Difference between revisions of "Engineer weapons (competitive)"
m (→Primary Weapon Usage) |
m (→Rescue Ranger: Corrected minor typo, rescue ranger costs 100 metal, not 130) |
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The Engineer's primary weapons are shotguns, which deal some damage, but not enough to take on higher-health classes. | The Engineer's primary weapons are shotguns, which deal some damage, but not enough to take on higher-health classes. | ||
− | === | + | ===Shotgun=== |
− | The stock Shotgun deals | + | The stock Shotgun deals consistent short and medium range damage, and can quickly remove stickybombs, the main danger for Engineers. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
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| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center). | * Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center). | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Shotgun in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Shotgun]] <br>{{Item icon|Shotgun}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
− | === | + | ===Frontier Justice=== |
− | The Frontier Justice, often abbreviated FJ, provides guaranteed crits for kills and assists earned by the | + | The [[Frontier Justice]], often abbreviated FJ, provides guaranteed crits for kills and assists earned by the Engineer's [[Sentry Gun]]. It has a halved clip size, but pairs well with the [[Gunslinger]] for disposable, cheap mini-Sentry Guns. The Frontier Justice gives the engineer additional burst damage in exchange for sustained fire. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
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** Earns one critical hit per assist kill. | ** Earns one critical hit per assist kill. | ||
** Earns two critical hits per kill. | ** Earns two critical hits per kill. | ||
+ | ** Stores a max of 35 critical hits. | ||
+ | ** Stored critical hits are lost upon death. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Frontier Justice in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Frontier Justice]] <br>{{Item icon|Frontier Justice}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
− | === | + | ===Widowmaker=== |
− | The Widowmaker allows the Engineer to circumvent reloading by using metal for ammo while granting him metal equal to damage dealt. The Engineer can use this to gain a quick metal boost to upgrade his buildings. | + | The [[Widowmaker]] allows the Engineer to circumvent reloading by using metal for ammo while granting him metal equal to damage dealt. The Engineer can use this to gain a quick metal boost to upgrade his buildings. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
Line 93: | Line 113: | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center). | * Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center). | ||
− | * Damage dealt is returned as metal. | + | * Damage dealt is returned as metal. (Max 60 metal returned.) |
* Uses 30 metal per shot as ammo. | * Uses 30 metal per shot as ammo. | ||
− | * Deals identical damage | + | * Deals identical damage to the Shotgun. |
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Widowmaker in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Widowmaker]] <br>{{Item icon|Widowmaker}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
Line 101: | Line 130: | ||
===Pomson 6000=== | ===Pomson 6000=== | ||
− | The Pomson 6000 allows the Engineer to deal better with | + | The [[Pomson 6000]] allows the Engineer to deal better with [[Spy|Spies]], and to attempt to deter any Medics. It deals strong damage, but has less ammo than the stock Shotgun. Due to the fact that it removes ÜberCharge from Medics, the Pomson 6000 is banned from use in ESEA. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
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* On hit: Target loses 20% Cloak or 10% Übercharge, if applicable. | * On hit: Target loses 20% Cloak or 10% Übercharge, if applicable. | ||
* Cannot be reflected. | * Cannot be reflected. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Pomson 6000 in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Pomson 6000]] <br>{{Item icon|Pomson 6000}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
+ | |} | ||
+ | <br> | ||
+ | |||
+ | ===Rescue Ranger=== | ||
+ | |||
+ | The [[Rescue Ranger]] permits the Engineer to repair his and his teammates' buildings from a distance, as well as picking up his own buildings from a distance (at a cost of 100 metal, regardless of building or its level). It is useful for extending the life of your Sentry Gun, when repairing it with a Wrench would be dangerous. However, the Rescue Ranger has less reserve ammo, a smaller clip size, and deals significantly less damage than the Shotgun, making it less than effective for the upfront Engineer. Also, the Engineer will be marked for death when hauling his buildings, regardless of the distance between him and his building. Unlike the Shotgun, the Rescue Ranger fires projectiles ("bolts"), which can be deflected via the Pyro's compression blast, but the reflected bolts won't repair the Pyro's teammates' buildings. | ||
+ | |||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | Damage | ||
+ | ! class="header" | [[Critical hits|Critical]] Damage | ||
+ | ! class="header" | Function Times | ||
+ | ! class="header" | Special | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Rescue Ranger]] <br>{{Item icon|Rescue Ranger}} | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * '''Point-Blank:''' 60 | ||
+ | * '''512 units:''' 35 | ||
+ | * '''Over 1024 units:''' 18 | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * '''Critical:''' 105 | ||
+ | * '''Point-Blank Mini-Crit:''' 72 | ||
+ | * '''Over 512 units Mini-crit:''' 47 | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * '''Attack:''' 0.625s | ||
+ | * '''Reload:''' 1.0s (first) 0.5s (consecutive) | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * Fires projectiles ("bolts") that can repair friendly buildings (maximum 60 health to a building per bolt). | ||
+ | ** Reflected bolts do not repair enemy teams' buildings. | ||
+ | ** Bolts do not damage Sappers. | ||
+ | * User is marked for death upon picking up a building. | ||
+ | ** User can pick up any of his buildings from a distance at a cost of 100 Metal, provided he can point to his buildings with the Rescue Ranger. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Rescue Ranger in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Rescue Ranger]] <br>{{Item icon|Rescue Ranger}} | ||
+ | | style="background-color:#F75D59;" | Banned | ||
|} | |} | ||
<br> | <br> | ||
===Primary Weapon Usage=== | ===Primary Weapon Usage=== | ||
− | The Shotgun | + | The Shotgun provides the best standard damage. The Frontier Justice allows for surprising critical attacks, but without stored critical hits it weakens the Engineer's damage dealing capacity. The Widowmaker requires metal, and without accuracy will quickly drain your metal supplies. The Pomsom 6000 allows for easier Spy-checking, but deals less up-front damage. The Pomson can be used to reduce medic Übercharge, but it is rare to see an Engineer in such close proximity to a Medic. The Rescue Ranger deals slightly less damage and has fewer ammunition, but can repair friendly buildings, helping the Engineer extend the life of his buildings. |
==Secondary Weapons== | ==Secondary Weapons== | ||
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The Engineer only has three choices and one of them, The Wrangler is banned in the vast majority of leagues, this leaves the Engineer with the Pistol and the Short Circuit. | The Engineer only has three choices and one of them, The Wrangler is banned in the vast majority of leagues, this leaves the Engineer with the Pistol and the Short Circuit. | ||
− | === | + | ===Pistol=== |
− | The Pistol is the Engineer's default secondary weapon, it has a large amount of ammo and it is good at medium to long range. This means that it complements the Shotgun's small range and means that the Engineer has an effective weapon for all ranges. The Pistol is also particularly effective at harassing fleeing enemies; combined with the fact that it fires and reloads quickly, it can do a fair amount of damage assuming that you can aim it. | + | The [[Pistol]] is the Engineer's default secondary weapon, it has a large amount of ammo and it is good at medium to long range. This means that it complements the Shotgun's small range and means that the Engineer has an effective weapon for all ranges. The Pistol is also particularly effective at harassing fleeing enemies; combined with the fact that it fires and reloads quickly, it can do a fair amount of damage assuming that you can aim it. |
− | The [[Lugermorph]] | + | The [[Lugermorph]] and [[C.A.P.P.E.R]] have the same stats as the Pistol. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
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| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* If unfired in the past 1.25 seconds, the next shot has perfect accuracy. | * If unfired in the past 1.25 seconds, the next shot has perfect accuracy. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Pistol in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Pistol]] <br>{{Item icon|Pistol}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
− | === | + | ===Wrangler=== |
− | The Wrangler allows the Engineer to take control of his Sentry Gun, determining what it fires, when it fires, and where it fires. It can fire at an overall faster rate than normal, and shields the sentry from 2/3 of incoming damage. When it is switched out of being active, it will de-activate the sentry for 3 seconds, leaving it shielded for that time. | + | The [[Wrangler]] allows the Engineer to take control of his Sentry Gun, determining what it fires, when it fires, and where it fires. In addition, it removes the maximum targeting range of the sentry allowing a much greater field of coverage for the sentry. The Wrangler is the most popular engineer secondary weapon in every league where it isn't banned. It can fire at an overall faster rate than normal, and shields the sentry from 2/3 of incoming damage. When it is switched out of being active, it will de-activate the sentry for 3 seconds, leaving it shielded for that time. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
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* Shields the Sentry Gun from 2/3 of incoming damage while active, including Sentry down time. | * Shields the Sentry Gun from 2/3 of incoming damage while active, including Sentry down time. | ||
* Doubles rate of bullet fire, and increases the rate of rocket fire. | * Doubles rate of bullet fire, and increases the rate of rocket fire. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Wrangler in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Wrangler]] <br>{{Item icon|Wrangler}} | ||
+ | | style="background-color:#F75D59;" | Banned | ||
|} | |} | ||
<br> | <br> | ||
− | === | + | ===Short Circuit=== |
− | The Short Circuit destroys airborne and placed projectiles en masse. It | + | The [[Short Circuit]] destroys airborne and placed projectiles en masse. It uses 5 [[metal]] per fire, or 20 in total if a projectile is destroyed. It is an effective counter to [[Soldier|Soldiers]] and [[Demoman|Demomen]] under the effects of the [[Kritzkrieg]]. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
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* '''Mini-crit:''' 7 | * '''Mini-crit:''' 7 | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * '''Attack:''' ≈0. | + | * '''Attack:''' ≈0.15s |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * On firing, it generates an electrical field that destroys projectiles and deals 5 damage to | + | * On firing, it generates an electrical field that destroys projectiles and deals 5 damage to enemies in front of the user. |
* No reloading necessary. | * No reloading necessary. | ||
− | * Uses metal for ammo | + | * Consumes 15 ammo per projectile destroyed. |
− | * | + | * Uses metal for ammo. |
+ | * Metal cannot be drawn from a dispenser when this weapon is active. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Short Circuit in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Short Circuit]] <br>{{Item icon|Short Circuit}} | ||
+ | | style="background-color:#F75D59;" | Banned | ||
|} | |} | ||
<br> | <br> | ||
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The Engineer's melee weapons determine key characteristics about his Sentry Gun. All of them can upgrade Dispensers, and increase construction rates by 90% by hitting buildings which are being upgraded or built. Damage removes Sappers in two hits, and repairs/reloads Sentry Guns. | The Engineer's melee weapons determine key characteristics about his Sentry Gun. All of them can upgrade Dispensers, and increase construction rates by 90% by hitting buildings which are being upgraded or built. Damage removes Sappers in two hits, and repairs/reloads Sentry Guns. | ||
− | === | + | ===Wrench=== |
The stock Wrench can build Sentry Guns that can be upgraded to level three. | The stock Wrench can build Sentry Guns that can be upgraded to level three. | ||
The [[Golden Wrench]] has the same stats as the Wrench. <br> | The [[Golden Wrench]] has the same stats as the Wrench. <br> | ||
− | The [[Eureka Effect]] has the | + | The [[Eureka Effect]] has the similar stats to the Wrench, repair and upgrade rates have been decreased. Hitting the reload key will open a menu to teleport the Engineer back to spawn with full ammo and health or to his teleporter exit. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
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*** Deals 16 damage per shot, and 53-150 per rocket. | *** Deals 16 damage per shot, and 53-150 per rocket. | ||
*** Costs 200 additional metal to upgrade to this level. | *** Costs 200 additional metal to upgrade to this level. | ||
− | + | |} | |
+ | <br> | ||
+ | Below is a table displaying the availability of the Wrench in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Wrench]] <br>{{Item icon|Wrench}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
− | === | + | ===Southern Hospitality=== |
− | The Southern Hospitality functions identically to the stock Wrench with regards to buildings, it simply deals bleeding damage on hit at the cost of increased damage from fire. | + | The [[Southern Hospitality]] functions identically to the stock Wrench with regards to buildings, it simply deals bleeding damage on hit at the cost of increased damage from fire and it cannot inflict random critical hits. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
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* Increases fire vulnerability by 20%. | * Increases fire vulnerability by 20%. | ||
* Builds Sentry Guns identically to the stock Wrench. | * Builds Sentry Guns identically to the stock Wrench. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Southern Hospitality in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Southern Hospitality]] <br>{{Item icon|Southern Hospitality}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
− | === | + | ===Jag=== |
− | The Jag provides 30% faster building, upgrading, and deploying times, at the cost of reduced melee damage. | + | The [[Jag]] provides 30% faster building, upgrading, and deploying times, at the cost of reduced melee damage. The Jag is used very often in [[Competitive play|competitive play]]. The reduced damage is negligible because an Engineer will most likely be using his shotgun for close quarters combat. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
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* 25% less melee damage. | * 25% less melee damage. | ||
* Builds Sentry Guns identically to the stock Wrench. | * Builds Sentry Guns identically to the stock Wrench. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Jag in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Jag]] <br>{{Item icon|Jag}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
− | === | + | ===Gunslinger=== |
− | The Gunslinger provides the Engineer with | + | The [[Gunslinger]] provides the Engineer with the [[Combat Mini-Sentry]]. It cannot be upgraded, repaired, or sped up in building, but its ammo can be refilled. The Gunslinger cannot randomly crit, but the third hit of any three-hit combo will be a guaranteed critical hit. It provides the Engineer with an additional 25 health. The Gunslinger improves an engineer's combat ability, making him much more useful when taking offensive roles. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
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* +25 health for a total of 150. | * +25 health for a total of 150. | ||
** Overheal increased to 225. | ** Overheal increased to 225. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Gunslinger in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Gunslinger]] <br>{{Item icon|Gunslinger}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
Line 357: | Line 499: | ||
===Melee Weapon Usage=== | ===Melee Weapon Usage=== | ||
− | The stock Wrench provides solid melee damage with a normal Sentry Gun. The Southern Hospitality | + | The stock Wrench provides solid melee damage with a normal Sentry Gun. The Southern Hospitality grants bleeding damage for additional Spy-checking at the cost of taking increased fire damage. The Jag provides a key buff for a quick setup with a 30% faster build time. Keep in mind that the Jag requires 3 hits over the normal 2 to kill a Spy. The Gunslinger grants a 25+ health buff and access to Mini-Sentries, which allows for a faster but more temporary setup. The Eureka Effect is highly situational, but allows the Engineer to survive if his nest is compromised. |
{{Class competitive Nav}} | {{Class competitive Nav}} |
Latest revision as of 21:12, 7 December 2021
The community competitive scene changes frequently. Some or all info may be outdated.
The Engineer is a utility class that rarely sees a lot of use in the competitive format. The Engineer is strongest on maps where the enemy is confined to one key route, such as Attack/Defend or Payload maps.
Primary Weapon
The Engineer's primary weapons are shotguns, which deal some damage, but not enough to take on higher-health classes.
Shotgun
The stock Shotgun deals consistent short and medium range damage, and can quickly remove stickybombs, the main danger for Engineers.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Shotgun |
|
|
|
|
Below is a table displaying the availability of the Shotgun in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Shotgun |
Allowed |
Frontier Justice
The Frontier Justice, often abbreviated FJ, provides guaranteed crits for kills and assists earned by the Engineer's Sentry Gun. It has a halved clip size, but pairs well with the Gunslinger for disposable, cheap mini-Sentry Guns. The Frontier Justice gives the engineer additional burst damage in exchange for sustained fire.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Frontier Justice |
|
|
|
|
Below is a table displaying the availability of the Frontier Justice in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Frontier Justice |
Allowed |
Widowmaker
The Widowmaker allows the Engineer to circumvent reloading by using metal for ammo while granting him metal equal to damage dealt. The Engineer can use this to gain a quick metal boost to upgrade his buildings.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Widowmaker |
|
|
|
|
Below is a table displaying the availability of the Widowmaker in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Widowmaker |
Allowed |
Pomson 6000
The Pomson 6000 allows the Engineer to deal better with Spies, and to attempt to deter any Medics. It deals strong damage, but has less ammo than the stock Shotgun. Due to the fact that it removes ÜberCharge from Medics, the Pomson 6000 is banned from use in ESEA.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Pomson 6000 |
|
|
|
|
Below is a table displaying the availability of the Pomson 6000 in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Pomson 6000 |
Allowed |
Rescue Ranger
The Rescue Ranger permits the Engineer to repair his and his teammates' buildings from a distance, as well as picking up his own buildings from a distance (at a cost of 100 metal, regardless of building or its level). It is useful for extending the life of your Sentry Gun, when repairing it with a Wrench would be dangerous. However, the Rescue Ranger has less reserve ammo, a smaller clip size, and deals significantly less damage than the Shotgun, making it less than effective for the upfront Engineer. Also, the Engineer will be marked for death when hauling his buildings, regardless of the distance between him and his building. Unlike the Shotgun, the Rescue Ranger fires projectiles ("bolts"), which can be deflected via the Pyro's compression blast, but the reflected bolts won't repair the Pyro's teammates' buildings.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Rescue Ranger |
|
|
|
|
Below is a table displaying the availability of the Rescue Ranger in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Rescue Ranger |
Banned |
Primary Weapon Usage
The Shotgun provides the best standard damage. The Frontier Justice allows for surprising critical attacks, but without stored critical hits it weakens the Engineer's damage dealing capacity. The Widowmaker requires metal, and without accuracy will quickly drain your metal supplies. The Pomsom 6000 allows for easier Spy-checking, but deals less up-front damage. The Pomson can be used to reduce medic Übercharge, but it is rare to see an Engineer in such close proximity to a Medic. The Rescue Ranger deals slightly less damage and has fewer ammunition, but can repair friendly buildings, helping the Engineer extend the life of his buildings.
Secondary Weapons
The Engineer only has three choices and one of them, The Wrangler is banned in the vast majority of leagues, this leaves the Engineer with the Pistol and the Short Circuit.
Pistol
The Pistol is the Engineer's default secondary weapon, it has a large amount of ammo and it is good at medium to long range. This means that it complements the Shotgun's small range and means that the Engineer has an effective weapon for all ranges. The Pistol is also particularly effective at harassing fleeing enemies; combined with the fact that it fires and reloads quickly, it can do a fair amount of damage assuming that you can aim it.
The Lugermorph and C.A.P.P.E.R have the same stats as the Pistol.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Pistol |
|
|
|
|
Below is a table displaying the availability of the Pistol in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Pistol |
Allowed |
Wrangler
The Wrangler allows the Engineer to take control of his Sentry Gun, determining what it fires, when it fires, and where it fires. In addition, it removes the maximum targeting range of the sentry allowing a much greater field of coverage for the sentry. The Wrangler is the most popular engineer secondary weapon in every league where it isn't banned. It can fire at an overall faster rate than normal, and shields the sentry from 2/3 of incoming damage. When it is switched out of being active, it will de-activate the sentry for 3 seconds, leaving it shielded for that time.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Wrangler |
N/A | N/A |
|
|
Below is a table displaying the availability of the Wrangler in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Wrangler |
Banned |
Short Circuit
The Short Circuit destroys airborne and placed projectiles en masse. It uses 5 metal per fire, or 20 in total if a projectile is destroyed. It is an effective counter to Soldiers and Demomen under the effects of the Kritzkrieg.
Weapon | Damage | Critical Damage | Function Times | Special |
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Short Circuit |
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Below is a table displaying the availability of the Short Circuit in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Short Circuit |
Banned |
Secondary Weapon Usage
The Wrangler is best suited to 6v6, but is rarely usable due to restrictions. The Short Circuit is highly useful, as it can deny stickybombs, but requires a more passive Engineer, and denies the Engineer of a second ranged weapon. The Pistol can help compliment a Shotgun for increased ranged damage, or eliminating Spies. Most Engineers tend to use the Short Circuit for this reason.
Melee Weapons
The Engineer's melee weapons determine key characteristics about his Sentry Gun. All of them can upgrade Dispensers, and increase construction rates by 90% by hitting buildings which are being upgraded or built. Damage removes Sappers in two hits, and repairs/reloads Sentry Guns.
Wrench
The stock Wrench can build Sentry Guns that can be upgraded to level three.
The Golden Wrench has the same stats as the Wrench.
The Eureka Effect has the similar stats to the Wrench, repair and upgrade rates have been decreased. Hitting the reload key will open a menu to teleport the Engineer back to spawn with full ammo and health or to his teleporter exit.
Weapon | Damage | Critical Damage | Function Times | Special |
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Wrench |
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Below is a table displaying the availability of the Wrench in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Wrench |
Allowed |
Southern Hospitality
The Southern Hospitality functions identically to the stock Wrench with regards to buildings, it simply deals bleeding damage on hit at the cost of increased damage from fire and it cannot inflict random critical hits.
Weapon | Damage | Critical Damage | Function Times | Special |
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Southern Hospitality |
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Below is a table displaying the availability of the Southern Hospitality in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Southern Hospitality |
Allowed |
Jag
The Jag provides 30% faster building, upgrading, and deploying times, at the cost of reduced melee damage. The Jag is used very often in competitive play. The reduced damage is negligible because an Engineer will most likely be using his shotgun for close quarters combat.
Weapon | Damage | Critical Damage | Function Times | Special |
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Jag |
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Below is a table displaying the availability of the Jag in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Jag |
Allowed |
Gunslinger
The Gunslinger provides the Engineer with the Combat Mini-Sentry. It cannot be upgraded, repaired, or sped up in building, but its ammo can be refilled. The Gunslinger cannot randomly crit, but the third hit of any three-hit combo will be a guaranteed critical hit. It provides the Engineer with an additional 25 health. The Gunslinger improves an engineer's combat ability, making him much more useful when taking offensive roles.
Weapon | Damage | Critical Damage | Function Times | Special |
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Gunslinger |
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Below is a table displaying the availability of the Gunslinger in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Gunslinger |
Allowed |
Melee Weapon Usage
The stock Wrench provides solid melee damage with a normal Sentry Gun. The Southern Hospitality grants bleeding damage for additional Spy-checking at the cost of taking increased fire damage. The Jag provides a key buff for a quick setup with a 30% faster build time. Keep in mind that the Jag requires 3 hits over the normal 2 to kill a Spy. The Gunslinger grants a 25+ health buff and access to Mini-Sentries, which allows for a faster but more temporary setup. The Eureka Effect is highly situational, but allows the Engineer to survive if his nest is compromised.
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