Difference between revisions of "Engineer match-ups"

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{{Quotation|'''The Engineer''' on his battle plan|Son, I'm gonna' blow that dumb look right off your stupid face!|sound=Engineer_taunts12.wav}}
! class="header" colspan="3" width="200"| Class
 
! class="header" | Strategy
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout match-ups|Scout]]
 
| A [[Scout]] is a more threatening opponent when on your own. A Scout is much like you in many regards: same hit points, similar weapons, similar hit box, except Scouts are fast, agile, can jump high, and are hard to hit; you're not. Try and keep your distance and blast them with your [[Pistol]] at mid-range. If you are using the [[Gunslinger]], placing a Mini-Sentry can provide you with a firepower boost or distraction, either killing the Scout or causing him to flee. It is better to avoid direct combat with an experienced Scout as their Scattergun can do much more damage than your Shotgun.  When with a [[Sentry]], you can relax, as it will mow down any Scout with ease -- one of the Engineer's particular talents. While Scouts cannot dodge or outrun the ''bullets'' of a Sentry (as [[Meet the Scout]] can lead you to believe), at certain ranges they may be able to run to cover before the Sentry can turn to face them. This can often be avoided by placing the Sentry so that its normal 90° sweep covers the right area, or by Wrangling. If put into small rooms and around corners (like the Intel room in 2Fort) you can rack up easy Scout kills, who will be forced to get help from another Class.
 
Scouts using the [[Bonk! Atomic Punch]] unlock can be a threat. They can either use it and run behind you or your Dispenser, either making your Sentry kill you or preventing it from shooting if the Dispenser is blocking its line of sight. Just pay attention and kill the Scout as soon as he isn't invulnerable to avoid any unnecessary hassle. Scouts can also be a distraction, forcing your Sentry to turn around and allowing the other team to get an easy kill on your Sentry. If you have the [[Wrangler]], you can redirect your Sentry fire onto other players attacking your Sentry making the distraction useless -- but remember the Scout! Once the effect of the punch wears off he will be able to attack you again. 
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier match-ups|Soldier]]
 
| For lone encounters with a [[Soldier]], don't try to fight unless he is severely weakened or you know you can safely take him out with a single blast with your Shotgun. It is safer to run, or lead him into your Sentry. Be wary when guarding your Sentry, as Soldiers can use their [[Rocket Launcher|Rocket Launcher]]s to destroy an Engineer's equipment with a volley of successive shots. They can even destroy your Sentry from very long range with their rockets.  In situations such as this, you can use the Wrangler to fire right back.  Keep your Sentry well repaired, and be sure to place yourself behind it to minimize taking splash damage from rockets. If you can, help your Sentry do its job by firing on the Soldier with your Shotgun or [[Pistol]].
 
  
With the [[Direct Hit]], the Soldier becomes a larger threat to your Sentry Gun, being able to take out a fully upgraded Sentry with two shots.  It is almost impossible for a Sentry Gun to survive bombardment from two Direct Hit Soldiers unless it is being Wrangled.
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{{Match-Up|forclass=engineer
In the case of a Soldier bombarding your Sentry with Direct Hit rockets,your best bet is to ask your teammates to take out the offending Soldier while you either repair or make a tactical retreat carrying your Sentry.
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  | scout-strategy =
 +
'''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]].
  
Good Soldiers will often attempt to target you first, attempting to take you out with splash damage.  With the help of Critical rockets, they can easily succeed.  If you die, your Buildings will quickly follow, so try not to repair your Sentry Gun at the expense of your life.
+
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.
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro match-ups|Pyro]]
 
| When on your own, stay out of range of a [[Pyro]]'s [[Flamethrower]] and blast away with your Shotgun, or, at longer distances, your Pistol. However, if you have a Sentry, it should be able to mow them down quickly before they can get within effective range. Try not to place your Sentry so it hugs a corner as this allows the Pyro to take it out without entering its line of sight. Bear in mind that if pulled off correctly, a skilled Pyro can circle strafe to take out a level 3 Sentry, you, and all your Buildings without dying. So long as the Pyro isn't allowed to get your Sentry into the range of its Flamethrower, it won't be a threat.  Also take note that if your Sentry is close to a corner, but too far to edge, remember that a Pyro's high damage output can occasionally allow him to charge towards the Sentry and take it out, though he'll be heavily damaged.  Also watch out for Pyro's attempting to reflect the rockets of your Level 3 Sentry back -- while you will rarely encounter this, if the rockets do land near you the Mini-crit damage will likely be fatal to you.  Both the Wrangler's shield and the ability to manually aim can help you counter any or all of these tactics.  Keep an eye on your health if you catch fire, and retreat to a health source such as your [[Dispenser]] if your life is in danger.
 
  
The [[Homewrecker]] is worth mentioning as it does twice as much damage to Buildings than any other standard melee weapon. It can destroy any non-shielded Building with only 2 swings if you allow the Pyro to get into melee range without dying.
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'''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.
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman match-ups|Demoman]]
 
| Like Soldiers, [[Demoman|Demomen]] are a very dangerous class for an Engineer and his Sentry. They can lay down [[sticky bomb]]s and grenades while staying out of your line of sight, which can take both you and your Sentry down quickly, particularly if you are not aware of them being laid. Sticky bombs are especially deadly to your Buildings; to remedy this, try and avoid placing your Sentry right around a corner or in a vulnerable position. Breaking the Stickies, though possible, is not recommended, as the Demoman will usually detonate them before you can remove a sufficient amount. If a Demoman is about to sticky your Sentry, take the fight to it with your Shotgun.  Both of the Demoman's ranged weapons damage himself at point-blank, so getting into his face can be an option as a last resort. Using the Wrangler can make your Sentry much harder for a Demoman to take down, and you can also use your Sentry to shoot down Sticky Bombs.  In a one-on-one fight, stay at medium range while firing your [[Pistol]]. Alternately, if you're not in a position to remove the stickies or fight the Demoman, pick up your Sentry and retreat with it. As with the Soldier, the worst case scenario is to allow yourself to die from the explosions -- this is a lose/lose scenario as without you, your Buildings won't stand a chance.  Even if you lose every last Building to a Demo, if you are alive at the end and he is not, you win.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy match-ups|Heavy]]
 
| A [[Heavy]] can use the high rate of fire from his [[Minigun]] to destroy a level one Sentry, and even take out higher level Sentries when paired up with a Medic. To remedy this, stick with your Sentry and keep it well repaired until it takes out the Heavy, and hopefully his Medic partner as well. Some Heavies may try to shoot at your Sentry while remaining safely around a corner, if this is the case, just keep it repaired with the help of your Dispenser or use the Wrangler to manually shoot back.  If a Heavy retreats after becoming wounded you can then go for a finishing blow, but experienced Heavy's often expect this so be careful. If they are [[ÜberCharge|ÜberCharge]]d, do your best to keep your Sentry repaired until the charge wears off. one option is to use your Sentry as a shield as you repair it with a nearby supply of Metal.  Unless the Heavy is very close so that all the bullets hit, a Level 3 Sentry being repaired usually survives a single Minigun.  Consider using the Wrangler to allow your Sentry to do even more damage to the Heavy and allow your Sentry to survive better.  Due to the Heavy's slow movement speed, it will take him a while to move back, giving you more time to repair. If it is clear that you cannot save your Sentry, it's better to run, and live to fight another day. In a one-on-one encounter without your Sentry, it is usually best to flee, as a Heavy will likely mow you down before you can take him out with your Shotgun. On the other hand you can finish off a wounded Heavy after losing your Sentry if you have the [[Frontier Justice]] equipped and have Revenge Crits ready to unload.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer match-ups|Engineer]]
 
| Usually taking out other Engineers is a job for your other teammates.  It is very rare to find yourself in a one-on-one encounter with an enemy [[Engineer]], though it can happen in Sudden Death or Arena mode.  You can try to blast him with your Shotgun before he can take you down with his, but more often than not you will both have Sentry Guns and also Dispensers up that prevent this sort of quick resolution. Usually this matchup comes down to how well you manage your buildings.  If your Sentry Gun is destroyed and the enemy's is still functional, you're usually in big trouble.  Try to use a Scout corner creeping Pistol strategy on your enemy's Sentry if it is unattended.  Your enemy will respond by either repairing using metal from his Dispenser, or attacking your Sentry in turn.  If the latter, then it's a race!  If he repairs, it might be possible to continue shooting until he runs out of metal from his Dispenser, but this might take awhile.  If this doesn't seem to be working, consider picking up and moving your Sentry Gun to a position where it can surprise your foe or even hit him while he repairs his own Sentry. Since this match-up is often a stalemate, be as proactive and unpredictable as possible to try to force your opponent to make a mistake, but be careful of losing patience and making one yourself! 
 
  
The various Engineer unlockable weapons can add a lot of variation to this scenario.  Revenge Crits from the Frontier Justice can be used to quickly finish an enemy Engineer even if he is being guarded by a Sentry -- remember if your enemy is the last person left alive on his team killing him will end the round and shut down his Sentry. If your opponent is using mini-Sentries, try moving your Level 2 or 3 Sentry and unloading it in range of the mini-Sentry and then tanking it a little with your self and repairing as needed.  Due to its low damage, you can beat a mini-Sentry with a regular Sentry in this way, forcing your opponent back or even killing him.  Going up against Wrangler users can be tough, as they can often prevent you from killing their Sentries through "corner creeping" however there are some weaknesses you can exploit.  The lack of auto-targeting means you might be able to sneak into range of the Engineer himself without him noticing you. If you can get close enough, finish him with Revenge Crits!
+
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.
  
Finally, always remember the Revenge Crits of your opponent.  Don't get caught by surprise!
+
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.
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic match-ups|Medic]]
 
| [[Medic]]s, alone, are cannon fodder for your Sentry, but when using an ÜberCharge, they can be one of the biggest worries for an Engineer. Try to keep your Sentry repaired until the charge wears off and it will hopefully take out the Medic. Sentries have very high pushing power, but a Medic can go in front of his patient to take up the push back and allow his patient to finish the Sentry off. While you can use the Wrangler to intelligently target your Sentry, be prepared to become the target should you do so.  Should the Über-team come close enough to put you or your Sentry in terminal danger, bail out immediately and prepare to rebuild when the action dies down.  If you have them, now is the time to let loose with Revenge Crits.  See [[Engineer strategy#Medics|Engineer Strategy]] for more information on how to deal with Medics and their Übercharges.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper match-ups|Sniper]]
 
| It should be rare that a Sniper is within close enough range of your Sentry to be killed by it, and on maps where it is more difficult for a Sniper to reach your position, you can expect to see very few of them. On more open maps, however, a Sniper is more dangerous as he can stay out of range while damaging your Sentry with charged Sniper rifle shots (or by simply killing ''you''). To solve this, stay with your Sentry and keep it repaired. At close range, blast the Sniper with your Shotgun, while avoiding his Kukri and Submachine Gun shots. The Level 3 Sentry provides modest cover from headshots, but at times you benefit most from setting up in a spot safe from sniper fire. Be sure to alert your team when a sniper targets your sentry. You can use your pistol to mess up his shots if your not under any other threat.  
 
  
As of the [[Engineer Update]], the Sniper has become a much greater potential threat to the Engineer, due to their ability to instantly destroy Mini-Sentries with a fully charged Rifle shot, and also the fact that an Engineer will usually have to use the same lines of sight as the Sniper to utilize their Wrangler effectively.
+
'''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 =  
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer]]
+
'''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.
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy.png|100x100px|link=Spy]]<br>[[Spy match-ups|Spy]]
 
| The Spy is the Natural predator of the Engineer. Engies really, really hate Spies. A skilled [[Spy]] in [[disguise]] and his [[Sapper]]s can act to counter you, but as long as your teammates are around you and you're alert, they shouldn't pose as great a threat as they might otherwise. [[Spy-check]] anyone coming within range of your Sentry, and listen carefully for the [[cloak|decloaking]] sound that Spies make. If a Spy places Sappers on your equipment, your top priority is to remove the Spy, either by yelling to your teammates for help or blasting him a few times with the Shotgun.  When he saps your Sentry, you can expect he'll attempt to [[backstab]] or shoot you to prevent you from removing it, as by the time you respawn, your Buildings have a slim chance of still being around (unless an Engie or Pyro buddy saves them).  Try to position yourself so that you can see the Spy as you are whacking the Sapper.  If you can see him, he can't Backstab you.  If you prevent him from backstabbing you long enough, help will have likely arrived. When the Spy is no longer a threat, remove the Sapper immediately (by hitting it with your [[Wrench]]) to prevent further damage and repair. Be warned that a Spy can sap faster than you can repair, so if you don't take him out, he will eventually destroy your equipment. To prevent surprise stab-saps, it's useful to glance over your shoulder between Wrench-swings as you build or repair one of your [[building]]s If a Spy saps a structure when you're too far to save it, inform your teammates and keep your guard. Remember that the Spy is much less effective when your team is actively pursuing him. Never stand on, or even near your Teleporters, even when you need to whack off a Sapper, Spy's can [[telefrag]] you and sap the rest of your stuff. Ask a [[Pyro]] to protect your Buildings as the [[Pyro]] is the best Spy Checker you can have. See [[Engineer strategy#Spies|Engineer Strategy]] for more information on how to deal with Spies.
 
|}
 
  
 +
'''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 =
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'''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.
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'''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.
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'''Useful weapons:'''
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* Any Wrench that can remove Sappers in two hits is your best defence against a Spy’s shenanigans.
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* The [[Southern Hospitality]] inflicts [[bleed]], which can help track down a Spy trying to sneak away.
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* Consider calling over a friendly [[Pyro]] to guard your buildings and help Spy-check with his fiery weaponry.
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** Have them equip the Homewrecker or Neon Annihilator if possible in order to guarantee for safety to your buildings.
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}}
  
 
[[Category:Strategy|{{PAGENAME}}]]
 
[[Category:Strategy|{{PAGENAME}}]]
 
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== See also ==
 
== See also ==
*[[Engineer strategy|Engineer Strategy]]
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*[[Team strategy]]
*[[How to play the Engineer]]
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* [[Engineer (competitive)]]
 
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[[Category:Strategy|Engineer match-ups]]
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[[Category:Engineer]]
 
[[Category:Engineer]]
 
[[Category:Class match-ups]]
 
[[Category:Class match-ups]]

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