Difference between revisions of "Engineer match-ups"

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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, preventing the Scout from using his [[Speed|mobility]] to dodge its shots, and it quickly chews through the Scout's small pool of 125 [[Health|health]]. The Scout's weapons are not powerful enough to handle a Sentry Gun directly; the best he can do is try to chip away at one from outside its maximum range with the [[Pistol]], or run past it entirely with the invincibility from [[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.
+
In a direct head-to-head fight without assistance from your Sentry Gun, the two of you have similar weapons, but the Scout's [[Scattergun]] hits slightly harder and his high mobility 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:''' Stay close to your Sentry Gun. A Scout essentially can't fight you at all if you remain within its line of sight. If the Scout tries to chip away at your Sentry Gun from afar, you can usually repair it with your [[Wrench]] faster than he can damage it. Depending on where the Scout is shooting from, you might be able to force him to retreat by firing back at him with your own weapons.
   | 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 can rely on your teammates to defend the map's main areas without your assistance, placing your Sentry Gun near flank routes will prevent Scouts (as well as most other classes) from using them to ambush you and your team. If possible, try to place your Sentry Gun so that it covers multiple entrances and cannot be shot at from outside its maximum range or easily hit from around a corner.
  | 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.
+
 
 +
If you're playing very aggressively or are constantly on the move, you may run into a Scout without having a Sentry Gun built nearby. In such a fight, try to move erratically to make yourself hard to hit, and fire back at the Scout with your [[Shotgun]]. Both of you only have 125 maximum health, so a direct fight like this comes down to whether or not you can land enough shots to kill the Scout before he kills you.
 +
 
 +
'''Useful weapons:'''
 +
* The [[Wrangler]] can be used to manually target a Scout who is attempting to chip away at your Sentry Gun from afar.
 +
** If the Scout uses Bonk! Atomic Punch to distract your Sentry Gun for his teammates, you can also use the Wrangler to manually target other enemies.
 +
* Consider equipping the [[Gunslinger]] if you find yourself constantly dealing with Scouts as it increase your maximum health to 150. Do note that it replaces your normal Sentry Gun with a [[Combat Mini-Sentry Gun]], which builds faster than a regular Sentry Gun while still capable of dealing serious damage to the Scout.
 +
 
 +
  | soldier-strategy =
 +
'''Relative merits:''' The Soldier's [[Rocket Launcher]] allows him to deal heavy damage to your buildings from outside your Sentry Gun's range. In a direct fight, his large health pool, high damage output, and the large blast radius of his rockets' explosions puts you at a significant disadvantage.
 +
 
 +
'''Tactics:''' Try to position your Sentry Gun somewhere that an enemy Soldier cannot easily destroy it. Avoid placing your buildings too close to each other, as the large blast radius of rockets can allow a Soldier to hit multiple buildings simultaneously. If a Soldier breaks through your team's defenses, retreat immediately ([[haul]]ing one of your buildings with you if possible); the Soldier's slow movement speed makes it difficult for him to chase you unless he commits to a rocket jump.
 +
 
 +
A common strategy for Soldiers dealing with a Sentry Gun is to repeatedly step in and out of cover while firing rockets. If a Soldier attempts to damage your buildings in this way, either focus on repairs while asking your teammates to deal with the Soldier, or use your Shotgun to fire at him whenever he steps out of cover. Even if you don't kill him outright, you may damage him enough to force a retreat.
 +
 
 +
In a direct one-on-one fight, the Soldier generally outmatches you. However, your Shotgun is a powerful enough weapon at close range that you may be able to kill him if you take him by surprise, or if he's distracted by your Sentry Gun.
 +
 
 +
Take note of which primary weapon the Soldier has equipped. The [[Direct Hit]] has harder-hitting rockets that can easily destroy your buildings, the [[Beggar's Bazooka]] and [[Air Strike]] can unleash a devastating salvo of rockets in quick succession, and the [[Cow Mangler 5000]], although it deals almost no damage to your buildings, can temporarily disable them with a charged shot.
 +
 
 +
'''Useful weapons:'''
 +
* The [[Frontier Justice]]'s Revenge Crits deal significant damage, making it much easier to deal with a Soldier's large health pool. Note that you still have less health than the Soldier does, so try to shoot him down before he has time to react.
 +
* The [[Rescue Ranger]] can be used to repair or haul your buildings from a safe distance, preventing you from taking splash damage from rockets.
 +
* The [[Wrangler]] can be used to target a Soldier who's trying to shoot down your Sentry Gun from afar. Its shielding also protects the Sentry Gun, making it harder for the Soldier to deal enough damage to destroy it.
 +
* The [[Short Circuit]]'s energy ball can destroy rockets, helping you protect your buildings.
 +
 
 +
   | pyro-strategy =  
 +
'''Relative merits:''' The limited range of the Pyro's weapons makes it extremely difficult for them to deal with a well-positioned Sentry Gun. However, if they manage to get close enough, their [[Flame Thrower]] can deal massive damage to you and your buildings.
 +
 
 +
'''Tactics:''' Be mindful of where you position your Sentry Gun. Try to place as much distance as possible between your Sentry Gun and any areas that it can't see, such as cover or doorways. Otherwise, it's possible for a Pyro to quickly rush down your Sentry Gun and destroy it with their Flame Thrower.
 +
 
 +
An intelligent Pyro may try to quickly step out of cover to bait a level 3 Sentry Gun into firing rockets at them, then use their Flame Thrower's [[compression blast]] to reflect it back at you and your buildings. If you notice a Pyro doing this, shoot at them with your Shotgun (or ask your teammates to shoot at them) to force them to retreat, or potentially kill them outright. It may also be possible to flank the Pyro and attack them from the other side of the cover they're using, forcing them to make the lose/lose choice of either getting shot by you or backing up and getting shot by your Sentry Gun.
 +
 
 +
In a direct one-on-one fight, a Pyro has more health than you do and their Flame Thrower sprays a wide, hard-to-avoid cone of fire. Try to shoot down the Pyro from outside their Flame Thrower's range. If you get set on fire, make your way to your Dispenser or a nearby health kit before you burn to death.
 +
 
 +
'''Useful weapons:'''
 +
* The [[Pistol]] can safely deal damage to a Pyro from outside the range of their Flame Thrower.
 +
 
 +
  | 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}}

Latest revision as of 05:22, 28 July 2024

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, preventing the Scout from using his mobility to dodge its shots, and it quickly chews through the Scout's small pool of 125 health. The Scout's weapons are not powerful enough to handle a Sentry Gun directly; the best he can do is try to chip away at one from outside its maximum range with the Pistol, or run past it entirely with the invincibility from Bonk! Atomic Punch.

In a direct head-to-head fight without assistance from your Sentry Gun, the two of you have similar weapons, but the Scout's Scattergun hits slightly harder and his high mobility gives him the upper hand.

Tactics: Stay close to your Sentry Gun. A Scout essentially can't fight you at all if you remain within its line of sight. If the Scout tries to chip away at your Sentry Gun from afar, you can usually repair it with your Wrench faster than he can damage it. Depending on where the Scout is shooting from, you might be able to force him to retreat by firing back at him with your own weapons.

If you can rely on your teammates to defend the map's main areas without your assistance, placing your Sentry Gun near flank routes will prevent Scouts (as well as most other classes) from using them to ambush you and your team. If possible, try to place your Sentry Gun so that it covers multiple entrances and cannot be shot at from outside its maximum range or easily hit from around a corner.

If you're playing very aggressively or are constantly on the move, you may run into a Scout without having a Sentry Gun built nearby. In such a fight, try to move erratically to make yourself hard to hit, and fire back at the Scout with your Shotgun. Both of you only have 125 maximum health, so a direct fight like this comes down to whether or not you can land enough shots to kill the Scout before he kills you.

Useful weapons:

  • The Wrangler can be used to manually target a Scout who is attempting to chip away at your Sentry Gun from afar.
    • If the Scout uses Bonk! Atomic Punch to distract your Sentry Gun for his teammates, you can also use the Wrangler to manually target other enemies.
  • Consider equipping the Gunslinger if you find yourself constantly dealing with Scouts as it increase your maximum health to 150. Do note that it replaces your normal Sentry Gun with a Combat Mini-Sentry Gun, which builds faster than a regular Sentry Gun while still capable of dealing serious damage to the Scout.
Engineer.png
Engineer
vs. Soldier.png
Soldier
Relative merits: The Soldier's Rocket Launcher allows him to deal heavy damage to your buildings from outside your Sentry Gun's range. In a direct fight, his large health pool, high damage output, and the large blast radius of his rockets' explosions puts you at a significant disadvantage.

Tactics: Try to position your Sentry Gun somewhere that an enemy Soldier cannot easily destroy it. Avoid placing your buildings too close to each other, as the large blast radius of rockets can allow a Soldier to hit multiple buildings simultaneously. If a Soldier breaks through your team's defenses, retreat immediately (hauling one of your buildings with you if possible); the Soldier's slow movement speed makes it difficult for him to chase you unless he commits to a rocket jump.

A common strategy for Soldiers dealing with a Sentry Gun is to repeatedly step in and out of cover while firing rockets. If a Soldier attempts to damage your buildings in this way, either focus on repairs while asking your teammates to deal with the Soldier, or use your Shotgun to fire at him whenever he steps out of cover. Even if you don't kill him outright, you may damage him enough to force a retreat.

In a direct one-on-one fight, the Soldier generally outmatches you. However, your Shotgun is a powerful enough weapon at close range that you may be able to kill him if you take him by surprise, or if he's distracted by your Sentry Gun.

Take note of which primary weapon the Soldier has equipped. The Direct Hit has harder-hitting rockets that can easily destroy your buildings, the Beggar's Bazooka and Air Strike can unleash a devastating salvo of rockets in quick succession, and the Cow Mangler 5000, although it deals almost no damage to your buildings, can temporarily disable them with a charged shot.

Useful weapons:

  • The Frontier Justice's Revenge Crits deal significant damage, making it much easier to deal with a Soldier's large health pool. Note that you still have less health than the Soldier does, so try to shoot him down before he has time to react.
  • The Rescue Ranger can be used to repair or haul your buildings from a safe distance, preventing you from taking splash damage from rockets.
  • The Wrangler can be used to target a Soldier who's trying to shoot down your Sentry Gun from afar. Its shielding also protects the Sentry Gun, making it harder for the Soldier to deal enough damage to destroy it.
  • The Short Circuit's energy ball can destroy rockets, helping you protect your buildings.
Engineer.png
Engineer
vs. Pyro.png
Pyro
Relative merits: The limited range of the Pyro's weapons makes it extremely difficult for them to deal with a well-positioned Sentry Gun. However, if they manage to get close enough, their Flame Thrower can deal massive damage to you and your buildings.

Tactics: Be mindful of where you position your Sentry Gun. Try to place as much distance as possible between your Sentry Gun and any areas that it can't see, such as cover or doorways. Otherwise, it's possible for a Pyro to quickly rush down your Sentry Gun and destroy it with their Flame Thrower.

An intelligent Pyro may try to quickly step out of cover to bait a level 3 Sentry Gun into firing rockets at them, then use their Flame Thrower's compression blast to reflect it back at you and your buildings. If you notice a Pyro doing this, shoot at them with your Shotgun (or ask your teammates to shoot at them) to force them to retreat, or potentially kill them outright. It may also be possible to flank the Pyro and attack them from the other side of the cover they're using, forcing them to make the lose/lose choice of either getting shot by you or backing up and getting shot by your Sentry Gun.

In a direct one-on-one fight, a Pyro has more health than you do and their Flame Thrower sprays a wide, hard-to-avoid cone of fire. Try to shoot down the Pyro from outside their Flame Thrower's range. If you get set on fire, make your way to your Dispenser or a nearby health kit before you burn to death.

Useful weapons:

  • The Pistol can safely deal damage to a Pyro from outside the range of their Flame Thrower.
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