint can give you zone control against the enemy Engineer.
+
'''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.
  | medic-strategy = A lone Medic is fodder for your Sentry Gun and about even with you if fighting one-on-one. Avoid the shots from his Syringe Gun while blasting away at close range with your Shotgun. A Medic will generally be found with teammates, so it is unlikely that you will have an opportunity to pick him off. The main problem an enemy Medic will present is when he deploys his ÜberCharge on a teammate to take out your Sentry Gun. 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. Crouch between your Sentry Gun and Dispenser while repairing both to minimize the damage you take or stand back and rescue it using the Rescue Ranger. Even when using the [[Wrangler]], take the time to hit your Sentry Gun once with your Wrench; the shield will stay active. If you know you have no chance to save your Sentry Gun, bail out and rebuild once the action dies down.
+
 
  | sniper-strategy = The two of you will likely meet away from your Sentry Gun, as Snipers tend to stay out of its targeting range. If either of you is approaching the other, harass him with your [[Pistol]] from far away. Once you’re close, your [[Shotgun]] or Combat Mini-Sentry Gun can make short work of him. A Sniper is most deadly to you on more open maps. A Sentry Gun that is placed in too forward of a position can be easily picked off at a distance. If you use your Pistol or Wrangler to fight back, you’ll end up exposed. In this case, it’s best to just find a more concealed spot for your Sentry Gun; if the Sniper kills you, he is then free to pick off your structures at his leisure. If you’re desperate, use your Sentry Gun as impromptu cover as you continuously repair it.
+
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.
  | spy-strategy = 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. If your buildings aren't under enemy fire, stay busy by looking for enemy Spies. Use your Shotgun to [[Spy-check]] anyone that comes within range of your Sentry Gun and listen carefully for the Spy’s [[cloak|decloaking]] sound. If a Spy saps your equipment, hit the sapper once, twice if using the [[Jag]], so that another swing will break the Sapper, then dispatch the Spy; this will prevent him from placing more Sappers and after he is gone, it will only take one swing to destroy any sappers, which can mean the difference between your building living and being destroyed. To prevent [[backstab]]s as you work, glance over your shoulder between swings of your [[Wrench]] to check for any approaching “teammates.” Refrain from standing on your [[Teleporter Exit]] at all times, as even an undisguised Spy can come through to [[telefrag]] you. Consider calling over a friendly [[Pyro]] to guard your buildings.
+
 
 +
'''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.
 +
* Equipping the [[Gunslinger]] gives additional health and [[Combat Mini-Sentry Gun]]s, which let you dominate the match-up if you are roaming.
 +
 
 +
   | 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.
 +
 
 +
'''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.
 +
 
 +
  | 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.
 +
 
 
}}
 
}}
  
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* [[Engineer (competitive)]]
 
* [[Engineer (competitive)]]
 
[[Category:Strategy|Engineer match-ups]]
 
[[Category:Strategy|Engineer match-ups]]
<br/>
+
<br>
 
 
 
{{CommunityStrategyNav}}
 
{{CommunityStrategyNav}}
 
{{Engineer Nav}}
 
{{Engineer Nav}}

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