Difference between revisions of "Anti-Engineer strategy"

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{{Quotation|'''The Medic'''|Did ze Fräuleins have zeir Mittelschmerz?|sound=Medic_specialcompleted08.wav}}
 
{{Quotation|'''The Medic'''|Did ze Fräuleins have zeir Mittelschmerz?|sound=Medic_specialcompleted08.wav}}
  
The '''[[Engineer]]''' is a defensive support class who primarily helps his team by constructing various buildings. The bulk of his firepower comes from his [[Sentry Gun]], which is capable of taking on almost any enemy head-on when fully upgraded. For utility, his [[Dispenser]] keeps his team replenished, while a [[Teleporter]] system saves travel time from spawn to the front lines. Generally, an Engineer will build a "base", consisting of a Sentry Gun, Dispenser, and Teleporter Exit, that acts as a rallying point for his team. His buildings are extremely useful for either helping his team advance or holding a strategic position. By himself, the Engineer has mediocre weapons and little health, although he has a few loadout options that drastically enhance his solo combat capabilities, such as the [[Gunslinger]] or [[Southern Hospitality]].
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The '''[[Engineer]]''' is a defensive support class who primarily helps his team by constructing various buildings. The bulk of his firepower comes from his [[Sentry Gun]], which is capable of fighting almost any enemy head-on when fully upgraded. For utility, his [[Dispenser]] keeps his team supplied, while a [[Teleporter]] system saves travel time from spawn to the front lines. Generally, an Engineer will build a "base", consisting of a Sentry Gun, Dispenser, and Teleporter Exit, that acts as a rallying point for his team. His buildings are extremely useful for either helping his team advance or holding a strategic position. If the Engineer is caught alone or without his Sentry Gun, he has below-average direct combat and mediocre health, although there are a few loadout options that drastically enhance his solo combat, such as the [[Gunslinger]] and [[Southern Hospitality]].
  
 
== General ==
 
== General ==
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! align="center" valign="center" style="padding:0.5em" |[[File:Engineer_badge_RED.png|40px]] [[Classes|Role]]
 
! align="center" valign="center" style="padding:0.5em" |[[File:Engineer_badge_RED.png|40px]] [[Classes|Role]]
 
|
 
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* A smart Engineer will construct his buildings so that your team needs to destroy them to advance. However, it takes some time for him to fully build or move his structures.
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* A competent Engineer will construct his buildings so that your team needs to destroy them to advance. However, it takes some time for him to fully build or move his structures; catch him before he can set up.
* If you can't take out his buildings, try killing the Engineer to prevent any repairs.
+
* You can kill the Engineer first to prevent him from repairing his buildings, but generally he will be hiding behind them for safety. Try using splash damage to deal with him.
 
|-
 
|-
 
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] [[Health]]
 
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] [[Health]]
 
|
 
|
* The Engineer has little health compared to other classes. If away from his Sentry Gun, he's easy to defeat.
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* The Engineer has the lowest base health along with the [[Scout]], [[Sniper]] and [[Spy]]. When away from his Sentry Gun, he's easy to defeat.
** The [[Gunslinger]] will give the Engineer an extra 25 health and access to the instant Mini-Sentry, making him significantly tougher when fighting solo.
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** The [[Gunslinger]] will give the Engineer an extra 25 health and access to the [[Combat Mini-Sentry Gun]], making him significantly tougher when fighting on his own.
 
|-
 
|-
 
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] [[Speed]]
 
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] [[Speed]]
 
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* The Engineer runs at an average speed, which is the same as the Pyro, Sniper, and Spy. Most importantly, this lets him quickly reach ammo pickups for emergency building construction or repairs.
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* The Engineer runs at an average speed equivalent to that of the Pyro and Sniper. Most importantly, this lets him quickly reach ammo pickups for emergency building construction or repairs.
* The Engineer moves slowly while hauling pre-constructed buildings, leaving him very vulnerable if you have the element of surprise.
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* The Engineer moves relatively slowly while hauling pre-constructed buildings, leaving him very vulnerable if you have the element of surprise.
 
|-
 
|-
 
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]]
 
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]]
 
|
 
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* The Engineer's firepower comes primarily from his Sentry Gun. It has several limitations, such as detection range and turning speed, that can be taken advantage of.
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* The Engineer's firepower comes primarily from his Sentry Gun. It has several limitations, such as detection range and turning speed, that can be taken advantage of. Destroying the Sentry Gun frees up significant breathing room.
* Additionally, the Sentry Gun must be repaired by the Engineer, which exposes him to danger.
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* The Engineer typically must stand near his Sentry Gun to repair it, which exposes him to danger. If he uses the [[Rescue Ranger]], he can repair buildings from long ranges.
* If equipped with the [[Gunslinger]], the Engineer has enough firepower to decisively defeat the more fragile classes.
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* If the Engineer equips the [[Gunslinger]] and uses the [[Combat Mini-Sentry Gun]], he has enough firepower in a direct fight to decisively defeat the frailer classes.
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}} + '''reskins'''
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}} + '''reskins'''
 
|
 
|
* The Shotgun is the Engineer's strongest weapon. For a strength comparison, the Shotgun is merely the secondary weapon for classes like the [[Soldier]] and [[Heavy]]
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* An Engineer typically uses the Shotgun to go on the offensive, or for self-defense when he or his buildings are threatened. As a frail combatant with only moderate speed, he generally focuses on one enemy at a time from a safe distance.
 +
* The Shotgun, while powerful at close range, is not as powerful as the primary weapons of other classes. For comparison, the Shotgun is merely the secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].
 
* The Shotgun is only effective at close to medium range. Move erratically to reduce its accuracy.
 
* The Shotgun is only effective at close to medium range. Move erratically to reduce its accuracy.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Frontier Justice}} + '''reskins'''  
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Frontier Justice}} + '''reskins'''  
 
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* The Frontier Justice gains a number of guaranteed critical hits after the Engineer's Sentry Gun is destroyed, depending on accumulated kills and assists. Not dying to his Sentry Gun denies him this bonus.
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* The Frontier Justice gains guaranteed Critical hits after the Engineer's Sentry Gun is destroyed, depending on accumulated kills and assists. Not dying to his Sentry Gun denies him this bonus.
* After destroying an Engineer's Sentry Gun, he may seek vengeance with the Frontier Justice. He is still a relatively weak combatant if you stay prepared and defeat him before he gets the chance to shoot.
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* After destroying an Engineer's Sentry Gun, he may seek vengeance with the Frontier Justice. He is still a frail combatant and can be defeated before he shoots you.
* Consider killing the Engineer before his Sentry Gun; the Frontier Justice cannot store revenge crits while he is dead.
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* Consider killing the Engineer before his Sentry Gun; the Frontier Justice cannot store revenge Crits while he is dead.
* In combat, treat the Frontier Justice like the Shotgun, but with the potential for a bit more damage. It has a low clip size of three, giving the Engineer very little room for error.
+
* In combat, treat the Frontier Justice like the Shotgun. It has a low clip size of three, harshly punishing the Engineer for missing.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Widowmaker}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Widowmaker}}
 
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* The Widowmaker drains the Engineer's metal supply for each shot, but replenishes it when successfully dealing damage. Stay at range to dodge his shots and force him to switch weapons.
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* The Widowmaker drains the Engineer's metal supply for each shot, but replenishes it when he deals damage. Close range shots net positive metal, so move away and dodge his shots to force him to switch weapons.
* Collect all nearby ammo pickups first to ensure the Engineer can't refill his metal supply.
+
* Collect all nearby ammo pickups and destroy the Engineer's Dispenser to deny his metal supply.
 +
* The Widowmaker gains a 10% damage bonus if you are his Sentry Gun's target. Avoid taking on him and his Sentry Gun at once.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pomson 6000}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pomson 6000}}
 
|
 
|
* The Pomson 6000's projectiles are weak and easy to avoid, making an Engineer with this an easier solo kill.
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* The Pomson 6000 is a weak weapon if you can catch the Engineer alone. The weapon must be reloaded often and its projectiles are slow and weak.
* The Pomson 6000's projectiles are accurate at long range and affect abilities that are effective against his buildings, draining the [[Medic]]'s [[ÜberCharge]] and [[Spy]]'s [[Cloak]].
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* The Pomson 6000's projectiles drain abilities that are effective against his buildings, draining the [[Medic]]'s [[ÜberCharge]] and [[Spy]]'s [[Cloak]]. Take care not to have your abilities drained before a crucial push.  
** Medics and Spies should take special care not to expose themselves to Pomson 6000 fire.
+
** At longer distances, the Pomson 6000's projectiles drain less ÜberCharge or Cloak. The Engineer has to put himself in your firing range to drain a significant amount.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Rescue Ranger}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Rescue Ranger}}
 
|
 
|
* The Rescue Ranger is meant to support the Engineer's buildings from afar; its bolts are weak but can repair buildings at long range. He will typically use it if he can't approach his Sentry Gun with his Wrench.
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* The Rescue Ranger is meant to support the Engineer's buildings from afar; its bolts deal weak damage but can repair buildings at long range. He will typically use it if he can't approach his Sentry Gun with his Wrench.
* The Rescue Ranger can be used to teleport buildings to the Engineer if he maintains line of sight. Doing so marks him for death, giving you an opportunity to take him and his building out.
+
* The Engineer can teleport his buildings towards him using his Rescue Ranger if he maintains a line of sight. Carrying a building by any means will mark him for death, giving you an opportunity to kill him and destroy his building.
 
* Harass the Engineer to force him to take cover, preventing long range repairs or haulings.
 
* Harass the Engineer to force him to take cover, preventing long range repairs or haulings.
 +
* You can potentially outdamage the Rescue Ranger's repair rate, especially once the Engineer needs to reload.
 +
* The Engineer cannot save or repair a Sapped building with the Rescue Ranger, forcing him to either remove the Sapper in your view or let it be destroyed.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Panic Attack|}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Panic Attack|}}
 
|
 
|
* The Panic Attack must first be loaded before firing its burst. An Engineer with this weapon is very ineffective in a direct fight.
+
* The Panic Attack deploys quickly but suffers from massive bullet spread with consecutive shots. Keeping a distance forces the Engineer to switch to his Pistol.
* If you are chasing a weakened Engineer, know that he may silently load the Panic Attack as a last resort.
 
 
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* An Engineer will typically use the Pistol for long range harassment. It is a relatively weak weapon, so shrug off the bullets as you make your way towards his buildings.
 
* An Engineer will typically use the Pistol for long range harassment. It is a relatively weak weapon, so shrug off the bullets as you make your way towards his buildings.
**Unlike the Scout, the Engineer has a lot of Pistol ammunition; don't expect him to run out so quickly.
+
** Unlike the Scout, the Engineer has nearly unlimited Pistol ammunition; don't expect him to run out.
 +
* After the Engineer uses up his Shotgun's clip, he may switch to his Pistol to finish you off. Stay vigilant even after he fires his final shot.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Wrangler}} + '''reskins'''  
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Wrangler}} + '''reskins'''  
 
|
 
|
 
* The Wrangler lets the Engineer take manual control of his Sentry Gun, shielding it and allowing it to attack outside of its normal range. Note the appearance of any team-colored laser guides.  
 
* The Wrangler lets the Engineer take manual control of his Sentry Gun, shielding it and allowing it to attack outside of its normal range. Note the appearance of any team-colored laser guides.  
* If the Engineer is manually controlling his Sentry Gun, it will not target you automatically. You can enter a formerly dangerous area to take out the Engineer, then retreat.
+
* If the Engineer is manually controlling his Sentry Gun, it will not target you automatically. You can enter a formerly dangerous area to take out the Engineer, then you can either retreat or attack the Sentry Gun while remaining behind it - it will not rotate fast enough to shoot you.
 
* Attack the Engineer to force him to switch weapons, deactivating the Sentry Gun for a few seconds and leaving it susceptible to attack.
 
* Attack the Engineer to force him to switch weapons, deactivating the Sentry Gun for a few seconds and leaving it susceptible to attack.
 
* Although uncommon, take care for Sentry nests in unexpected places; an Engineer can propel himself skyward using a Level 3 Sentry Gun's rockets.
 
* Although uncommon, take care for Sentry nests in unexpected places; an Engineer can propel himself skyward using a Level 3 Sentry Gun's rockets.
 +
* Sapping the Sentry Gun renders the Wrangler useless and forces the Engineer to fight with his primary weapon instead.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Short Circuit}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Short Circuit}}
 
|
 
|
* The Engineer will typically use the Short Circuit to destroy [[projectiles]] (usually rockets, grenades, and Stickybombs) that threaten his buildings. Consider targeting the Engineer with bullets or your melee weapon.
+
* The Engineer will typically use the Short Circuit to destroy [[projectiles]] (usually rockets, grenades, and Stickybombs) that threaten his buildings. Consider targeting the Engineer with hitscan or melee weapons (if his Sentry Gun is out of the way).
* The Short Circuit can only destroy projectiles every 0.5 seconds; have your team bombard the Engineer with projectiles more quickly than he can destroy them.  
+
* The Short Circuit's energy ball costs 65 metal of an Engineer's 200. If he is without the support of a continuous source of metal (such as a [[Dispenser]] or [[Payload#Cart|Payload cart]]) or teammates, you can keep firing to eventually wear out his supply.
* Collect all nearby ammo pickups first to ensure the Engineer can't refill his metal supply. Destroy his Dispenser, too.
+
** If you can, destroy the Dispenser to force him to run away for a source of metal.
* The Short Circuit only eliminates projectiles in front of the user. Attack from the sides and the back, outside of the Engineer's vision.
+
* The Engineer has to have a line of sight to your projectiles to properly aim his energy balls. Attack from the sides and the back, outside of the Engineer's vision.
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Gunslinger}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Gunslinger}}
 
|
 
|
* The Gunslinger grants the Engineer 25 additional health, making him more durable in combat.
+
* Equipping the Gunslinger gives the Engineer an additional 25 base health in exchange for weaker but quicker deploying Combat Mini-Sentry Guns. Expect a Gunslinger Engineer to approach the front lines.
* Avoid being struck consecutively to prevent the Gunslinger's triple-hit combo.
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* A Gunslinger Engineer on the offensive is more likely to leave his Dispenser and Teleporter undefended.
* The Gunslinger replaces the Sentry Gun with the Combat Mini-Sentry Gun, making the Engineer's area denial capabilities much weaker.
+
* Combat Mini-Sentry Guns are much weaker at area-denial, but the Engineer can deploy them quickly at close range. When combined with the Shotgun, the Engineer becomes a respectable duelist.
* In combat, an Engineer with the Gunslinger can lay Combat Mini-Sentry Guns down with ease, forcing you to choose between two targets. Take out the Mini-Sentry before it fully constructs.  
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* When fighting a Gunslinger Engineer, you are forced to choose between two targets. Take out the Engineer first, if you take out the Mini-Sentry and die, the Engineer will make another. Killing the Engineer ensures your team can easily take out the Mini-Sentry, and not worry about more popping up for a while.
* Expect to find a Gunslinger Engineer near the front lines, away from his other buildings. If you know where his Dispenser and Teleporter are, they may be easier to take out.
+
* Using only Combat Mini-Sentry Guns means the Engineer has a much harder time defending an area from multiple enemies at once.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Southern Hospitality}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Southern Hospitality}}
 
|
 
|
* The Southern Hospitality inflicts [[bleed]] on hit, making him slightly stronger in melee combat.
+
* The Southern Hospitality inflicts [[bleed]] on hit, making the Engineer slightly stronger in melee combat.
* As a Spy, avoid being struck with this weapon if the Engineer checks for Spies or pursues you, as the bleed effect will negate your Cloak and disguise.
+
* As a Spy, avoid being struck with this weapon, as the bleed effect will negate your Cloak and disguise.
 
* The Southern Hospitality increases the Engineer's fire vulnerability by 20%, making him easier prey for the Pyro.
 
* The Southern Hospitality increases the Engineer's fire vulnerability by 20%, making him easier prey for the Pyro.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Jag}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Jag}}
 
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|
* The Jag allows an Engineer to construct his buildings at a faster rate when hitting them. If he sticks around his buildings as they are deployed, consider that their construction might be faster.
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* The Jag allows an Engineer to construct his buildings faster. If he sticks around his buildings as they are deployed, consider that he can build and upgrade them quickly.
* An Engineer with the Jag must remain hitting his buildings to speed up their construction. This leaves him vulnerable, especially if he is still constructing his Sentry Gun.
+
** If the Engineer manages to escape, he can quickly reconstruct his buildings to continue providing support for his team.
* The Jag has a significantly reduced repair rate. Even if the Engineer constructs his buildings faster, constant pressure will eventually destroy his base.
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* The Engineer must keep hitting his buildings to speed up their construction. This leaves him vulnerable, especially if his Sentry Gun is not yet constructed.
* The Jag is a weak weapon; the Engineer should not be attacking you with it.
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* The Jag has a significantly reduced repair rate and requires 3 hits to remove a Sapper. Constant pressure will eventually destroy his base.
* Unlike other wrench, the Jag takes 3 hits instead of 2 hits to destroy an Sapper, it makes Spy can sap Engineer's building easily.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Eureka Effect}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Eureka Effect}}
 
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* An Engineer with the Eureka Effect can freely teleport to his spawn and Teleporter Exit, allowing him to quickly restock his metal supply. Taking out his Teleporter Exit denies him this ability.
+
* An Engineer with the Eureka Effect can freely teleport to his spawn and Teleporter Exit, allowing him to quickly restock his metal supply. Taking out his Teleporter Exit denies him the ability to teleport back to the front lines, delaying the time it takes for him to get back to his buildings.
* The Eureka Effect is less effective at speeding up building construction. It will be much easier to take out buildings when they are being deployed before they are finished deploying.  
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* The Eureka Effect is less effective at speeding up building construction. It will be much easier to take out buildings before they are finished deploying.  
*The Eureka Effect gives the Engineer 50% less metal from Dispensers and ammo pickups. Steal nearby pickups to force the Engineer to teleport away to restock his metal supply.  
+
* The Eureka Effect gives the Engineer 20% less metal from Dispensers and ammo pickups. Steal nearby pickups to force the Engineer to teleport away to restock his metal supply, then destroy his buildings.
 
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== Buildings ==
 
== Buildings ==
Be aware that [[buildings]] are unaffected by critical hits; Medics should not use the Kritzkrieg in an area filled with more buildings than players.
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* [[Buildings]] are unaffected by Critical hits, including those from sources like the Soldier's [[Buff Banner]] and Medic's [[Kritzkrieg]].
 +
* The Spy’s Sapper causes buildings to cease functioning, but can be removed by the Engineer's Wrench. Coordinate with a friendly Spy to take out troublesome buildings.
 +
* A fully charged shot from the [[Cow Mangler 5000]] can temporarily disable a building for 4 seconds. Use this as an alternate strategy if rushing with a Soldier.
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
! class="header" colspan="1" width="200"| Building
 
! class="header" colspan="1" width="200"| Building
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| align="center" valign="center" style="padding:0.5em" | [[File:Lvl1sentry.png|100px|Sentry Guns]]<br />'''[[Sentry Gun]]'''
 
| align="center" valign="center" style="padding:0.5em" | [[File:Lvl1sentry.png|100px|Sentry Guns]]<br />'''[[Sentry Gun]]'''
 
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* The Sentry Gun is most likely the first building you must target thanks to its high area damage.
+
* The Sentry Gun is likely the first building you must attack thanks to its high firepower.
* An Engineer can hide behind his Sentry Gun while repairing it with his Wrench. Target him first by either using splash damage or repositioning yourself. For example, Soldiers can fire rockets to the side of the Sentry Gun, while Snipers can pick a different vantage point to directly target the Engineer.
+
* An Engineer can hide behind his Sentry Gun while repairing it with his Wrench. Target him first by either using splash damage or repositioning yourself. For example, Soldiers can fire rockets to the side of the Sentry Gun, while Snipers can pick a different vantage point.
** If you are taking free potshots at the enemy Sentry Gun, the Engineer might consider saving it a lost cause and leave his base to ambush you.
+
* Sentry Guns turn slowly and takes time to lock on to an enemy. You can peek from around a corner to take free shots at it.
* Sentry Guns have a slow turning speed. They can be safely damaged from around a corner, as it will take time to fully lock onto and fire at the attacker.
+
** Due to their slow turn rate, it is possible to jump on top of a Sentry Gun and completely avoid fire by crouch walking in a circular motion.
* Don't assume you know where a Sentry Gun is, even if you've encountered one previously. The ability to [[Buildings#Hauling|haul]] buildings allows the Engineer to move a single Sentry Gun between key points.
+
* Don't assume you know where a Sentry Gun is, even if you've already fought it. The Engineer can [[Buildings#Hauling|haul]] buildings between key points.
* A full-health, level 3 Sentry Gun cannot be destroyed in one hit by anything other than a cluster of [[Stickybomb]]s. Coordinate with your teammates to damage the Sentry Gun faster than it can be repaired.
+
* Listen for the Sentry Gun's signature 'beep' sound. The number of 'beeps' played corresponds to the Sentry Gun's level, which helps you decide whether you can defeat it.  
 +
* A level 3 Sentry Gun at full health that is actively being repaired can be overcome using the Medic's invincibility [[ÜberCharge]], Spy's [[Sapper]], or a cluster of the Demoman's [[Stickybomb]]s. Coordinate with your teammates to damage the Sentry Gun faster than it can be repaired.
 +
* Dealing with a nest that has multiple Sentry Guns usually requires a team effort.
 +
** The Medic can use his invincibility-granting [[ÜberCharge]] on a Heavy or Demoman to break a stalemate.
 +
** If an allied Spy saps the Sentry Gun to disable it, the rest of your team can push in.
 +
*** If there are too many Engineers, the Red-Tape Recorder can quickly downgrade the Sentry Guns, giving you an easier job at destroying them.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | [[File:Lvl1dispenser.png|100px|Dispensers]]<br />'''[[Dispenser]]'''
 
| align="center" valign="center" style="padding:0.5em" | [[File:Lvl1dispenser.png|100px|Dispensers]]<br />'''[[Dispenser]]'''
 
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|
* The Dispenser is often an easier building to destroy, as an Engineer will often prioritize repairing his Sentry Gun.
+
* The Dispenser can be an easier building to destroy, as an Engineer will usually prioritize repairing his Sentry Gun.
* If destroying a Sentry Gun isn't possible, destroy the Dispenser to cut off the Engineer's supply of metal.
+
* If destroying a Sentry Gun isn't possible, target the Dispenser to cut off the Engineer's supply of metal.
* Destroying a Dispenser will reduce the amount the entire enemy team can reliably heal from combat, especially if there is no opposing Medic.
+
* Destroying a Dispenser will reduce the entire enemy team’s health regeneration, especially if there is no enemy Medic.
* You can use an enemy Dispenser as cover from an enemy Sentry Gun; Sentry Guns cannot see through Dispensers.
+
* You can use an enemy Dispenser as cover from an enemy Sentry Gun; Sentry Guns cannot attack you through Dispensers.
* A Spy disguised as a member of the opposing team can freely use that team's Dispensers, even while cloaked.
+
* A Spy disguised as a member of the opposing team can freely use that team's Dispensers, though the Dispenser's beam may reveal cloaked Spies.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | [[File:RED Teleporter.png|100px|Teleporter]]<br />'''[[Teleporter]]'''
 
| align="center" valign="center" style="padding:0.5em" | [[File:RED Teleporter.png|100px|Teleporter]]<br />'''[[Teleporter]]'''
 
|
 
|
 
* Destroying enemy Teleporters slows the rate enemy reinforcements can reach combat. This is especially prevalent when a team spawns far from the action, making Teleporter destruction high priority on maps such as [[Gold Rush]] or [[Badwater Basin]].
 
* Destroying enemy Teleporters slows the rate enemy reinforcements can reach combat. This is especially prevalent when a team spawns far from the action, making Teleporter destruction high priority on maps such as [[Gold Rush]] or [[Badwater Basin]].
* Teleporters that regain health are being repaired from the other side. It's fairly easy to outdamage the repair rate by using strong weapons or the Spy's [[Sapper]].
+
* Teleporters that regain health are being repaired from the other side. It's easy to outdamage the repair rate by using strong weapons or the Spy's [[Sapper]].
* Waiting behind a Teleporter Exit and killing enemies that come through can halt their momentum. High burst damage such as that from [[Stickybomb]]s or the Knife's backstab work best.
+
* The Teleporter Entrance tends to be less defended than the Exit, if you can get far behind enemy lines.
 +
** As the Spy, you can take an enemy Teleporter to tell your team where enemies are coming from.
 +
* Waiting behind a Teleporter Exit and killing enemies that come through can halt their momentum. High burst damage, such as that from [[Stickybomb]]s or the Knife's backstab, work best.
 +
** Destroy the Exit eventually, as enemies will likely warn their teammates and tell them to not take the Teleporter.
 
* Don't stand on a functioning Teleporter Exit, as you risk dying by [[telefrag]].
 
* Don't stand on a functioning Teleporter Exit, as you risk dying by [[telefrag]].
* On some maps, Engineers like to use "dummy" Teleporters as an early warning system. If you see a Teleporter in an unusual place, especially if it is inactive, you may want to leave it alone to avoid losing the element of surprise.
+
** As the Spy, you can sap a Teleporter Entrance and stand on it, telefragging any enemy who remains on the Exit.
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* If enemies are appearing far too close to your team's spawn point, sweep the area for a hidden Teleporter Exit.
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** Players that have recently exited a Teleporter will emit particles under their feet - a sign that there is a Teleporter nearby.
 
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|  align="center" valign="center" style="padding:0.5em" | [[File:Red Mini Sentry.png|100px|Combat Mini-Sentry Guns]]<br />'''[[Combat Mini-Sentry Gun]]'''
 
|  align="center" valign="center" style="padding:0.5em" | [[File:Red Mini Sentry.png|100px|Combat Mini-Sentry Guns]]<br />'''[[Combat Mini-Sentry Gun]]'''
 
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* Do not underestimate Combat Mini-Sentry Guns; while they have less health and power than the standard Sentry Gun, they build almost instantly and will still automatically target you.
+
* Do not underestimate Combat Mini-Sentry Guns; while they have less health and power than the standard Sentry Gun, they build almost instantly and still automatically target you.
* You will often need to decide whether to target the Mini-Sentry Gun or its Engineer if they are both attacking you.  
+
* You will often need to decide whether to target the Mini-Sentry Gun or its Engineer. Use good positioning to fight one at a time.
* If in combat, consider targeting the Engineer building the Mini-Sentry Guns, as it is difficult to continuously destroy the quickly-built Mini-Sentry Guns from full health.
+
* If the Engineer places down a Mini-Sentry midcombat, decide whether you have the firepower to fight, then whether to first target the Engineer or Mini-Sentry before it finishes building.
* If you're attacked by a Mini-Sentry from an unexpected place, take it out then check the immediate area to see if the Engineer wants to attack you with his [[Shotgun]] or [[Frontier Justice]].
+
* The fast build time of Mini-Sentry Guns helps them be placed in unexpected places. After you destroy one, watch out for its builder.
* If an Engineer is deploying Mini-Sentry Guns near his teammates or ammo supplies, destroying it may be pointless considering how easily they're replaced. Don't let him distract you from the main fight or high priority targets.
+
* If an Engineer is deploying Mini-Sentry Guns near ammo supplies, destroying them may be pointless considering how easily they're replaced. Don't let him distract you from the main fight or high priority targets.
 +
* Like a normal Sentry Gun, the Mini-Sentry can be sapped by a Spy. The [[Red-Tape Recorder]], with its slower destruction rate, wastes more time before the Engineer can set up a new Mini-Sentry.
 
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Latest revision as of 18:00, 9 September 2024

Aw, hell.
Did ze Fräuleins have zeir Mittelschmerz?
The Medic

The Engineer is a defensive support class who primarily helps his team by constructing various buildings. The bulk of his firepower comes from his Sentry Gun, which is capable of fighting almost any enemy head-on when fully upgraded. For utility, his Dispenser keeps his team supplied, while a Teleporter system saves travel time from spawn to the front lines. Generally, an Engineer will build a "base", consisting of a Sentry Gun, Dispenser, and Teleporter Exit, that acts as a rallying point for his team. His buildings are extremely useful for either helping his team advance or holding a strategic position. If the Engineer is caught alone or without his Sentry Gun, he has below-average direct combat and mediocre health, although there are a few loadout options that drastically enhance his solo combat, such as the Gunslinger and Southern Hospitality.

General

Attributes Anti-Engineer strategy
Engineer emblem RED.png Role
  • A competent Engineer will construct his buildings so that your team needs to destroy them to advance. However, it takes some time for him to fully build or move his structures; catch him before he can set up.
  • You can kill the Engineer first to prevent him from repairing his buildings, but generally he will be hiding behind them for safety. Try using splash damage to deal with him.
Leaderboard class medic.png Health
  • The Engineer has the lowest base health along with the Scout, Sniper and Spy. When away from his Sentry Gun, he's easy to defeat.
Leaderboard class scout.png Speed
  • The Engineer runs at an average speed equivalent to that of the Pyro and Sniper. Most importantly, this lets him quickly reach ammo pickups for emergency building construction or repairs.
  • The Engineer moves relatively slowly while hauling pre-constructed buildings, leaving him very vulnerable if you have the element of surprise.
Leaderboard class soldier.png Power
  • The Engineer's firepower comes primarily from his Sentry Gun. It has several limitations, such as detection range and turning speed, that can be taken advantage of. Destroying the Sentry Gun frees up significant breathing room.
  • The Engineer typically must stand near his Sentry Gun to repair it, which exposes him to danger. If he uses the Rescue Ranger, he can repair buildings from long ranges.
  • If the Engineer equips the Gunslinger and uses the Combat Mini-Sentry Gun, he has enough firepower in a direct fight to decisively defeat the frailer classes.

Weapon-specific

Main article: Engineer weapons

Primary weapons

Weapon Anti-Engineer strategy
Shotgun
Shotgun + reskins
  • An Engineer typically uses the Shotgun to go on the offensive, or for self-defense when he or his buildings are threatened. As a frail combatant with only moderate speed, he generally focuses on one enemy at a time from a safe distance.
  • The Shotgun, while powerful at close range, is not as powerful as the primary weapons of other classes. For comparison, the Shotgun is merely the secondary weapon for the Soldier, Pyro, and Heavy.
  • The Shotgun is only effective at close to medium range. Move erratically to reduce its accuracy.
Frontier Justice
Frontier Justice + reskins
  • The Frontier Justice gains guaranteed Critical hits after the Engineer's Sentry Gun is destroyed, depending on accumulated kills and assists. Not dying to his Sentry Gun denies him this bonus.
  • After destroying an Engineer's Sentry Gun, he may seek vengeance with the Frontier Justice. He is still a frail combatant and can be defeated before he shoots you.
  • Consider killing the Engineer before his Sentry Gun; the Frontier Justice cannot store revenge Crits while he is dead.
  • In combat, treat the Frontier Justice like the Shotgun. It has a low clip size of three, harshly punishing the Engineer for missing.
Widowmaker
Widowmaker
  • The Widowmaker drains the Engineer's metal supply for each shot, but replenishes it when he deals damage. Close range shots net positive metal, so move away and dodge his shots to force him to switch weapons.
  • Collect all nearby ammo pickups and destroy the Engineer's Dispenser to deny his metal supply.
  • The Widowmaker gains a 10% damage bonus if you are his Sentry Gun's target. Avoid taking on him and his Sentry Gun at once.
Pomson 6000
Pomson 6000
  • The Pomson 6000 is a weak weapon if you can catch the Engineer alone. The weapon must be reloaded often and its projectiles are slow and weak.
  • The Pomson 6000's projectiles drain abilities that are effective against his buildings, draining the Medic's ÜberCharge and Spy's Cloak. Take care not to have your abilities drained before a crucial push.
    • At longer distances, the Pomson 6000's projectiles drain less ÜberCharge or Cloak. The Engineer has to put himself in your firing range to drain a significant amount.
Rescue Ranger
Rescue Ranger
  • The Rescue Ranger is meant to support the Engineer's buildings from afar; its bolts deal weak damage but can repair buildings at long range. He will typically use it if he can't approach his Sentry Gun with his Wrench.
  • The Engineer can teleport his buildings towards him using his Rescue Ranger if he maintains a line of sight. Carrying a building by any means will mark him for death, giving you an opportunity to kill him and destroy his building.
  • Harass the Engineer to force him to take cover, preventing long range repairs or haulings.
  • You can potentially outdamage the Rescue Ranger's repair rate, especially once the Engineer needs to reload.
  • The Engineer cannot save or repair a Sapped building with the Rescue Ranger, forcing him to either remove the Sapper in your view or let it be destroyed.
Panic Attack
Panic Attack
  • The Panic Attack deploys quickly but suffers from massive bullet spread with consecutive shots. Keeping a distance forces the Engineer to switch to his Pistol.

Secondary weapons

Weapon Anti-Engineer strategy
Pistol
Pistol + reskins
  • An Engineer will typically use the Pistol for long range harassment. It is a relatively weak weapon, so shrug off the bullets as you make your way towards his buildings.
    • Unlike the Scout, the Engineer has nearly unlimited Pistol ammunition; don't expect him to run out.
  • After the Engineer uses up his Shotgun's clip, he may switch to his Pistol to finish you off. Stay vigilant even after he fires his final shot.
Wrangler
Wrangler + reskins
  • The Wrangler lets the Engineer take manual control of his Sentry Gun, shielding it and allowing it to attack outside of its normal range. Note the appearance of any team-colored laser guides.
  • If the Engineer is manually controlling his Sentry Gun, it will not target you automatically. You can enter a formerly dangerous area to take out the Engineer, then you can either retreat or attack the Sentry Gun while remaining behind it - it will not rotate fast enough to shoot you.
  • Attack the Engineer to force him to switch weapons, deactivating the Sentry Gun for a few seconds and leaving it susceptible to attack.
  • Although uncommon, take care for Sentry nests in unexpected places; an Engineer can propel himself skyward using a Level 3 Sentry Gun's rockets.
  • Sapping the Sentry Gun renders the Wrangler useless and forces the Engineer to fight with his primary weapon instead.
Short Circuit
Short Circuit
  • The Engineer will typically use the Short Circuit to destroy projectiles (usually rockets, grenades, and Stickybombs) that threaten his buildings. Consider targeting the Engineer with hitscan or melee weapons (if his Sentry Gun is out of the way).
  • The Short Circuit's energy ball costs 65 metal of an Engineer's 200. If he is without the support of a continuous source of metal (such as a Dispenser or Payload cart) or teammates, you can keep firing to eventually wear out his supply.
    • If you can, destroy the Dispenser to force him to run away for a source of metal.
  • The Engineer has to have a line of sight to your projectiles to properly aim his energy balls. Attack from the sides and the back, outside of the Engineer's vision.

Melee weapons

Weapon Anti-Engineer strategy
Wrench
Wrench + reskins
  • An Engineer will use his Wrench to build and repair buildings, destroy Sappers, or as a last resort when attacked. The Engineer's poor health pool makes him weak in melee combat.
Gunslinger
Gunslinger
  • Equipping the Gunslinger gives the Engineer an additional 25 base health in exchange for weaker but quicker deploying Combat Mini-Sentry Guns. Expect a Gunslinger Engineer to approach the front lines.
  • A Gunslinger Engineer on the offensive is more likely to leave his Dispenser and Teleporter undefended.
  • Combat Mini-Sentry Guns are much weaker at area-denial, but the Engineer can deploy them quickly at close range. When combined with the Shotgun, the Engineer becomes a respectable duelist.
  • When fighting a Gunslinger Engineer, you are forced to choose between two targets. Take out the Engineer first, if you take out the Mini-Sentry and die, the Engineer will make another. Killing the Engineer ensures your team can easily take out the Mini-Sentry, and not worry about more popping up for a while.
  • Using only Combat Mini-Sentry Guns means the Engineer has a much harder time defending an area from multiple enemies at once.
Southern Hospitality
Southern Hospitality
  • The Southern Hospitality inflicts bleed on hit, making the Engineer slightly stronger in melee combat.
  • As a Spy, avoid being struck with this weapon, as the bleed effect will negate your Cloak and disguise.
  • The Southern Hospitality increases the Engineer's fire vulnerability by 20%, making him easier prey for the Pyro.
Jag
Jag
  • The Jag allows an Engineer to construct his buildings faster. If he sticks around his buildings as they are deployed, consider that he can build and upgrade them quickly.
    • If the Engineer manages to escape, he can quickly reconstruct his buildings to continue providing support for his team.
  • The Engineer must keep hitting his buildings to speed up their construction. This leaves him vulnerable, especially if his Sentry Gun is not yet constructed.
  • The Jag has a significantly reduced repair rate and requires 3 hits to remove a Sapper. Constant pressure will eventually destroy his base.
Eureka Effect
Eureka Effect
  • An Engineer with the Eureka Effect can freely teleport to his spawn and Teleporter Exit, allowing him to quickly restock his metal supply. Taking out his Teleporter Exit denies him the ability to teleport back to the front lines, delaying the time it takes for him to get back to his buildings.
  • The Eureka Effect is less effective at speeding up building construction. It will be much easier to take out buildings before they are finished deploying.
  • The Eureka Effect gives the Engineer 20% less metal from Dispensers and ammo pickups. Steal nearby pickups to force the Engineer to teleport away to restock his metal supply, then destroy his buildings.

Buildings

  • Buildings are unaffected by Critical hits, including those from sources like the Soldier's Buff Banner and Medic's Kritzkrieg.
  • The Spy’s Sapper causes buildings to cease functioning, but can be removed by the Engineer's Wrench. Coordinate with a friendly Spy to take out troublesome buildings.
  • A fully charged shot from the Cow Mangler 5000 can temporarily disable a building for 4 seconds. Use this as an alternate strategy if rushing with a Soldier.
Building Anti-Engineer strategy
Sentry Guns
Sentry Gun
  • The Sentry Gun is likely the first building you must attack thanks to its high firepower.
  • An Engineer can hide behind his Sentry Gun while repairing it with his Wrench. Target him first by either using splash damage or repositioning yourself. For example, Soldiers can fire rockets to the side of the Sentry Gun, while Snipers can pick a different vantage point.
  • Sentry Guns turn slowly and takes time to lock on to an enemy. You can peek from around a corner to take free shots at it.
    • Due to their slow turn rate, it is possible to jump on top of a Sentry Gun and completely avoid fire by crouch walking in a circular motion.
  • Don't assume you know where a Sentry Gun is, even if you've already fought it. The Engineer can haul buildings between key points.
  • Listen for the Sentry Gun's signature 'beep' sound. The number of 'beeps' played corresponds to the Sentry Gun's level, which helps you decide whether you can defeat it.
  • A level 3 Sentry Gun at full health that is actively being repaired can be overcome using the Medic's invincibility ÜberCharge, Spy's Sapper, or a cluster of the Demoman's Stickybombs. Coordinate with your teammates to damage the Sentry Gun faster than it can be repaired.
  • Dealing with a nest that has multiple Sentry Guns usually requires a team effort.
    • The Medic can use his invincibility-granting ÜberCharge on a Heavy or Demoman to break a stalemate.
    • If an allied Spy saps the Sentry Gun to disable it, the rest of your team can push in.
      • If there are too many Engineers, the Red-Tape Recorder can quickly downgrade the Sentry Guns, giving you an easier job at destroying them.
Dispensers
Dispenser
  • The Dispenser can be an easier building to destroy, as an Engineer will usually prioritize repairing his Sentry Gun.
  • If destroying a Sentry Gun isn't possible, target the Dispenser to cut off the Engineer's supply of metal.
  • Destroying a Dispenser will reduce the entire enemy team’s health regeneration, especially if there is no enemy Medic.
  • You can use an enemy Dispenser as cover from an enemy Sentry Gun; Sentry Guns cannot attack you through Dispensers.
  • A Spy disguised as a member of the opposing team can freely use that team's Dispensers, though the Dispenser's beam may reveal cloaked Spies.
Teleporter
Teleporter
  • Destroying enemy Teleporters slows the rate enemy reinforcements can reach combat. This is especially prevalent when a team spawns far from the action, making Teleporter destruction high priority on maps such as Gold Rush or Badwater Basin.
  • Teleporters that regain health are being repaired from the other side. It's easy to outdamage the repair rate by using strong weapons or the Spy's Sapper.
  • The Teleporter Entrance tends to be less defended than the Exit, if you can get far behind enemy lines.
    • As the Spy, you can take an enemy Teleporter to tell your team where enemies are coming from.
  • Waiting behind a Teleporter Exit and killing enemies that come through can halt their momentum. High burst damage, such as that from Stickybombs or the Knife's backstab, work best.
    • Destroy the Exit eventually, as enemies will likely warn their teammates and tell them to not take the Teleporter.
  • Don't stand on a functioning Teleporter Exit, as you risk dying by telefrag.
    • As the Spy, you can sap a Teleporter Entrance and stand on it, telefragging any enemy who remains on the Exit.
  • If enemies are appearing far too close to your team's spawn point, sweep the area for a hidden Teleporter Exit.
    • Players that have recently exited a Teleporter will emit particles under their feet - a sign that there is a Teleporter nearby.
Combat Mini-Sentry Guns
Combat Mini-Sentry Gun
  • Do not underestimate Combat Mini-Sentry Guns; while they have less health and power than the standard Sentry Gun, they build almost instantly and still automatically target you.
  • You will often need to decide whether to target the Mini-Sentry Gun or its Engineer. Use good positioning to fight one at a time.
  • If the Engineer places down a Mini-Sentry midcombat, decide whether you have the firepower to fight, then whether to first target the Engineer or Mini-Sentry before it finishes building.
  • The fast build time of Mini-Sentry Guns helps them be placed in unexpected places. After you destroy one, watch out for its builder.
  • If an Engineer is deploying Mini-Sentry Guns near ammo supplies, destroying them may be pointless considering how easily they're replaced. Don't let him distract you from the main fight or high priority targets.
  • Like a normal Sentry Gun, the Mini-Sentry can be sapped by a Spy. The Red-Tape Recorder, with its slower destruction rate, wastes more time before the Engineer can set up a new Mini-Sentry.

See also