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{{hatnote|This page contains basic strategy for the Engineer. For more advanced strategies, see [[Community Engineer strategy]]. For how to play against the Engineer, see [[Anti-Engineer strategy]].}}
 
{{Quotation|'''The Engineer''' |Start prayin', boy!|sound=Engineer_taunts08.wav}}
 
{{Quotation|'''The Engineer''' |Start prayin', boy!|sound=Engineer_taunts08.wav}}
The [[Engineer]] has the unique ability to construct [[Buildings]]. Although he possesses a weaker set of weapons, his [[Sentry Gun]] is more than enough to fend off multiple enemies. His [[Teleporter]] system sends teammates to the front lines, while his [[Dispenser]] heals and supplies ammunition. After constructing a building, he can pick up and [[haul]] it to a new location, allowing him to keep his base alongside an offensive push. The Engineer and his buildings will frequently be targeted by [[Demoman|Demomen]] and [[Spy|Spies]]. A well-timed enemy [[ÜberCharge]], in particular, can quickly ruin all of his hard work. When his buildings are destroyed, it is most important that the Engineer makes it out alive so that he can reconstruct his base. A good Engineer will place his buildings in strategic locations and not be afraid to get his hands dirty defending them.
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[[File:Engineertaunt1.PNG|350px|right]]
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The [[Engineer]] has the unique ability to construct [[buildings]]. His [[Sentry Gun]] compensates for his weaker weapons and fragility, providing more than enough firepower at the front lines in his stead. His [[Teleporters|Teleporter]] system transports teammates around the map, while his [[Dispenser]] heals and supplies ammunition to his teammates. After constructing a building, he can pick up and [[haul]] it to a new location, allowing him to keep his base as his team advances or retreats. The Engineer and his buildings are frequently targeted by [[Soldier]]s, [[Demoman|Demomen]], and [[Spy|Spies]]. A well-timed enemy [[ÜberCharge]], in particular, can quickly ruin all of his hard work. When his buildings are destroyed, it is most important that the Engineer makes it out alive so that he can reconstruct his base. A good Engineer places his buildings in strategic locations and is not afraid to get his hands dirty defending them.
  
 
== Primary weapons ==
 
== Primary weapons ==
  
=== [[Shotgun]] ===
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=== [[Shotgun]] + [[reskins]]===
{{icon item|Shotgun|100px}}
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{{icon item|Shotgun|100px}} {{icon item|Festive Shotgun|100px|link=Festive weapons}}
  
The Shotgun is a deceptively powerful weapon at close to medium range. Use it to defend yourself when alone and scare off enemies that your Sentry Gun cannot target, such as disguised Spies. Out of your available primary weapons, the Shotgun deals the most consistent damage.
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The Shotgun is effective at close to medium range, but much weaker at a distance. Use it to defend yourself when alone and scare off enemies that your Sentry Gun cannot target, such as disguised Spies. The Shotgun is the most reliable choice for fighting independently from your Sentry Gun or team - your other primary weapons sacrifice the Shotgun's consistency for situational damage or utility.
  
=== [[Frontier Justice]] ===
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=== [[Frontier Justice]] + [[reskins]] ===
{{icon item|Frontier Justice|100px}}
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{{icon item|Frontier Justice|100px}} {{icon item|Festive Frontier Justice|100px|link=Festive weapons}} {{icon item|Australium Frontier Justice|100px|link=Australium weapons}}
  
Barring magazine size, the Frontier Justice is statistically identical to the Shotgun. You'll get the most of the Frontier Justice if you place your Sentry Gun in an offensive position, where it should be able to get a few kills or assists before being destroyed and granting you Revenge [[Critical hits|crits]]. Even if you have stored up a great number of Revenge crits, the small magazine size in addition to the threat of losing all of them upon death will prevent you from going on a mini-rampage. Although you can destroy your own Sentry Gun and still receive Revenge crits, the firepower of your Sentry Gun is generally more valuable.
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The Frontier Justice gains Revenge [[Critical hits|Crits]] for any kills or assists your Sentry Gun gets, but only after the Sentry Gun is destroyed. Try placing your Sentry Gun or Combat Mini-Sentry Gun in an offensive position, where it should be able to get a few kills or assists before being destroyed. Once your Sentry Gun is destroyed, use Revenge Crits to push the enemy team back before reconstructing your base.
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Alternatively, if you take an aggressive approach, especially with Combat Mini-Sentry Guns, you can intentionally demolish your Sentry Gun to immediately access Revenge Crits, which you can then use to target frail enemies like the Medic. Avoid storing up too many Revenge Crits - the Frontier Justice has a 50% reduced clip size, which limits your rampaging, and you lose all Crits on death.
  
 
=== [[Widowmaker]] ===
 
=== [[Widowmaker]] ===
 
{{icon item|Widowmaker|100px}}
 
{{icon item|Widowmaker|100px}}
  
The Widowmaker consumes 30 metal per shot, but will refund metal based on how much damage you deal. Accurate shots at close range will usually yield far more than 30 metal. Medium to long range shots, however, will generally yield close to or below 30 metal. Unless you have good accuracy, you'll generally be inefficient if you fight at the frontlines with this weapon and will often find yourself out of metal. It's best used when defending your buildings, as your [[Dispenser]] can replace most metal you lose from firing the Widowmaker at a distance. Equip the [[Pistol]] alongside the Widowmaker so that you have a reliable ranged attack even when out of metal.
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The Widowmaker consumes 30 metal per shot, refunds metal based on damage dealt, and deals increased damage to enemies targeted by your Sentry Gun. When using the Widowmaker, fight near your buildings and aim each shot - an accurate close range shot yields more than the 30 metal it costs. The Widowmaker can be used alongside the standard Sentry Gun to take out attacking enemies faster, or alongside the Combat Mini-Sentry Gun for powerful dueling and a more aggressive playstyle. Just in case you run out of metal, know where your [[Dispenser]] and metal pickups are, and carry the [[Pistol]] for backup.
  
 
=== [[Pomson 6000]] ===
 
=== [[Pomson 6000]] ===
 
{{icon item|Pomson 6000|100px}}
 
{{icon item|Pomson 6000|100px}}
  
When compared to the Shotgun, the Pomson 6000 is less effective in direct combat; it deals reduced damage at close range, has a smaller magazine size, and its projectiles are slower than standard bullets. However, it is accurate and reloads quickly, so you can use it to harass enemies at a distance. The Pomson 6000's true value lies within its utility; a Medic or Spy shot by it will lose a small portion of his [[ÜberCharge]] or [[Cloak]] meter, respectively. This can be used to prevent them from attacking or escaping your team, particularly when dealing with the standard invincibility-granting ÜberCharge or Spies using the [[Dead Ringer]]. Consider using the [[hitscan]] Pistol alongside it so that you have a more reliable weapon for self-defense.
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The Pomson 6000 is a weak weapon with slow projectiles, but its projectiles drain the [[ÜberCharge]] or [[Cloak]] meters of enemy Medics and Spies, class-specific abilities that are effective against your Sentry Gun. The amount of charge lost depends on distance, with none lost at longer ranges; if you are willing to risk combat, you can stall an enemy Medic from obtaining the invincibility-granting ÜberCharge that would overpower your Sentry Gun, or make a Spy's escape that much more difficult.
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=== [[Rescue Ranger]] ===
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{{icon item|Rescue Ranger|100px}}
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The Rescue Ranger shoots weak bolts that can heal friendly buildings from afar at a 4-to-1 health-to-metal ratio, with a maximum of 60 health per shot. This is slightly cheaper than using the Wrench, which repairs at a 3-to-1 ratio, but does not restore ammo, remove [[Sapper]]s, or upgrade buildings. Use the Rescue Ranger to support your Sentry Gun from safety so long as you still get up close to reload it or deal with Spies.  
  
== Secondary weapons ==
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The Rescue Ranger can also [[haul]] your buildings from afar at the cost of 100 metal. This requires a direct line of sight, shows a visible tracer, and marks you for death; you can move buildings across open areas, but are discouraged from sneaking into the enemy base. Use this ability to save your Sentry Gun, especially if you see enemy Stickybombs or an [[ÜberCharge]]. This mobility pairs well with the [[Jag]], which aids in redeploying hauled buildings.
  
=== [[Pistol]] / [[Lugermorph]] ===
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===[[Panic Attack]]===
{{icon item|Pistol|100px}} {{icon item|Lugermorph|100px}}
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{{icon item|Panic Attack|100px}}
  
You have a tremendous supply of Pistol bullets, so feel free to spam them to fend off enemies, check for Spies, or protect your Sentry Gun. Its effectiveness at medium range makes it combo well with [[Sentry gun#Combat Mini-Sentry Gun|Combat Mini-Sentry Guns]].
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The Panic Attack deploys 50% faster than the Shotgun, making it useful for a few panicked shots against a surprise attacker. However, the pellet spread widely increases as you fire consecutively, making it far less effective in prolonged combat. Unlike with the other classes, the Panic Attack replaces your primary weapon. Stay away from the main melee unless you have your [[Pistol]] or can flank a nearby attacker.
  
=== [[Wrangler]] ===
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== Secondary weapons ==
{{icon item|Wrangler|100px}}
 
  
When the Wrangler is your active weapon, your Sentry Gun will become shielded against 66% of all damage by a team-colored shield, and will aim with a team-colored laser in the direction of your crosshair, overriding normal Sentry activity and bringing it directly under your control. While under your control, the Sentry Gun makes none of the sounds that it would usually make under normal circumstances. Primary fire will cause the Sentry Gun to fire at 200% its normal rate, and with a level 3 Sentry Gun, secondary fire will fire rockets, also at 200% the normal firing speed.
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=== [[Pistol]] + [[reskins]] ===
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{{icon item|Pistol|100px}} {{icon item|Lugermorph|100px}} {{icon item|C.A.P.P.E.R|100px}}
  
It can be controlled to fire outside of its normal range, which makes it especially effective when firing from a far-off vantage point. The machine guns will auto-target enemies near your crosshair, which helps you to maintain accuracy and a high damage output. Additionally, you can use the rockets of the Sentry Gun to [[Sentry jump#Sentry rocket jump|'Sentry jump']] around to new areas.
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The Pistol is an effective backup weapon at medium range, especially if you choose any primary weapon other than the Shotgun. You have a tremendous supply of Pistol bullets, so feel free to spam them to fend off enemies or check for Spies.  
  
When the Wrangler is put away, the Sentry will go into a powered-down state, lasting 3 seconds. After this, it will resume its normal behaviour.
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=== [[Wrangler]] + [[reskins]] ===
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{{icon item|Wrangler|100px}} {{icon item|Festive Wrangler|100px|link=Festive weapons}} {{icon item|Giger Counter|100px}}
  
A major downside of using the Wrangler is that the Sentry can not respond to other nearby targets that you may be unaware of. Should you notice the nearby enemy, switching from your Wrangler in order to defend yourself leaves the Sentry in the powered-down, vulnerable state which may or may not be a crucial situation. Attempting to defend yourself at close range with the Wrangler is presents a new danger to yourself, as it is all too easy to accidentally shoot yourself during the fight. Using the Wrangler can also leave you distracted and unaware of your surroundings, give away your position with the laser pointer and also means that you are unable to continuously repair and re-arm your Sentry Gun without disabling it.
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When the Wrangler is your active weapon, your [[Sentry Gun]] gains a damage-reducing shield and can be aimed manually. While the Sentry Gun is under your control, it fires more rapidly and turns quickly, but you must do all the aiming. Use the Wrangler to attack enemies outside your Sentry Gun's normal range (note that the fall-off is based on your position, not the Sentry Gun's), siege an area, or destroy Stickybombs. Although the Wrangler grants your Sentry Gun protection, you usually need to expose yourself to aim; like when using other weapons, duck in and out of cover to avoid being picked off. Deactivating the Wrangler disables your Sentry Gun for 3 seconds, so you need to balance its activation with building repairs. If you need to focus on something else, do not be afraid to allow your Sentry Gun to function normally.
  
 
=== [[Short Circuit]] ===
 
=== [[Short Circuit]] ===
 
{{icon item|Short Circuit|100px}}
 
{{icon item|Short Circuit|100px}}
  
The Short Circuit only deals minor damage but can destroy enemy [[projectiles]]. It's particularly useful for defending your buildings or teammates from rockets, grenades, and even Stickybomb carpets. Because it draws from your metal supply for ammunition, you should stay near your upgraded Dispenser so that you always have a shot to fire.
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The Short Circuit's primary fire is a weak, short-ranged burst of electricity that costs 5 metal. The weapon's selling point is its secondary fire, a ball of electricity that destroys projectiles and reveals Cloaked Spies, which costs 65 metal. The electric ball is amazing for defending your buildings, negating spam in narrow corridors, and protecting your team when they must stay still, such as around the Payload cart.  
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If you are defending your buildings, stay near your Dispenser to keep stocked on metal. You cannot pick up buildings while the Short Circuit is your active weapon; this means that your team needs to quickly take out the attacking enemies before you no longer have metal to fire the Short Circuit in defense.
  
 
== Melee weapons ==
 
== Melee weapons ==
  
==={{anchor|Wrench}}[[Wrench]] / [[Golden Wrench]] / [[Saxxy]]===
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===[[Wrench]] + [[reskins]]===
{{icon item|Wrench|100px}} {{icon item|Golden Wrench|100px}} {{icon item|Saxxy|100px}}
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{{icon item|Wrench|100px}} {{icon item|Golden Wrench|100px}} {{icon item|Saxxy|100px}} {{icon item|Festive Wrench|100px|link=Festive weapons}} {{icon item|Silver Botkiller Wrench|100px|link=Botkiller weapons}} {{icon item|Australium Wrench|100px|link=Australium weapons}}{{icon item|Golden Frying Pan|100px}} {{icon item|Necro Smasher|100px}} {{icon item|Prinny Machete|100px}}  
  
Hitting buildings with your Wrench will cause them to build twice as fast. When playing as the Engineer, the game prioritizes repairing buildings over melee combat; if you attack an enemy Spy who is standing next to a friendly structure, you will hit the building instead of him. Use your [[Shotgun]], which deals greater damage, to dispatch nearby foes instead.
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The Wrench is not just a weapon; hitting buildings with your Wrench causes them to build twice as fast. Hitting a pre-constructed building you [[hauling|hauled]] speeds up reconstruction, so it is possible to build and upgrade while at spawn before hauling your buildings into position. If a Spy places a Sapper to disable a building, two hits from your Wrench removes it. Disabled Sentry Guns take 0.5 seconds to reactivate after having a Sapper removed, so first take care of the Spy if he hangs around. The game prioritizes repairing and upgrading buildings over melee combat, making it possible to accidentally hit your buildings instead of an enemy; use your [[Shotgun]] to dispatch nearby enemies instead.
  
 
=== [[Gunslinger]] ===
 
=== [[Gunslinger]] ===
 
{{icon item|Gunslinger|100px}}
 
{{icon item|Gunslinger|100px}}
  
The Gunslinger grants you additional maximum health and replaces your Sentry Gun with a cheap, rapidly constructed Combat Mini-Sentry Gun. The Gunslinger is great when on the offensive or when you don't have enough time to construct a full Sentry Gun; after laying down a Mini-Sentry Gun near an enemy, support it with your own gunfire or the [[Wrangler]]. While the Gunslinger can deal a guaranteed Critical hit upon landing three successful consecutive attacks, entering melee combat as the Engineer is risky and a loaded Shotgun can still deal more damage-per-second at point-blank range.
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The Gunslinger grants you 25 additional health points and replaces your Sentry Gun with a cheap, rapidly constructed, but weaker [[Combat Mini-Sentry Gun]]. The Gunslinger is great when constructing a full Sentry Gun can be inefficient, such as when you are on the offensive, in the middle of combat, or moving around too often. If you are staying at medium range, support your Mini-Sentry Gun with the Pistol or [[Wrangler]]. For a more aggressive playstyle, use the Shotgun or [[Widowmaker]]; the Shotgun needs to be reloaded less frequently while a few well-aimed shots with the Widowmaker give you enough metal to build another Mini-Sentry. The Gunslinger can deal a guaranteed Critical hit upon landing three successful consecutive punches, but using a loaded Shotgun at close range is less risky.
  
 
=== [[Southern Hospitality]] ===
 
=== [[Southern Hospitality]] ===
 
{{icon item|Southern Hospitality|100px}}
 
{{icon item|Southern Hospitality|100px}}
  
Unlike other [[Bleed]]-inflicting [[melee]] weapons, the Southern Hospitality retains a full 65 initial damage while remaining a reasonable choice in terms of survival. Upon hit, the inflicted bleed will deliver 40 damage over the total period of 5 seconds, which without the victim healing, totals around 105 damage from a single hit. The visual effect caused by Bleed highlights any offending Spies, making defending your buildings against them easier.
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The Southern Hospitality grants a [[bleeding|bleed]] effect on hit, but deals no random Critical hits and increases your vulnerability to fire. The bleed effect inflicted can be useful in a one-on-one fight and helps to track down [[Cloak]]ed Spies. The fire vulnerability makes escaping from enemy Pyros more difficult, so consider having a friendly Pyro nearby who can extinguish you.
 
 
The downside to using this weapon is -20% fire damage vulnerability on the user. While a direct encounter with a Pyro usually results in death anyway, this downside will have its greatest effect if a Pyro manages to catch you in its flame briefly while you are defending your buildings, and you have no Dispenser or nearby Medics or Health kits.
 
  
 
=== [[Jag]] ===
 
=== [[Jag]] ===
 
{{icon item|Jag|100px}}
 
{{icon item|Jag|100px}}
 
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Hitting a building with the Jag increases the construction speed to 15% (bug) that of the stock Wrench. However, it suffers a -25% damage penalty. While the overall building speed increase is approximately 0.9 seconds, it only hits 50 damage in a normal hit instead of the stock Wrench's 65; this makes the difference between killing a Spy on full health in 3 hits instead of 2. Therefore, the Jag primarily excels when an Engineer decides that the rapid replacement of buildings is important, while choosing to defend himself with another weapon.
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Hitting buildings with the Jag, which has increased construction and swing speed, causes them to build even faster than when using the Wrench. This makes the Jag effective for immediately constructing a Sentry Gun or redeploying buildings as your team moves around. However, the Jag has a reduced repair rate, deals less damage, and takes three hits to destroy [[Sapper]]s, making defense against a constant assault or Spies much more difficult. Consider using this weapon to help other Engineers set up and upgrade their buildings.
  
 
===[[Eureka Effect]]===
 
===[[Eureka Effect]]===
 
{{icon item|Eureka Effect|100px}}
 
{{icon item|Eureka Effect|100px}}
  
The Eureka Effect allows you to use alternate fire to teleport back to your current spawn room at the cost of no longer being able to [[haul]] buildings. You can combine its teleport with your own [[Teleporter]] system to instantly restock your metal supply, particularly useful when you're constructing a fresh set of buildings. Additionally, if the teleport's moderately long animation isn't interrupted, you can use the Eureka Effect to escape dangerous situations. To compensate for the inability to haul buildings, you'll either need to use your teleports to quickly rebuild bases or ensure you're already camped out where you want to be.
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The Eureka Effect focuses on teleporting. It reduces the cost of constructing and upgrading Teleporters, and allows you to use the reload button to teleport to your spawn room and Teleporter Exit. Use nearby ammo pickups to make your Level 1 buildings, then teleport to base to quickly restock. The teleport itself is useful for defending your buildings if they are under attack, or retreating if you are in danger. Although you cannot teleport while hauling a building, you can sneak a Teleporter Exit behind enemy lines to build a nest in their territory. Overall, the Eureka Effect makes it easier to construct an initial base but weakens your in-battle repairs - hitting buildings does not speed up construction as quickly and all metal gained from pickups is reduced by 20%.
  
 
==[[Buildings]]==
 
==[[Buildings]]==
You are most valued for your Buildings, which all have a sizable impact in a battle. It takes time to fully set up a base, which means you need to choose how to spend your time accordingly. Because the Sentry Gun provides most of your firepower, you'll want to fully upgrade it first in most situations. If your teammates can hold the line without the aid of your Sentry Gun, consider upgrading your Dispenser or Teleporter system first to further aid them. If any building is in danger of being destroyed, you can [[haul]] it away; it's sometimes more important to save an upgraded Sentry Gun than to stall your enemies.
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You are most valued for your Buildings, which all considerably impact a battle. It takes time to fully set up a base, which means you need to choose certain buildings to prioritize. The Sentry Gun provides most of your firepower, so fully upgrade it first in most situations. If your teammates can hold the line without the aid of your Sentry Gun, upgrade your Dispenser or Teleporter system first. Additionally, spread your buildings out so that not all of them can be damaged by a single explosive from the Soldier or Demoman. If any building is in danger of being destroyed, you can [[haul]] it away; it is sometimes more important to save an upgraded Sentry Gun than to stall your enemies.  
  
 
===[[Sentry Gun]]===
 
===[[Sentry Gun]]===
 
[[File:RED Level 3 Sentry Gun.png|100px|Sentry Gun]]
 
[[File:RED Level 3 Sentry Gun.png|100px|Sentry Gun]]
  
It's best to place Sentry Guns in well-frequented areas to prevent enemies from passing entirely. When placing a Sentry Gun, note where it can shoot and where the enemy can fire from. If a Sentry Gun is placed out in the open, it can cover more ground but will be left more vulnerable to attackers. If placed in a corner, it is naturally protected from flanking by walls, but can only focus on a certain angle of the battlefield. The difference between excellent and average Sentry Gun placement can be very small. For example, moving it even a few inches can keep it from being picked off by [[Soldier]]s or [[Sniper]]s. If you place your Sentry in a more unexpected position, such as looking down holes in ceilings, narrow hallways, or around sharp corners, make sure to compensate for what the Sentry cannot reach with your Shotgun.
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The Sentry Gun automatically detects and fires at enemies within its radius, making you the best class for area denial. It is best to place Sentry Guns in well-frequented areas to prevent enemies from passing, hauling and repositioning it as needed to support your team. As soon as possible, secure a stable source of metal from either a [[Dispenser]] or ammo spawn to upgrade your Sentry Gun and improve its firepower. Consider the power of your Sentry Gun and what it can comfortably fight, depending on where you placed it. If a Sentry Gun is placed out in the open, it covers more ground but is more vulnerable to attackers. If placed in a corner, it is protected from flanking by walls, but only focuses on certain angles. Precise placement of your Sentry Gun can be very rewarding; a few inches can keep it from being picked off by [[Soldier]]s or [[Sniper]]s. Compensate for what the Sentry cannot detect with your Shotgun, especially enemy Spies.  
  
 
===[[Combat Mini-Sentry Gun]]===
 
===[[Combat Mini-Sentry Gun]]===
 
[[File:Red Mini Sentry.png|100px|Combat Mini-Sentry Gun]]
 
[[File:Red Mini Sentry.png|100px|Combat Mini-Sentry Gun]]
  
Due to their small size and quick build time, Mini-Sentry Guns can often be placed in positions that a normal Sentry Gun cannot and perform exceptionally well when laid in concealed areas. These advantages, coupled with the bonus health the Gunslinger provides, allow for relatively aggressive play. They only cost 100 metal to deploy, so you should be able to provide a constant source of suppressive gunfire. Don't hesitate to place them out in the open as distractions or to cover a retreat; players tend to fire at them before you. They are far less useful when placed in defensive positions, where their reduced firepower won't be able to fight enemies off.
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Combat Mini-Sentry Guns build quickly and only cost 100 metal, but have reduced firepower and cannot be upgraded. When combined with the Gunslinger's bonus health, you can be far more aggressive and enter combat more often when compared to the defensive playstyle the default Sentry Gun promotes. At the front line, place them alongside teammates to provide constant support, forcing your opponents to choose between targets. Alternatively, place them slightly further back to protect allies like your friendly Medic from ambushers. No matter where you place them, speed up their construction with your Wrench, supplement their damage with your Shotgun, and always have one active.
  
 
===[[Dispenser]]===
 
===[[Dispenser]]===
 
[[File:Lvl3dispenser.png|100px|Dispenser]]
 
[[File:Lvl3dispenser.png|100px|Dispenser]]
  
A Dispenser is typically the first building you want to construct so that you have a stable source of metal. Placing Dispensers in forward locations will keep teammates healthy and allow them to hold an area for a long period of time. Additionally, because the Dispenser is a solid object, you can hop on your own Dispenser to climb to inaccessible places or block narrow passages from enemy Spies.
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A Dispenser is typically the first building you want to construct so that you have a stable source of metal, as a Dispenser has the potential to dispense unlimited health and ammo. It takes a very long time for a Dispenser to build, even with the help of your Wrench, so consider placing it in a safe location to let it build by itself while you focus on setting up your other buildings. Placing [[Dispenser]]s in forward locations keeps teammates healthy and allows them to hold an area for a longer period of time. Additionally, because the Dispenser is a solid object, you can hop on your own Dispenser to climb to inaccessible places or block narrow passages from enemy Spies.
  
===[[Teleporter]]===
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===[[Teleporters|Teleporter]]===
 
[[File:Telespin.png|100px|Teleporter]]
 
[[File:Telespin.png|100px|Teleporter]]
  
Always have a Teleporter system active to help a steady tide of reinforcements reach the front lines, even if the distance covered is short. Rotate the Exit so that it faces away from a wall and allows teammates to see the battlefield immediately upon coming through. Be aware that the Teleporter Exit's placement can impact the flow of battle; sending teammates to poor locations will weaken both your offense and defense. If either Teleporter member comes under fire, hitting one end with your melee weapon will repair the other. If guarding your buildings, refrain from standing on your Teleporter Exit, as enemy Spies are able to come through and [[telefrag]] you.  
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Depending on the map, the Teleporter might be your most powerful building. Your Teleporter system lets reinforcements skip an excruciatingly long walk so your team can build up a large enough push, especially when attacking the last point on [[Attack/Defend]] or [[Payload]], or defend against unrelenting pressure. The Teleporter system is also effective for shepherding your team towards your buildings or alternate routes. Always keep a Teleporter system active, even if the distance covered is short.
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The Teleporter system has a few important mechanics. The Entrance and Exit are linked - they share repairs and upgrades via your Wrench, and downgrade via destruction. As you leave spawn, drop a Teleporter Entrance so it builds itself and links to your Exit later. Place the Teleporter Exit behind cover and rotate it to face away from walls so teammates can see the battlefield immediately upon coming through. Try to keep the Teleporter System at least at level 2, as level 1 Teleporters usually have too long of a recharge to be worth the wait. If you are guarding your buildings, refrain from standing on your Teleporter Exit, as enemy Spies can come through and [[telefrag]] you.
  
  
{{Class strategy}}
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{{Class Strategy Nav}}
 
{{Engineer Nav}}
 
{{Engineer Nav}}
  
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[[Category:Engineer]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]
[[Category:Engineer]]
 

Latest revision as of 13:00, 10 October 2024

This page contains basic strategy for the Engineer. For more advanced strategies, see Community Engineer strategy. For how to play against the Engineer, see Anti-Engineer strategy.
Start prayin', boy!
The Engineer
Engineertaunt1.PNG

The Engineer has the unique ability to construct buildings. His Sentry Gun compensates for his weaker weapons and fragility, providing more than enough firepower at the front lines in his stead. His Teleporter system transports teammates around the map, while his Dispenser heals and supplies ammunition to his teammates. After constructing a building, he can pick up and haul it to a new location, allowing him to keep his base as his team advances or retreats. The Engineer and his buildings are frequently targeted by Soldiers, Demomen, and Spies. A well-timed enemy ÜberCharge, in particular, can quickly ruin all of his hard work. When his buildings are destroyed, it is most important that the Engineer makes it out alive so that he can reconstruct his base. A good Engineer places his buildings in strategic locations and is not afraid to get his hands dirty defending them.

Primary weapons

Shotgun + reskins

Shotgun Festive Shotgun

The Shotgun is effective at close to medium range, but much weaker at a distance. Use it to defend yourself when alone and scare off enemies that your Sentry Gun cannot target, such as disguised Spies. The Shotgun is the most reliable choice for fighting independently from your Sentry Gun or team - your other primary weapons sacrifice the Shotgun's consistency for situational damage or utility.

Frontier Justice + reskins

Frontier Justice Festive Frontier Justice Australium Frontier Justice

The Frontier Justice gains Revenge Crits for any kills or assists your Sentry Gun gets, but only after the Sentry Gun is destroyed. Try placing your Sentry Gun or Combat Mini-Sentry Gun in an offensive position, where it should be able to get a few kills or assists before being destroyed. Once your Sentry Gun is destroyed, use Revenge Crits to push the enemy team back before reconstructing your base.

Alternatively, if you take an aggressive approach, especially with Combat Mini-Sentry Guns, you can intentionally demolish your Sentry Gun to immediately access Revenge Crits, which you can then use to target frail enemies like the Medic. Avoid storing up too many Revenge Crits - the Frontier Justice has a 50% reduced clip size, which limits your rampaging, and you lose all Crits on death.

Widowmaker

Widowmaker

The Widowmaker consumes 30 metal per shot, refunds metal based on damage dealt, and deals increased damage to enemies targeted by your Sentry Gun. When using the Widowmaker, fight near your buildings and aim each shot - an accurate close range shot yields more than the 30 metal it costs. The Widowmaker can be used alongside the standard Sentry Gun to take out attacking enemies faster, or alongside the Combat Mini-Sentry Gun for powerful dueling and a more aggressive playstyle. Just in case you run out of metal, know where your Dispenser and metal pickups are, and carry the Pistol for backup.

Pomson 6000

Pomson 6000

The Pomson 6000 is a weak weapon with slow projectiles, but its projectiles drain the ÜberCharge or Cloak meters of enemy Medics and Spies, class-specific abilities that are effective against your Sentry Gun. The amount of charge lost depends on distance, with none lost at longer ranges; if you are willing to risk combat, you can stall an enemy Medic from obtaining the invincibility-granting ÜberCharge that would overpower your Sentry Gun, or make a Spy's escape that much more difficult.

Rescue Ranger

Rescue Ranger

The Rescue Ranger shoots weak bolts that can heal friendly buildings from afar at a 4-to-1 health-to-metal ratio, with a maximum of 60 health per shot. This is slightly cheaper than using the Wrench, which repairs at a 3-to-1 ratio, but does not restore ammo, remove Sappers, or upgrade buildings. Use the Rescue Ranger to support your Sentry Gun from safety so long as you still get up close to reload it or deal with Spies.

The Rescue Ranger can also haul your buildings from afar at the cost of 100 metal. This requires a direct line of sight, shows a visible tracer, and marks you for death; you can move buildings across open areas, but are discouraged from sneaking into the enemy base. Use this ability to save your Sentry Gun, especially if you see enemy Stickybombs or an ÜberCharge. This mobility pairs well with the Jag, which aids in redeploying hauled buildings.

Panic Attack

Panic Attack

The Panic Attack deploys 50% faster than the Shotgun, making it useful for a few panicked shots against a surprise attacker. However, the pellet spread widely increases as you fire consecutively, making it far less effective in prolonged combat. Unlike with the other classes, the Panic Attack replaces your primary weapon. Stay away from the main melee unless you have your Pistol or can flank a nearby attacker.

Secondary weapons

Pistol + reskins

Pistol Lugermorph C.A.P.P.E.R

The Pistol is an effective backup weapon at medium range, especially if you choose any primary weapon other than the Shotgun. You have a tremendous supply of Pistol bullets, so feel free to spam them to fend off enemies or check for Spies.

Wrangler + reskins

Wrangler Festive Wrangler Giger Counter

When the Wrangler is your active weapon, your Sentry Gun gains a damage-reducing shield and can be aimed manually. While the Sentry Gun is under your control, it fires more rapidly and turns quickly, but you must do all the aiming. Use the Wrangler to attack enemies outside your Sentry Gun's normal range (note that the fall-off is based on your position, not the Sentry Gun's), siege an area, or destroy Stickybombs. Although the Wrangler grants your Sentry Gun protection, you usually need to expose yourself to aim; like when using other weapons, duck in and out of cover to avoid being picked off. Deactivating the Wrangler disables your Sentry Gun for 3 seconds, so you need to balance its activation with building repairs. If you need to focus on something else, do not be afraid to allow your Sentry Gun to function normally.

Short Circuit

Short Circuit

The Short Circuit's primary fire is a weak, short-ranged burst of electricity that costs 5 metal. The weapon's selling point is its secondary fire, a ball of electricity that destroys projectiles and reveals Cloaked Spies, which costs 65 metal. The electric ball is amazing for defending your buildings, negating spam in narrow corridors, and protecting your team when they must stay still, such as around the Payload cart.

If you are defending your buildings, stay near your Dispenser to keep stocked on metal. You cannot pick up buildings while the Short Circuit is your active weapon; this means that your team needs to quickly take out the attacking enemies before you no longer have metal to fire the Short Circuit in defense.

Melee weapons

Wrench + reskins

Wrench Golden Wrench Saxxy Festive Wrench Silver Botkiller Wrench Australium WrenchGolden Frying Pan Necro Smasher Prinny Machete

The Wrench is not just a weapon; hitting buildings with your Wrench causes them to build twice as fast. Hitting a pre-constructed building you hauled speeds up reconstruction, so it is possible to build and upgrade while at spawn before hauling your buildings into position. If a Spy places a Sapper to disable a building, two hits from your Wrench removes it. Disabled Sentry Guns take 0.5 seconds to reactivate after having a Sapper removed, so first take care of the Spy if he hangs around. The game prioritizes repairing and upgrading buildings over melee combat, making it possible to accidentally hit your buildings instead of an enemy; use your Shotgun to dispatch nearby enemies instead.

Gunslinger

Gunslinger

The Gunslinger grants you 25 additional health points and replaces your Sentry Gun with a cheap, rapidly constructed, but weaker Combat Mini-Sentry Gun. The Gunslinger is great when constructing a full Sentry Gun can be inefficient, such as when you are on the offensive, in the middle of combat, or moving around too often. If you are staying at medium range, support your Mini-Sentry Gun with the Pistol or Wrangler. For a more aggressive playstyle, use the Shotgun or Widowmaker; the Shotgun needs to be reloaded less frequently while a few well-aimed shots with the Widowmaker give you enough metal to build another Mini-Sentry. The Gunslinger can deal a guaranteed Critical hit upon landing three successful consecutive punches, but using a loaded Shotgun at close range is less risky.

Southern Hospitality

Southern Hospitality

The Southern Hospitality grants a bleed effect on hit, but deals no random Critical hits and increases your vulnerability to fire. The bleed effect inflicted can be useful in a one-on-one fight and helps to track down Cloaked Spies. The fire vulnerability makes escaping from enemy Pyros more difficult, so consider having a friendly Pyro nearby who can extinguish you.

Jag

Jag

Hitting buildings with the Jag, which has increased construction and swing speed, causes them to build even faster than when using the Wrench. This makes the Jag effective for immediately constructing a Sentry Gun or redeploying buildings as your team moves around. However, the Jag has a reduced repair rate, deals less damage, and takes three hits to destroy Sappers, making defense against a constant assault or Spies much more difficult. Consider using this weapon to help other Engineers set up and upgrade their buildings.

Eureka Effect

Eureka Effect

The Eureka Effect focuses on teleporting. It reduces the cost of constructing and upgrading Teleporters, and allows you to use the reload button to teleport to your spawn room and Teleporter Exit. Use nearby ammo pickups to make your Level 1 buildings, then teleport to base to quickly restock. The teleport itself is useful for defending your buildings if they are under attack, or retreating if you are in danger. Although you cannot teleport while hauling a building, you can sneak a Teleporter Exit behind enemy lines to build a nest in their territory. Overall, the Eureka Effect makes it easier to construct an initial base but weakens your in-battle repairs - hitting buildings does not speed up construction as quickly and all metal gained from pickups is reduced by 20%.

Buildings

You are most valued for your Buildings, which all considerably impact a battle. It takes time to fully set up a base, which means you need to choose certain buildings to prioritize. The Sentry Gun provides most of your firepower, so fully upgrade it first in most situations. If your teammates can hold the line without the aid of your Sentry Gun, upgrade your Dispenser or Teleporter system first. Additionally, spread your buildings out so that not all of them can be damaged by a single explosive from the Soldier or Demoman. If any building is in danger of being destroyed, you can haul it away; it is sometimes more important to save an upgraded Sentry Gun than to stall your enemies.

Sentry Gun

Sentry Gun

The Sentry Gun automatically detects and fires at enemies within its radius, making you the best class for area denial. It is best to place Sentry Guns in well-frequented areas to prevent enemies from passing, hauling and repositioning it as needed to support your team. As soon as possible, secure a stable source of metal from either a Dispenser or ammo spawn to upgrade your Sentry Gun and improve its firepower. Consider the power of your Sentry Gun and what it can comfortably fight, depending on where you placed it. If a Sentry Gun is placed out in the open, it covers more ground but is more vulnerable to attackers. If placed in a corner, it is protected from flanking by walls, but only focuses on certain angles. Precise placement of your Sentry Gun can be very rewarding; a few inches can keep it from being picked off by Soldiers or Snipers. Compensate for what the Sentry cannot detect with your Shotgun, especially enemy Spies.

Combat Mini-Sentry Gun

Combat Mini-Sentry Gun

Combat Mini-Sentry Guns build quickly and only cost 100 metal, but have reduced firepower and cannot be upgraded. When combined with the Gunslinger's bonus health, you can be far more aggressive and enter combat more often when compared to the defensive playstyle the default Sentry Gun promotes. At the front line, place them alongside teammates to provide constant support, forcing your opponents to choose between targets. Alternatively, place them slightly further back to protect allies like your friendly Medic from ambushers. No matter where you place them, speed up their construction with your Wrench, supplement their damage with your Shotgun, and always have one active.

Dispenser

Dispenser

A Dispenser is typically the first building you want to construct so that you have a stable source of metal, as a Dispenser has the potential to dispense unlimited health and ammo. It takes a very long time for a Dispenser to build, even with the help of your Wrench, so consider placing it in a safe location to let it build by itself while you focus on setting up your other buildings. Placing Dispensers in forward locations keeps teammates healthy and allows them to hold an area for a longer period of time. Additionally, because the Dispenser is a solid object, you can hop on your own Dispenser to climb to inaccessible places or block narrow passages from enemy Spies.

Teleporter

Teleporter

Depending on the map, the Teleporter might be your most powerful building. Your Teleporter system lets reinforcements skip an excruciatingly long walk so your team can build up a large enough push, especially when attacking the last point on Attack/Defend or Payload, or defend against unrelenting pressure. The Teleporter system is also effective for shepherding your team towards your buildings or alternate routes. Always keep a Teleporter system active, even if the distance covered is short.

The Teleporter system has a few important mechanics. The Entrance and Exit are linked - they share repairs and upgrades via your Wrench, and downgrade via destruction. As you leave spawn, drop a Teleporter Entrance so it builds itself and links to your Exit later. Place the Teleporter Exit behind cover and rotate it to face away from walls so teammates can see the battlefield immediately upon coming through. Try to keep the Teleporter System at least at level 2, as level 1 Teleporters usually have too long of a recharge to be worth the wait. If you are guarding your buildings, refrain from standing on your Teleporter Exit, as enemy Spies can come through and telefrag you.