Difference between revisions of "Community Engineer strategy"

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[[File:Community_Engineer_Strategy_Header.png|400px|right|Grr, come on!]]
 
[[File:Community_Engineer_Strategy_Header.png|400px|right|Grr, come on!]]
  
 
{{Quotation|'''The Engineer''' to enemies before Setup concludes|You're all about to have a real bad day!|sound=Engineer_taunts05.wav}}
 
{{Quotation|'''The Engineer''' to enemies before Setup concludes|You're all about to have a real bad day!|sound=Engineer_taunts05.wav}}
  
This article is about '''Community Engineer strategy'''.
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The [[Engineer]] is a unique [[Classes|class]] due to his ability to construct [[buildings]]. He can get his teammates to the front lines faster with [[Teleporters]], create a powerful [[Sentry Gun]] to {{botignore|ward}} off enemies, and can build [[Dispensers]] to heal and supply ammunition to his teammates. The Engineer's low [[Health]] and average [[speed]] make it important for him to rely on his Sentry Gun, other buildings, and his teammates for protection. While his ways can seem somewhat passive and methodical, Engineers are not to be underestimated. A talented Engineer can make it much easier for his team to hold its ground, keep up the pressure on the attack, and defend vital objectives such as [[control point (objective)|control points]] and [[Capture the Flag#Intelligence|Intelligence]].
 
 
The [[Engineer]] is a unique [[Classes|class]] because of his ability to construct [[buildings]]. He can get his teammates to the front lines faster with [[Teleporters]], create a powerful [[Sentry Gun]] to ward off enemies and can build [[Dispensers]] to heal and supply ammunition to his teammates. The Engineer's low [[Health]] and average speed make it important for him to rely on his Sentry Gun, other buildings, and his teammates for protection. While his ways can seem somewhat passive and methodical, Engineers are not to be underestimated. A talented Engineer can make it much easier for his team to hold its ground, keep up the pressure on the attack, and defend vital objectives such as [[control point (objective)|control point]] and [[Intelligence]].
 
  
 
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== Quick tips ==
 
== Quick tips ==
* A team without an effective Engineer is at an extreme disadvantage, especially while playing Defense on [[Control Point (game mode)#Attack.2FDefend|Attack/Defend]] maps.
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* A team without an effective Engineer is at an extreme disadvantage, especially while playing Defense on [[Control Point (game mode)#Attack/Defend|Attack/Defend]] maps.
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* Always stay close to your buildings. Unguarded buildings are especially vulnerable to [[Spy|Spies]], [[Demoman|Demomen]], and [[Soldier]]s.
 
* Always stay close to your buildings. Unguarded buildings are especially vulnerable to [[Spy|Spies]], [[Demoman|Demomen]], and [[Soldier]]s.
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* The Teleporter can be your most important contribution to your team's success. If properly placed and defended, a Teleporter will allow your team to keep the pressure on the enemy team.
 
* The Teleporter can be your most important contribution to your team's success. If properly placed and defended, a Teleporter will allow your team to keep the pressure on the enemy team.
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* All buildings build faster during construction if you repeatedly strike them with your melee weapon.
 
* All buildings build faster during construction if you repeatedly strike them with your melee weapon.
* You can construct a building in safety, then right-click to [[buildings#Hauling|haul]] it to the battle. You can even carry buildings through Teleporters!
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** You can help friendly Engineers by hitting their buildings with your melee weapon to speed up the building's construction or repair and upgrade the existing buildings.
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* You can construct a building in safety, then right-click to pick it up and [[buildings#Hauling|haul]] it to the battle. It is also possible to carry buildings through Teleporters.
 
** However, if you die while carrying a building, the building is destroyed.
 
** However, if you die while carrying a building, the building is destroyed.
* You can help other Engineers by hitting their buildings with your melee weapon to speed up the building's construction or repair the existing buildings.
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* Your Shotgun and Pistol are not useless in combat; use them in supplement to your Sentry Gun fire to peck away at the enemy's health.
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* Your Shotgun and Pistol are not useless in combat; use them to supplement your Sentry Gun in whittling away at the enemy's health.
* When another Engineer has defense covered, experiment with offensive Sentry Gun, Dispenser, and Teleporter placements.
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** The Shotgun can kill most enemies in 2-3 hits, and a well-aimed Pistol can kill most classes with a full clip.
* Having support from your team is vital to your success as an Engineer. For you as an Engineer, your best friend is often an allied Pyro. Pyros are excellent for taking care of an Engineer's greatest weaknesses: keeping Spies off your back (literally); destroying Sappers on your buildings with the [[Homewrecker]]; and [[compression blast|deflecting]] incoming [[rockets]], grenades, [[Stickybombs]], and invulnerable enemies. This is also usually beneficial for Pyros, as they often run of ammunition and health spamming their Flamethrower, which a Dispenser can restore, and are poor at mid to long range: an Engineer's forte.
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* Avoid standing in front of your Sentry Gun. This reduces the chances of your sentry shooting you, as well as lowers the chance of being shot easily, as the Sentry can intercept enemy fire.
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* Avoid standing in front of your Sentry Gun. This reduces the chances of your Sentry shooting you, as well as lowers the chance of being killed, as the Sentry can intercept enemy fire.
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* When playing Arena, make sure you have Dispensers to help out teammates with ammo and health; there are no health packs in Arena mode.
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* Try to set your Sentry Gun at chokepoints where enemies frequently prowl, thereby maximizing its effectiveness.
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** This is of huge importance when playing on Defense.
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* Spies can sap your Sentry faster than you can remove it. Kill the Spy first, then get rid of the Sapper.
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* Try to construct your buildings in a location where not only can you support your team, but where your team can support you. While you and your Sentry might be able to hold ground on your own for a short time, multiple enemies can quickly overwhelm you. Be sure to ask your teammates for help as often as possible while you help your team at the same time via your [[buildings]].
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* If possible, try to build your Teleporter and Dispenser first. These buildings allow both you and your team to get to the frontlines faster and keep you all in the fight due to the constant flow of health and ammo.
  
 
== General ==
 
== General ==
====Building====
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* As an Engineer, you can do more than just upgrade and repair your buildings. If you have metal, don't hesitate to hit friendly buildings with your melee weapon to either repair or upgrade them. Watching your team's buildings allows other Engineers to set up Sentry Guns, Dispensers, and Teleporters in other areas.
* Alternate fire while looking at a building you placed allows you to "[[buildings#Hauling|haul]]" that building to new locations. While hauling a building, your movement speed is reduced to slightly slower than a Heavy, and you are unable to switch weapons. If you are killed while carrying a building, the building will be destroyed.  
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** A redeploying building will construct faster than normal without help from an Engineer, though you can still speed up the building of the structure by hitting it with your melee weapon. Once built, if the building has already been upgraded to level 2 or 3, it will then undergo the animations for deploying to those levels as well.
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* You can rotate the placement of a building while the blueprint is out by pressing the alternate fire button. Changing a Sentry Gun's direction allows you to place it in corners and other hard-to-reach locations while still facing potential enemies. Rotating a Teleporter exit affects the direction one faces when exiting. An arrow on the blueprint indicates said direction. Remember that the direction one faces could mean life or death in some situations. Rotating a [[Dispenser]] has no effect on its function, but can allow you to place it into a tight space or help conceal its location.
*** The [[Jag]] makes this process even faster.
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** You can also place a building while it is turning to place it on a different angle.
*** You cannot speed-build or upgrade during these "upgrade" animations, as per when they upgrade normally.
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** A building that is redeployed retains the amount of health that it had before it was packed up, and this health is the building's maximum health while it is rebuilding. While it ''is'' possible to repair damage done while a building is redeploying/unpacking, this applies only to damage it receives during the redeploying process. If a building is hauled into its new location already damaged, then this damage cannot be repaired until it fully redeploys.
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* Alternate fire while looking at a building you placed allows you to "[[buildings#Hauling|haul]]" that building to another location. While hauling a building, your movement speed is reduced by 10%, and you are unable to switch weapons. If you are killed while carrying a building, the building will be destroyed.
** If you encounter an enemy while hauling a building, immediately place your building somewhere! Depending on who you encounter, you should then either run away or try to fight off the threat.
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** A redeployed building will construct faster than normal without help from an Engineer, though you can still speed up the building of the structure by hitting it with your [[Wrench]]. Once built, if the building has already been upgraded to level 2 or 3, it will then undergo the animations for deploying to those levels as well.
*** If you are going into enemy territory carrying a Building, it's essential to have another teammate around to cover you.
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*When your Sentry Gun fires, it uses up a small amount of its ammo supply. Though this is not often a problem, ammo can be replenished by hitting your gun with your Wrench. Refilling ammo uses up a small amount of metal.
** Get Soldiers with the [[Disciplinary Action]] equipped to boost your speed by hitting you with it. This will cut the time needed to get the building where it needs to be.
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**This can be a problem when upgrading Sentry Guns. Often, a low-level Sentry will use a little ammo on enemies it catches a glance of. If the Sentry has no metal put into it for upgrading, the Engineer will not be able to upgrade it with a full 200 metal, as some of the metal will go towards refilling ammo. The Sentry will end up being just a few metal away from an upgrade, forcing the Engineer to find more metal. Avoid this by putting a little extra metal into your Sentry when you first build it.
* You can rotate the placement of a Building while the blueprint is out by pressing the alternate fire button. Changing a Sentry Gun's direction allows you to place them in corners and other odd spots. Rotating a Teleporter exit affects the direction one faces when exiting. An arrow on the blueprint indicates said direction. Remember that the direction one faces could mean life or death in some situations. Rotating a [[Dispenser]] has no effect on its function, but can allow you to place it into a tight space or help conceal its location by preventing the two brightly lit panels on either side from facing outwards.
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* Enemy players, including [[disguise]]d Spies, cannot walk through buildings belonging to your team. You can use this for [[Spy checking]] by placing buildings in [[Glossary of player terms#C|chokepoints]], such as doors and hallways.
* If you're planning on building a Sentry Gun in a forward area, consider building a Dispenser first, to supply you with [[Metal]] to upgrade and repair the Sentry Gun. Also build near locations with [[ammo]] [[pickups]] to speed up construction. Ask your teammates to leave the pickups for you and promise them a Dispenser in return.
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* Your Sentry Gun can damage you. If an enemy runs through your Sentry Gun's line of fire and you get caught between the Sentry Gun and the enemy, your Sentry Gun will fire at you causing damage and possibly a humiliating death.
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* It is not a good idea to build your buildings, particularly your Sentry Gun, near the same location as another Engineer's buildings on your team. Clustering too many Engineer buildings together maximizes their weakness to explosives or other weapons that deal splash damage, and clustering makes it easier for an enemy Spy to sap all of your buildings. In addition, remember that friendly buildings block the line of sight and line of fire of friendly Sentry Guns.
* If the game goes to [[Sudden death]] mode, make sure to build a Dispenser first to provide health for your teammates and Metal for yourself, as the [[Resupply locker]] is disabled and [[Health]] pickups are not available. Ammo pickups are available, however.
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* Build a Teleporter entrance outside the respawn area, and a Teleporter exit at a location of interest. For the [[defensive]]ly-minded Engineer, [[Intelligence]] rooms and [[Control point (objective)|control point]]s are desirable. Be careful when building Teleporters that lead into your own key areas, as disguised enemy Spies can use them to gain access.  
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* If your buildings are under attack by Soldiers or Demomen, try to time your repair hits in between enemy rockets or grenades to avoid getting killed, or build your Sentry Gun near cover that you can use to shield yourself. If your buildings are under attack by multiple Soldiers and Demomen, your buildings are likely going to go down ''and'' take you alongside them unless you have support from friendly Medics, Engineers, or Pyros using their compression blast.
** Nothing beats a forward exit deep inside enemy territory. Care should be observed when placing your Teleporter; plant the entrances in obvious, but considerate places.  
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** Your best friend is often an allied Pyro. Pyros are excellent for taking care of an Engineer's greatest weaknesses: keeping Spies at bay, destroying Sappers on your buildings with the [[Homewrecker]], [[Neon Annihilator]], or [[Maul]], and [[compression blast|deflecting]] incoming [[rockets]], grenades, stickybombs, and invulnerable enemies. This is also usually beneficial for Pyros, as they often run out of ammunition and health from spamming their Flamethrower, which a Dispenser can restore, and are poor at mid to long range: an Engineer's forte.
** Be careful about placing Teleporters on stairs to slow enemy movement, as under-fire teammates rushing back for health are just as liable to get caught on them as enemies are if not more so.
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** Hiding your Teleporter Exit can help keep it from being destroyed. Just make sure your teammates know where it goes, as you do not want them to get lost.
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* Build where you can support your team and where your team can support you. Sentry Guns provide high-volume firepower at decent range, but it is still supporting fire that is best served to cover your teammates and deny areas to enemy movement. Do not expect to be able to fight off entire enemy attack groups with just your Sentry Gun. It is very unlikely that anyone on your own team will be down there with you to support you, and without your Sentry Gun in a more forward location, enemies have a much easier time getting inside the base and causing havoc.
** Clever enemies may sometimes camp unguarded Teleporter exits, killing anyone who comes through before they can possibly react. Take care to remedy this if this happens by destroying or moving your Teleporter exit to prevent more teammates being killed.  
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** Take the time after building Teleporters to inform your team of their position. Players may be hesitant to use them if they don't immediately see them or know where they lead to, so make sure they know everything about the Teleporter.
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* Setting up a nest with a Teleporter, a Dispenser, and a Sentry Gun near the front lines can help your team maintain its position. A skilled enemy team can push you right back to your first spawn, forcing you to gain ground again even if you have already captured the first point.
* All buildings, with the exception of the [[Sentry Gun#Combat Mini-Sentry Gun|Mini-Sentry]], begin their construction with almost no health. Avoid starting construction of a building in an area that is under fire or within sight of enemies.
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* The more Metal you can get when building in a hostile area, the better. A dead player's weapon grants 100 Metal, which can considerably speed up the construction or upgrading of buildings.
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* To make the best use of Setup time, it is important to know ahead of time where effective spots to build are and the best way to set up your buildings the fastest.
* Switching to a different melee weapon at a [[Respawn#Areas|Resupply Locker]] will destroy all buildings you own, even if you are switching between the [[Wrench]] and the [[Southern Hospitality]], or the Jag. Make sure you are using the melee weapon you want to be using before you start constructing buildings.
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* Be considerate when using the Metal from other Engineers' Dispensers. They may be relying on that Metal to build and repair, so don't leech from them unless your need outweighs theirs, or you are going to help them out. Communication is vital to teamwork, so ask before you take the Metal.
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* On offense, when you have a 'team advantage' (most of the enemy team or their best players are dead) and you have a Level 3 Sentry Gun, haul it and charge into the fray. Drop the Sentry Gun near the final control point and attack the point yourself with your weapons. With most of their team dead and a Level 3 Sentry Gun covering their spawn, you and your teammates may be able to hold off enemies so one or two other teammates (usually Scouts) can capture the objective. Do note that Level 2 Sentry Guns can also be used if there is no time to make the Sentry Gun level 3 or if the level 3 deployment time will take too long to be effective.
* Keep the Sentry Gun's range in mind. Placing it in open areas makes it easy to take out with rockets and Sniper Rifle shots, even with the [[Wrangler]]. The best Sentry Gun location is in a small area where the range just barely covers the distance to the entrance. This makes it impossible to be out of range, plus close-range classes can't get close enough to inflict heavy damage to your Sentry Gun.
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* Building in high places will allow you to have a full view of the battlefield. If the battlefield is too open, it is a good idea to bring the Wrangler to allow you to kill enemies beyond the normal Sentry Gun range. Building in high places allows you to kill unaware enemies before they realize that they are being killed.
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* Don't forget about your own weapons! The Shotgun and Pistol are strong weapons and can help the Engineer win 1v1 fights.
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**While generic compared to other weapons, the Stock weapons allow you to [[Community scout strategy#Weapon Heckling|weapon heckle]] with surprising efficiency.
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** While you don't come anywhere close to the Scout's speed, you are still a very mobile class compared to most and can drum up a good amount of supplementary damage while moving toward an advantageous point to set up your buildings.
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* Out of all the Engineer's primary and secondary weapons, the Stock weapons are often the weapons that can deal the most damage overall. In case it is required to equip any non-stock primary/secondary weapon, it is highly recommended to equip the other secondary/primary weapon slot with its stock weapon.
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* On offense, ''never'' forget this golden rule: Level 2 is good. If you are not going to camp at your teleporter base and you don't have time to haul a Level 3 Sentry Gun, haul a Level 2. The same goes for Teleporters: A Level 2 has double the recharging speed of a Level 1; however, a Level 3 decreases recharge time by a further 2 seconds instead of 5 seconds, thus having less of a reward for 200 Metal.
  
====Advanced====
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* Competent teammates will likely save ammo packs for you, due to your ability to construct Dispensers.
* Help your fellow Engineers out! Hit friendly buildings with your melee weapon as you pass by to keep them repaired. Help a Sentry Gun upgrade quicker if your Metal supply is high.
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** However, if you cannot find ammo packs, do not be afraid to leave your nest for a very short time to collect a further away ammo pack
** On maps with a setup time, support fellow Engineers to help your team have a forward level 3 base at start time. Strongly consider getting a microphone, to help communicate about the status and location of your buildings, as well as call for help when they're being sapped.
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* On Offense, be sure to build a Teleporter that will allow your teammates to get to the front lines faster, as well as a Dispenser to keep them (and you) in the fight.
* When more than one Engineer is building a Sentry Gun in an area, work together upgrading one Sentry Gun to level 3 before building the second Sentry Gun, as the level 3 Sentry Gun will easily out-damage two Level 1 Sentry Guns.
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** Don't forget to build a Sentry Gun to protect your gear from enemies who get too close. Also, move up your gear when your team has the advantage!
* One Engineer can cover the buildings of more than one Engineer, leaving other Engineers free to set up Sentry Guns, Dispensers, and Teleporters on other areas.
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* If forced into close combat with Spy, attempt to keep your back away from him while maintaining fire upon him.
* All enemy players, including [[disguise]]d Spies, cannot walk through Sentry Guns and Dispensers belonging to your team. You can use this for [[Spy checking]] by placing buildings in chokepoints, such as doors and hallways. You'll know a disguised Spy if he jumps on top of these [[buildings]] when obstructed. Spies also cannot walk through [[Teleporters]] if you place them on stairs, although neither can teammates.
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* Remember that an Engineer's buildings ''can'' work underwater. Use this to your advantage on maps such as [[Well]]. If you are able to sneak into the water successfully, you can easily set up a nest without the enemy team knowing, creating a sort of 'forward spawn' for your team.
* Any teammate that is not doing something more important (such as a Medic building an ÜberCharge) can be enlisted to switch to Engineer for a brief time to help you build and can then switch back to another class. They can be very helpful by upgrading a Teleporter entrance while the Engineer goes to place the Teleporter exit.
 
* In general, it is not a good idea to build your buildings, particularly your Sentry Gun, in the exact same location as another Engineer on your team. Clustering too many Engineer buildings together maximizes their weakness to explosives or other weapons that deal splash damage, and clustering makes it easier for an enemy Spy to sap all of your buildings. In addition, remember that friendly buildings block the line of sight and line of fire of friendly Sentry Guns. While building two Dispensers together does provide excellent healing, Sentry Guns and Teleporters are usually best if they are spread out to help with your team's map control. Simple rule of thumb: "nearby" is good; "next to" is bad.
 
* Familiarity with the maps you play on is important. It's not only important to know effective building locations, but also to know how the combat tends to "flow" and what spots are the best place to fortify so that you can support your team's advancements or simply hold the enemy off. Teleporters and Dispensers are sometimes the only things that can make certain routes of attack or points of defense viable, and as an Engineer you can know about this by knowing the map. Also, learning the names of some of the common locations on the maps you play on will make it easier to describe exactly where you have built up.
 
* Move fast! Many Engineers fall into a mental trap: because the Engineer is often behind the front lines and not attempting to get into the thick of combat, it's easy to be lulled into a false sense of security and take too long setting up. You have to move just as fast as the other Classes to get their job done. Seconds can be the difference between getting a Sentry Gun up in time to halt an enemy attack, or watching it get destroyed during construction and having to retreat or respawn.
 
* Stay alive! As important as your buildings are to yourself and your team, ''you'' are more important. While you are vulnerable without your buildings, your buildings are sitting ducks without you, and you can always construct more buildings if you live while they're destroyed. The key is to strike a balance between keeping your buildings safe and keeping yourself safe. Do not get single-minded. Expert Engineers will know when to repair their structures, when to fight alongside their structures, and when to simply run away and attempt to rebuild. Keep your eyes and ears open and try to anticipate how the enemy will come at you and with what. For example, an invulnerable Demoman is usually grounds for instant retreat.
 
* You are extremely vulnerable while placing, building, and repairing your structures since these activities tie you down to a specific area and also force you to turn your attention away from your surroundings. Try to minimize your vulnerability by looking and moving around even while repairing and building, and stay near friendly players for protection during periods of vulnerability.
 
* If your buildings are under attack by Soldiers or Demomen, try to time your repair hits in between enemy rockets or grenades to avoid getting killed, or build your Sentry Gun near cover that you can use to shield yourself. If your buildings are under attack by multiple Soldiers and Demomen, your buildings are likely going to go down AND take you alongside unless you have support from friendly Medics, Engineers, or Pyros using the compression blast.  
 
* Without the protection of your buildings, you are easily the weakest combat class by having no advantage in speed, hitpoints, firepower, or any means of escape like the Spy's Cloak. While it is important to fight with your weapons to help your buildings, do not overestimate how much damage you can cause and how much you can withstand. Almost any other class will have an advantage over you in a one-on-one fight if your buildings are not involved. Do not be afraid to ask for help in dealing with a threat.
 
* Do not be predictable! You will find that most enemies will not continuously walk into your Sentry Gun after they die to it once or twice. They will either avoid it or begin to attack it in force with help from their team. During lulls in the fighting, relocate your Sentry Gun around to throw your opponents off and punish them for assuming that your Sentry Gun will always be in the same place. Help from other Engineers to reduce the period of vulnerability if you rebuild is also desirable. Awareness of what the enemy team is doing and where they are is important to be able to judge when it is a good time to move.
 
* A good rule of thumb when playing Engineer is to always have all of your buildings up, no matter where they are or how upgraded they are. Following this is dependent on how much Metal you have available, but if your Metal supply is abundant such as outside of a supply cabinet, build everything you can as fast as you can. Worry about putting them in the perfect place later. A badly placed Sentry Gun or Dispenser is still better than no Sentry Gun or Dispenser at all. Even Teleporters that go nowhere can act as early warning of enemy attack, or Spy bait. Even in "safe" locations such as your team's spawn a level 1 Sentry Gun can be useful to place to cover you from Spies or Scouts while you build or upgrade a Teleporter or Dispenser. If you have the Metal, there's no reason not to use it.
 
* Build where you can support your team and where your team can support you. Sentry Guns provide high-volume firepower at decent range, but it is still supporting fire that is best served to cover your teammates and deny areas to enemy movement. Do not expect to be able to fight off entire enemy attack groups with just your Sentry Gun. An example of poor Engineering strategy is to build in your Intelligence room on [[ctf 2Fort]]. It is very unlikely that anyone on your own team will be down there with you to support you and without your Sentry Gun in a more forward location, enemies have a much easier time getting inside the base and causing havoc.
 
* Spread out your structures. Your buildings, especially your Sentry Gun, will often be the target of enemy explosives. Spread out your structures enough so that the splash damage to them from such attacks is minimized, but not so far apart that it's difficult to defend them. The Dispenser should often be close enough to the Sentry Gun to provide an ongoing supply of health and Metal to easily allow you to heal either building.
 
* You can crouch behind a Level 3 Sentry Gun and use it as a shield against incoming attacks while you repair it.
 
* If the enemy takes out the Sentry Guns of both you and your teammates, consider rebuilding one Sentry Gun at a time, to get it to level 3 faster in your time of need. A Level 3 Sentry Gun is much better than two Level 1 Sentry Guns.
 
** However, two Level 2 Sentry Guns is better than one Level 3. The same goes for Dispensers and Teleporters.
 
* Building yourself into a corner may help protect you from Spies backstabbing you and sapping your buildings, since a Spy would to jump both onto the Dispenser and you to backstab you.
 
* Many Engineers often place a Sentry Gun and immediately run back to a supply room or large ammo pickup to get a full load of 200 Metal while the Gun builds itself, thinking they can save time and also return with enough Metal to upgrade their Sentry Gun to Level 2. However this plan can be ruined if the Sentry Gun is damaged or even if it simply fires at an enemy, as you will need to use some of your 200 Metal to repair or refill your Sentry Gun, leaving your Sentry Gun still at level 1 after using up a full Metal load. It is good to get into the habit of speed-building your Sentry Gun and then using whatever Metal you have left over to upgrade it so that you ensure that your next full load of Metal will be enough to get the Sentry Gun to the next level.
 
* Don't build Sentry Guns facing into hallways unless you have cover from your teammates, as your enemies will see them before they're in your Sentry Gun's range. Build them in the corners just outside the hallway.
 
* If an enemy Demoman is shooting Stickybombs at or near your Sentry Gun, consider trying to shoot as many of them away as possible with your primary or secondary weapon.
 
* If you are fighting an enemy and are in trouble, consider popping a Sentry Gun down in front of him. This wastes a few valuable seconds, but it can ensure your survival as your enemy has the decision of trying to finish you off before the Sentry Gun is built, or destroying the Sentry Gun but opening himself to attack from you. This is most effective when using Mini-Sentry Guns or if you're caught hauling a Sentry Gun, since in both these situations the Sentry Gun builds faster than normal and deploys at full health.
 
* Even while defending as RED on Attack/Defend modes, it's still perfectly possible to play offensively as an Engineer. A good example would be on Dustbowl, Stage 3 Point 1. Setting up a Sentry nest with a Teleporter exit and Dispenser in the ledge, as per standard defensive strategy, hang around to upgrade both the Sentry and the Dispenser, then jump down to the long alley and plop a Teleporter entrance round the corner, out of sight. Once done, hang around the point, under your Sentry Gun, and don't be afraid to jump in and use your Shotgun to attack. While the damage you contribute is not very large, your presence has two advantages.
 
** Firstly, simply being in the way may buy your team some time. Barring Spy attacks, (and if your team has locked down the area in front of the point no one should get through), your Sentry nest is near invulnerable, and not a source of concern. Enemies will probably shoot at you and waste valuable time and ammo trying to kill you, assuming a Nest is very close by, and this may make the difference between your teammates killing the opposition and being killed.
 
** Secondly, if your team has been severely weakened, feinting a drawback lures enemies straight into the path of your Sentry Gun, while they might otherwise be more careful about running towards the point, where they know your Sentry is waiting.
 
* Lastly, sometimes the best Engineer strategy is to know when to be an Engineer and when not to be an Engineer. This requires taking into account several things, such as the map, the game type, the composition of the teams (particularly the enemy team), and the time left in the mission, as well as the strengths and weaknesses of the Engineer class. Engineers are good at holding down areas, protecting objectives, and providing logistical support for allies, but are weak in other areas such as hunting down enemies and pushing into well-defended areas. For example, in many Capture Point maps the front lines are moving quite a lot, which can easily leave the Engineer and his structures sitting in a part of the map where there is no action, and depriving his team of his talents where they are most needed.
 
** Also, while playing Engineer on defense on Attack/Defend maps like Dustbowl or Gravel Pit is usually vital, if the time is running out and your buildings are all destroyed or if your team is getting pushed back so far that your buildings are getting destroyed as soon as you attempt to build them, it's time to think about switching to a class that can jump right into the fight.
 
  
====[[Spies]]====
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* Try not to "babysit" your buildings if you can. Many Engineer players get themselves killed by staying too close to their buildings and making themselves vulnerable. Always stay on the move, be aware of your surroundings at all times, and feel free to support your team in defeating enemies with your Shotgun.
* Spies are typically the worst enemy you can face and are usually considered to be your "hard counter". No other class can cause you so many problems with as little effort as a Spy. This is because of the Spy's ability to attack your most valuable assets, your buildings, without fear of being auto-targeted by the Sentry Gun, and often without giving you any advance warning of his approach. The ability to Sap ''alone'' makes the Spy more than a match for you in a strategic sense. [[Sappers]] shut down your buildings immediately, leaving them effectively "destroyed" until you de-sap them. A Sentry Gun that gets Sapped right as other enemies attack you is usually impossible for a lone Engineer to save.
+
** However, this doesn't mean that you should ignore your buildings. Be sure to upgrade and repair them when necessary. If you know your buildings are going to be destroyed, don't die with them; your life is far more valuable than your buildings, as you can simply repair or replace them.
** As if that weren't enough, the Spy can even use your own buildings against you by using your own Teleporters to [[telefrag]] you, or by stealing health and recharging his [[Cloak]] from your Dispenser. For these reasons a Spy is one of the few one-on-one matchups that the Engineer often cannot handle alone in crucial situations even if he is skilled at Spy killing and protecting himself from [[backstab]]s. However it isn't all bad. One of the reasons you are so often the target of Spies is because your Sentry Gun, if well placed, creates a "no free backstab" zone for them. Strategically, this works to the advantage of your team even if it is hectic for you, since you cover them from backstabs and force Spies to reveal themselves by attacking you.
 
** With the release of the [[Mann-Conomy Update]], the Spy has gained some new tricks that make him even more dangerous to you. Spies using [[Your Eternal Reward]] can now backstab without dropping their disguise, which will make Spies using it much less afraid of attacking you or your allies within range of an active Sentry Gun. However it is important to note that only ''successful'' backstabs result in an immediate disguising, a failed stab attempt will leave the Spy revealed for all to see, including a Sentry Gun. Just remember not to make yourself look like an easy target by facing in the same direction for long.
 
* Spies can hide anywhere and can appear at anytime. As such, you cannot rely solely on your Sentry Gun to protect you. Your best defense against Spies is your own level of alertness. Remember, it's usually never a matter of "if" but "when". Even while camping your position, stay moving to make yourself a difficult target for [[Ambassador]] headshots and backstabs. Periodically [[Spy checking#Spy checking|Spy-check]] with your weapons or the [[Wrangler]].
 
* As a rule, do not camp behind your Sentry Gun and crouch all the time. Only do this when it is actually under attack. The reasoning behind this is that all a [[Spy]] has to do is come in under his [[Cloak]], jump onto your head where you cannot see him, and decloak. From here, he can stab you and sap all of your buildings. If he stabs you while he is above you, it still counts as a backstab. It takes practice to do this however, so follow this rule as other players' skills allow. But beware of this tactic as it can reduce all of your buildings to rubble ''very'' quickly.
 
* If you build a Dispenser behind you and a Sentry Gun in front of you, be very careful of staying in between them. A [[Spy]] can uncloak/remove a Disguise behind your Dispenser. This will keep them unseen by the Sentry Gun and teammates, or will make the Sentry Gun turn around and kill you. The Dispenser, however, blocks the bullets/rockets from hitting the Spy. He can then disguise himself and sap the Sentry Gun.  
 
** Plus, remember that a backstab can work even from as little as a 90 degree angle to the direction you are facing. Having just a Dispenser at your back will not protect you.
 
* Kill the Spy! A good Spy will often appear without warning, quickly sap your Sentry Gun, and start attacking you immediately with his [[Revolver]] or [[Knife]], especially if you are alone. If you come under attack in this way, don't worry about your buildings, since a Spy can place Sappers faster than you can remove them. The first step is to identify the Spy if he is still disguised. It's important to not try to repair your buildings before knowing where the Spy is or you will be setting yourself up to be backstabbed. Empty your Shotgun into the Spy or suspicious teammates first. You're most likely a good enough shot to kill a Spy with this alone, but if you miss or the Spy somehow survives, don't reload. Switch to another weapon immediately to save time.
 
* A strategy for attacking Spies who recently sapped your buildings is to hit each sapped building once and then kill the Spy. Each Electro Sapper takes two hits to remove and by hitting them once, so you take less time removing them after the Spy is gone. You won't risk the living Spy sapping your buildings after you remove them, and you can plan how to kill the Spy while hitting the Sappers.
 
* You can "bait" an enemy Spy by leaving a Teleporter on the way to your position. If the area is quiet, few Spies will resist sapping it, which will alert you that a Spy is coming. Another useful effect of this is that you can tell when an enemy is approaching and gauge their class based on the weapon icon shown at the top right of your screen in your building's death-message.
 
** If there's little need for your Teleporters in a map, place them both around your Sentry Gun to stall a Spy briefly, as inexperienced players will sap everything in sight. The extra second could be the difference between saving your Sentry Gun or not, and it will also help you identify the Spy before your retaliation.
 
* Most of the time, you should save your Dispenser first, as it will break from an Electro Sapper faster than an upgraded Sentry Gun, and regenerating its Metal supply takes a lot of time. If you are staying in the same spot, saving your Dispenser first will always allow you to rebuild much faster because you'll have more Metal available. However, if the Spy has removed his disguise nearby, or there's urgent need for offense, you should save your Sentry Gun first. On some maps your Teleporter can actually be your most important building as it allows your team to keep a constant stream of reinforcements going. Losing your Teleporter is especially annoying due to the fact that you will lose both ends of it, requiring you to travel all the way to your Spawn to replant your Entrance. Teleporters take the longest to die from Sappers, but you should still try to save them. Deciding which Building to save first always depends on the circumstances. Practice is the best guide.
 
* If possible, ask a Pyro with the [[Homewrecker]] to stay near your buildings when you suspect an imminent Spy attack; the Pyro can perform Spy checks using their Flamethrower and will be able to remove Sappers from buildings should you die or leave your buildings. However, don't use the Pyro as a replacement for staying near your buildings; a Pyro can kill Spies and remove Sappers, but cannot repair your buildings.
 
* While being in a crowd of your own teammates usually helps you defend against Spies more easily, it can sometimes be difficult to pick out which one of your "teammates" is actually a Spy placing Sappers. Even though placing Sappers will not break a disguise, the disguised Spy will actually move its hand in a "placing" motion at your Building when it does so. This is subtle but you can use it pick out the Spy in a crowd. If you are letting your team deal with the Spy while you remove Sappers, keep your back to something!
 
* A creative Spy will often disguise as an Engineer to try to fool you and your allies into thinking he is an Engineer trying to remove Sappers when he is in fact the one sapping. They may even use the [[voice command]] warning about Spies to add to the deception. Watch for teammates who aren't swinging or firing their weapons, as a disguised Spy cannot attack.
 
* If you have Revenge crits, try to save some of them for the inevitable Spy attack. Having a glowing Frontier Justice out can be enough on its own to deter a Spy, and if it doesn't, deter it with a [[critical hit]]. While it's true that you might waste a shot on a [[Dead Ringer]], don't be afraid to do it. A Spy who feigns death likely won't be attacking you for at least a short duration, giving you time to call for help.
 
  
====[[Medics]]====
+
* Sometimes you may be required to 'adopt' another friendly Engineer's buildings (More often than not, their Sentry Gun) while they are away or dead. While your own buildings are usually your top priority, keep relatively close and protect the other unattended buildings whenever necessary. It's never a bad idea to give low-level buildings a swing or two from your Wrench to increase the speed in which they are upgraded once the other Engineer returns as well.
You and your buildings face many threats on the battlefield, but three in particular are especially dangerous: 1) explosive [[projectiles]] from the Soldier and Demoman, 2) Spies, and 3) Medics. Medics are dangerous for two main reasons. First, their ability to heal damage and [[Overheal]] can make even the fragile classes much more durable, and can erase any non-lethal damage they receive from wandering into range of your Sentry Gun. The second reason is [[ÜberCharge]]s. One of the primary uses of ÜberCharges is to overrun Engineer positions, and because of this you will often find yourself and your buildings the direct targets of invulnerable foes. While there is no "magic bullet" strategy that can allow you to counter them, knowing how to respond to ÜberCharges properly is still important. When executed properly, successfully fending off an Über can be one of the most satisfying experiences of playing Engineer. The most important thing to remember is that if you are a lone Engineer, a well-executed Über will usually overrun you, causing you to lose most of your buildings and often your life. It's simple math: an ÜberCharge is a tactic involving at least two players (potentially more) and you are only one. Get help! As with Spies, dealing with enemy Medics and their ÜberCharges is a team effort needing contributions from every team member. That said, here are some important tips that an Engineer can use to defend himself.
+
** However, only the Engineer who built a building can haul it, so if it comes down to it, leave their buildings be and move your own gear up first.
* The four most common ÜberCharged enemies you will encounter attacking your position are Pyros, [[Heavies]], Soldiers, and Demomen. Any one of them can take you and your buildings out if they are invulnerable.
 
* One of your best assets when going up against ÜberCharged enemies is the strong "knockback" of your Sentry Gun. The force of the bullets and rockets hitting enemies will push back against their forward movement and slow down their attempts to get close. If your Sentry Gun fires on an enemy who is in mid-air, they will be launched skywards or blown across the map, which is not only amusing but usually means the end of that particular threat.
 
* One of your best defenses against ÜberCharges is to have advance warning of them. Do your best to keep tabs on which enemies are approaching your position. Ask for information from teammates on the lookout, and listen. If you hear a Medic say "I am fully charged!" then get ready! The Medi Gun of a fully charged Medic also glows and crackles, so look/listen for that. It pays to be actively looking around and paying attention to other important information such as the Kill reporter (See: [[Head-up display]]). Do NOT simply sit passively behind your Sentry Gun. Information is a weapon.
 
** Do not rely only on the Medic's "I am fully charged!". This is in the voice command list and can be used to fool enemies into thinking the Medic has ÜberCharge ready.
 
* Once you know that an Über is imminent, you have to make a decision: fight or flight! Do you attempt to hold your ground as best you can, or do you give it up for lost and retreat ASAP? Experience is the best teacher here, but these are a few important things to remember:
 
** Do you have support? What kind of support is it?
 
** Do you have somewhere to run to?
 
** How important to your team is holding your current position? Will holding on as long as possible help the most, or will your survival?
 
** If you hold your ground, generally you are risking your life for the sake of trying to keep your Sentry Gun alive until the enemy Über has run its course, allowing your team to continue to hold down that area. If the enemy manages to get at point-blank range, you will most likely fail, particularly if you are repairing your Sentry Gun as it takes damage. Smart enemies will attempt to eliminate you first, and if you sit next to your Sentry Gun you make this easy. The success of this strategy depends on your Sentry Gun placement; some positions are much safer to repair from while under fire than others, usually ones that allow you to repair while around a corner. If you can hold your opponents at arm's length, they will do less damage to you (though not your Sentry Gun) than they would up close (See: [[Damage]]) and you'll have an easier time staying alive while repairing, especially if you are in range of your Dispenser. You can also switch to the Wrangler briefly to activate the shield, but keep in mind that this turns off the automatic firing, often putting you at risk if you want to aim at anything.  
 
** Alternately, you can strike a middle-ground using the Wrangler to make a "fighting retreat" – activate the Wrangler but keep your distance, and simply use your shielded Sentry Gun to stall your opponents as long as possible. This can also prevent your Sentry Gun from firing uselessly at invulnerable enemies. If you're lucky, your Sentry Gun might even outlast the Über, but if it doesn't at least you escaped to build again.
 
** Finally, you can make a "preemptive" retreat. If you know an Über is imminent or it has just deployed, pick up your Sentry Gun immediately and make a run for it. This is a risky strategy, since your slow speed while doing this can easily get you caught and killed. Not only are you abandoning your position without a fight, you are risking both yourself and your Sentry Gun anyway. Do this if you know you can find a good fallback position and you think that something else will occupy your enemy's attention if you leave, covering your retreat. If you want to get fancy, you can even make an "escape" Teleporter that leads away from the front line and make a quick and clean getaway – though this usually means your Teleporter will not be fulfilling its usual function of transporting your teammates into the fight.
 
**Alternately you can leave your Sentry to buy time and instead flee with your Dispenser. This should only be attempted if you have a high level Dispenser or one that is well-stocked with Metal. Your Sentry will be destroyed, but you will have plenty of resources from your Dispenser to easily deploy another nest quickly in a safer location.
 
* Beware of the [[Kritzkrieg]]. While your buildings do not take extra damage from critical hits, you certainly do, and your life is your buildings' lives in most cases. Critical hits are one of the major reasons it is never a good idea to simply hide behind your Sentry Gun without having vision of what is approaching your position, since a single critical rocket can kill you instantly and clever opponents will try to eliminate you with the splash. However, if you are on the ball, your Sentry Gun position can be an excellent way to counter Kritzkriegs. There aren't many things that can survive a full clip of critical rockets or grenades but a Level 3 Sentry Gun being Wrangled or repaired is one of them.
 
  
====[[Offense]]====
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* Try not to stand in front of your Level 3 Sentry Gun while it is firing, as it's rockets are able to damage and even kill you if you aren't careful.
* It may seem a disadvantage having an Engineer on your team depriving you of an offensive class, particularly on control point maps. This is not the case, however, as the Engineer can be extremely useful on the front line. As mentioned elsewhere, Dispensers are important to save a long trip to the supply room and a Teleporter can save slower classed teammates a lot of time getting back to the front line after being killed. As of the [[December 11, 2008 Patch]], one Level 3 Teleporter has the efficiency of five Level 1 Teleporters.
 
* Another technique is to choose an approach and set a Sentry Gun on your way in, hanging around to hit it with your Wrench to half its build time. You then switch to the Shotgun and start blasting to distract enemies from its build time. When things get tough run away towards your Sentry Gun (hopefully it has survived, but listen for the 'Sentry Gun down' sound to be sure) and the Sentry Gun will take care of your pursuers. In effect this gives you an extra player while assaulting any position. Placing a Sentry Gun while on the run takes practice, as does getting a reasonable placement that will take down a few opponents before its destruction. This also combats the tendency for Engineer-heavy teams to start [[Turtling]].
 
* Setting up a base with a Teleporter, a Dispenser and a Sentry Gun near the front lines after capturing an initial control point can help your team maintain their position. A skilled enemy team can push you right back to your first spawn, forcing you to gain ground again even if you have already captured the first point.
 
* Forward Sentry Gun placement can be a real headache for the opposing team. Place a Level 1 or 2 and quickly build it with your Wrench, or switch to Shotgun and blast away at some enemies. If you remain in the proximity of your Sentry Gun, you will get a few quick kills, especially if you lure the opponents around a corner hiding the Sentry Gun. The trick is not to become attached to a particular position: a soon as you have a couple of kills, move off to a new spot to set up your ambush point.
 
* Alternative means of offensive Engineering have become possible thanks to the Engineer update. buildings can now be packed up and moved without destroying them, colloquially referred to as 'hauling' a building. This way, an Engineer can build a level 2 or 3 building in relative safety, pack it up, and haul it to the desired location. This method is high risk versus high reward, as you are significantly slower and unable to defend yourself until the Building is set down.
 
** If you plan on hauling a sentry into position, it is best to leave it one strike away from being upgraded, as this will save precious time by allowing it to attack enemies without having to go through the upgrade animations.
 
** The ability to haul an upgraded Sentry Gun and have it rapidly redeploy in an offensive position where it can Gun down enemies is a very effective tactic. Not only will you have a Sentry Gun in a place where it can really sink its teeth into the enemy, but you yourself can have a full 200 Metal to build another structure or repair. Remember however that your Sentry Gun is very vulnerable during its "unpacking" animation, particularly if it is a Level 3 Gun. Consider instead using a level 2 Gun that is 25 Metal or less away from level 3 to shorten this vulnerability and give you some options. A Level 2 Sentry Gun has the same "hitscan" (direct bullet damage) firepower as a Level 3 and will take less time to unpack and start firing, which is advantageous if it comes under fire while unpacking (though it does have less health). Having it almost fully upgraded also gives you the option to bring it to level 3 yourself whenever you want to. (Note: A little known fact is that a Sentry Gun that is 25 Metal or less away from the next level ignores ammunition refills to upgrade to the next level. Not counting repairing damage done to the Sentry Gun, it will never take more than one melee hit and 25 Metal to take such a Sentry to the next level.)
 
*** There is a risky tactic where you team up with a Medic and receive an ÜberCharge while you move your Sentry Gun into its offensive position. If you have a good Medic, you can use your invulnerability to act as a living shield for the Sentry Gun while it deploys. You will also reduce the damage the Sentry Gun will take until it finishes deploying and starts firing. Conventional wisdom states that Medics should rarely give their Übers to Engineers on an offensive push, but in this instance it can be a more devastating tactic than Übering other characters. Since it will almost guarantee the Sentry Gun's completion inside of enemy territory, it also works as an excellent diversion since constructing Sentry Guns tend to attract a lot of attention from the enemy.
 
****Alternatively, have a Pyro accompany and defend you with their compression blast while you are unpacking.
 
* Normal Sentry Guns take a while to build. Consider using the [[Gunslinger]] to build a [[Combat Mini-Sentry Gun]]. A Mini-Sentry builds 4 times faster, though they deal half as much damage and cannot be repaired. While using a Mini-Sentry, it is best to defend it with your Shotgun from enemies. It's also good to distract enemies while your Mini-Sentry shoots them. Remember to stay close and fight alongside it!
 
* See the sections on the other Engineer unlockable weapons below for more information on how to play Engineer offensively.
 
  
====[[Setup time]]====
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* You can use a [[Scripting#Buildings|bind]] to bypass having to pull out the PDA by making it immediately destroy a building and then pulling out a blueprint. This allows you to immediately replace a building in a pinch. Be careful with this, however, as you may accidentally press the button and destroy a valuable building!
* Setup time serves two purposes for either team. For Medics, it is a time to build ÜberCharges, and for Engineers it is the only time to build a base with a guarantee of no interruption. For the defending (RED) team in particular, it is up to the Engineers to create the fortifications that the team will rely on to hold its ground as long as possible. Setup time is one of the primary advantages of the defending team, and games are often decided by how well the defending Engineers make use of it.
 
* To make the best use of Setup time, it is important to know ahead of time where effective spots to build are and the best way to set up your buildings the fastest.
 
* In general, a good use of Setup time will result in all of your buildings either built or nearly finished and your Sentry Gun upgraded to at least level 2. However, depending on how soon you expect to see enemies near your buildings, you may wish to concentrate on upgrading a Dispenser or Teleporter before your Sentry Gun.
 
* Communicate with the other Engineers on your team so that you do not fight over available Metal or build locations. As stated earlier, Engineers are not as effective if they all clump up their buildings in the same spot. Try to keep tabs on where the other Engineers on your team are building and adjust accordingly.
 
* As stated earlier, moving fast is essential. Sixty seconds is a very short amount of time in which to set up a good base, and even a few wasted seconds can be fatal in more forward build locations. It is often the most forward locations that are the most effective early on, so make good use of the time.
 
* Make sure you inform your teammates not to steal your ammo packs! They shouldn't need to be shooting their weapons during Setup time in the first place, but a rocket jumping Soldier might take what could have been 200 Metal from you without thinking.
 
* In maps without class limits on Engineer, try to get some non-Medic players (Medics need to build Übers) to switch to Engineer temporarily to help you build your Teleporter or other buildings. Help from other Engineers is usually the only way to have all of your buildings in place and fully upgraded in just sixty seconds. After helping to build, the other players can suicide before switching classes, leaving additional Metal for the remaining Engineers in the form of dropped weapons. Though respawn times can slow their return to the front lines.
 
* As of the Engineer Update, it is now possible to [[buildings#Hauling|move]] constructed buildings around one at a time using the alternate fire button. Engineers may consider building either their Sentry Gun or Dispenser right outside of a [[Resupply locker]] to take advantage of the unlimited Metal and then carry it with them to their eventual build location. This has the advantage of avoiding fights over vital ammunition boxes out in the field. But keep in mind that you will move much slower (slightly below a Heavy's run speed) while carrying a Building.
 
** Another possibility is to start building your Teleporter entry and Sentry Gun or Dispenser outside of the Resupply locker, then run and place the Teleporter exit where you want to locate your buildings. Run back or suicide ("kill" in console if there is no convenient cliff to jump off), grab your Sentry Gun or Dispenser, and use your Teleporter to move it up.
 
*** This strategy works especially well when you have a teammate upgrade your Sentry Gun while you are placing the Teleporter exit.
 
* If you have good coordination with the other Engineers on your team, there are some advanced techniques that can be used to get very effective setups. Such a procedure for the defending (RED) team might look something like this:
 
** Every Engineer plants a Teleporter Entrance outside of spawn. Then all of them remain in spawn except one.
 
** This one Engineer immediately runs to near the starting gates and plants his Teleporter Exit, and then uses available Metal to start and build his other buildings.
 
** Meanwhile, the other Engineers that remained behind use the unlimited Metal from the Resupply locker in spawn to quickly upgrade their Sentry Guns and Teleporter Entrances, as well as the Entrance left behind by the Engineer that planted his Exit. They are not building any Dispensers at this time.
 
** Once the first Engineer's Teleporter is active and fully upgraded, the Engineers that built in spawn teleport carrying their constructed Sentry Guns and 200 Metal each. They each spread out to where they wish to set up their bases and then plant their Sentry Guns and begin their Dispensers. They use available Metal to upgrade their Dispensers and finally plant their own Teleporter Exits when they are ready.
 
*** In this way, multiple well upgraded Engineer bases can be built very far forward near the starting gates on maps like Dustbowl, and the bases can go up even in areas without existing Metal [[pickups]] since most of the construction occurred in spawn. The time it normally takes to haul buildings is drastically reduced through use of a Teleporter.
 
  
 
== Weapon specific ==
 
== Weapon specific ==
===Primary weapons===
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=== Primary weapons ===
==== [[Shotgun]] ====
+
==== [[Shotgun]] + [[reskins]] ====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="17%" rowspan=2 | Weapon
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|-
 
|-
 
! {{Table icon|Shotgun|Stock}}
 
! {{Table icon|Shotgun|Stock}}
| align="center" | {{Icon killicon|weapon=Shotgun}}
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| {{Icon killicon|weapon=Shotgun}}
 
| 6
 
| 6
 
| 32
 
| 32
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| 24-67
 
| 24-67
 
| 3-26
 
| 3-26
| 120
+
| 180
 +
|-
 
|}
 
|}
Of the Engineer's Primary weapons, the Shotgun is the most versatile due to its larger (minimum) clip size and lack of reliance on a Dispenser or Sentry Gun or specific positioning of enemies.
 
  
* It works well in narrow corridors. If you're intending to stay close to your [[Sentry Gun]], make sure to build it in a spot where you can keep enemy players in groups. You will be able fight on more even ground after the Sentry Gun has softened them up for a Shotgun blast.
+
* The Shotgun is the most versatile and most reliable due to its larger clip size and lack of reliance on a Dispenser, a Sentry Gun, or a specific positioning of enemies.
* Its large spread pattern is quite useful for [[Spy checking]]. Fire at corners, 'team mates' or in the Spy's general direction and look for tell-tales. Often, the spread will allow for at least one pellet to hit a cloaked Spy, giving you an idea of his location.
+
 
* It is good for destroying planted [[Stickybomb]]s due to its spread.
+
* If you're intending to stay close to your [[Sentry Gun]], make sure to build it in a spot where you can keep enemy players in groups. You will be able to fight on more even ground after the Sentry Gun has softened them up for a Shotgun blast.
* It can be used to deal some extra damage against enemies outside the Sentry Gun's range or who are damaged and retreating when the Sentry Gun is not in any immediate danger.
 
  
==== [[Frontier Justice]] ====
+
* Its large spread pattern is quite useful for [[Spy checking]]. Fire at corners, 'teammates', or in the Spy's general direction and look for tell-tales. Often, the spread will allow for at least one pellet to hit a cloaked Spy, allowing you to see his silhouette.
 +
 
 +
* It is good at destroying [[Stickybomb Launcher|Stickybombs]] due to its spread.
 +
 
 +
* It can be used to deal extra damage against nearby enemies outside the Sentry Gun's range or who are damaged and retreating when the Sentry Gun is not in any immediate danger.
 +
 
 +
* The Shotgun is a powerful weapon, especially at close-range. Don't be afraid to use it in combat situations; it can mean the difference between life and death.
 +
 
 +
* Keep in mind that due to its spread, the Shotgun is not suitable for engaging enemies at long ranges. Switch to the Pistol for long-range attacks.
 +
 
 +
* If a Spy is disabling your buildings with the Sapper, try to retaliate with your Shotgun and kill the Spy before destroying the Sapper, as most Spies will replace the Sapper if you attempt to remove it with your Wrench.
 +
 
 +
==== [[Frontier Justice]] + reskins ====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="17%" rowspan=2 | Weapon
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|-
 
|-
 
! {{Table icon|Frontier Justice|Unlock}}
 
! {{Table icon|Frontier Justice|Unlock}}
| align="center" | {{Icon killicon|weapon=Frontier Justice}}
+
| {{Icon killicon|weapon=Frontier Justice}}
 
| 3
 
| 3
 
| 32
 
| 32
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| 24-67
 
| 24-67
 
| 3-26
 
| 3-26
| 120
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| 180
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|-
 
|}
 
|}
  
The purposes of the Frontier Justice are similar to those outlined for the stock Shotgun above but the introduction of revenge [[crits]] modifies the accompanied playstyle.
+
* The Frontier Justice stores revenge [[Critical hits|crits]] based of the amount of the kill and assist of your Sentry Gun before it destroyed. The downside is the clip size reduced to three instead of six and unable to deal random critical hits.
 +
 
 +
* Sentry Guns should be built in more aggressive areas where kills and assists will be awarded relatively easily.
 +
 
 +
* Revenge crits should be used sparingly, as the Frontier Justice's small clip size gives it a disadvantage when in combat unaided by Sentry Guns.
 +
 
 +
* The [[Pistol]] is a good secondary to bring with the Frontier Justice, as it gives you a fallback option should you encounter a target that is too distant for the Frontier Justice or if you don't have time to reload in a fight.
  
* Sentry Guns should be built in more aggressive areas where kills and assists will be awarded relatively frequently.
+
* Revenge crits can support offensive pushes. Placing the [[Gunslinger]]'s [[Combat Mini-Sentry Gun]]s or an upgraded Sentry into enemy territory and fighting with revenge crits while it builds can buy time for your Sentry to deploy and join the fight.
* Revenge crits should be used sparingly as the Frontier Justice's small clip size cripples it in combat unaided by Sentry Guns. The player relies more on highly damaging direct hits.
+
** Despite this, even large supplies of revenge crits are usually insufficient to be able to take down clusters of opponents, and it is usually unwise to try, due to the Frontier Justice's small clip size.
** This is even more true when the Wrangler is equipped as the removal of reserve ammunition size further handicaps unprotected players.
 
* Revenge crits can support offensive pushes. Placing the [[Gunslinger]]'s [[Combat Mini-Sentry Gun]]s an upgraded sentry into enemy territory and fighting with revenge crits while it builds can buy time for your Sentry to deploy and join the fight.
 
** Despite this, even large supplies of revenge crits are usually insufficient to be able to take down clusters of opponents and it is usually unwise to try.
 
* Revenge crits are only deployed upon a Sentry Gun's destruction: Sentry Guns that have gained kills and assists may be demolished for immediate crits. This is a risky maneuver that should only be used in dire scenarios, when moving up while playing offensively or when combined with the more disposable Combat Mini-Sentry Guns.
 
* Spy checking with revenge crits is often unwise as if the [[Dead Ringer]] is equipped he could cause the wastage of a crit by triggering the feign death. Monitor the watches used by the opposing team.
 
* Make conscious decisions whether or not to take out the Frontier Justice when not ready to fire. The crit glow on the Frontier Justice could either make you a target for the enemy team or be used to scare away stray opponents.
 
  
===== [[Dischord]] =====
+
* Revenge crits are only granted upon a Sentry Gun's destruction: Sentry Guns that have gained kills and assists may be demolished for immediate crits. This is a risky maneuver that should only be used in dire scenarios, when moving up while playing offensively, or when combined with the more disposable Combat Mini-Sentry Guns.
{| class="wikitable grid" width="100%" style="text-align: center;"
+
** However, "cashing-in" during a quiet period in a safe area can be useful, as you can re-build and re-upgrade your Sentry in peace and have some revenge crits on hand for a sticky situation. Just be careful about this, because if you die after redeeming the crits, they'll have gone to waste and you'll be left with a fresh Sentry empty of kills and potential crits.
! class="header" width="17%" |
+
 
! class="header" width="16%" | Kill Icon
+
* Spy-checking with revenge crits is often unwise because if the [[Dead Ringer]] is equipped, the Spy could cause the wastage of a crit by triggering the feign death. Monitor the watches used by the opposing team.
! class="header" width="10%" | Damage
+
 
! class="header" width="10%" | Duration
+
* Make conscious decisions whether or not to take out the Frontier Justice when not ready to fire. The crit glow on the Frontier Justice could either make you a target for the enemy team, such as [[Sniper]]s, or be used to scare away stray opponents.
! class="header" width="37%" | Details
+
**If traveling alone, consider holding the gun out as the crit glow may scare away potential enemies that plan to ambush. Additionally you can utilize the revenge crits by ambushing lone enemies.
|- style="height: 110px;"
 
| {{Table icon|Dischord}}
 
| align="center" | {{Icon killicon|weapon=Dischord}}
 
| 500
 
| 4 seconds
 
| The Engineer pulls out his trusty guitar, plays a chord, and then bashes it over the head of any enemy slow, unaware, or unfortunate enough to be in his way.
 
|}
 
  
* Dischord can be used on immobilized, unaware, or distracted enemies. However, the chord may give you away.
+
*The Jag is a good Wrench to pair with the Frontier Justice, as it allows you to quickly rebuild your Sentry Gun.
* Dischord can be useful during [[Match outcomes#Humiliation|Humiliation]] or [[Match outcomes#Stalemate|Stalemate]].
 
  
 
==== [[Widowmaker]] ====
 
==== [[Widowmaker]] ====
Line 248: Line 189:
 
|-
 
|-
 
! {{Table icon|Widowmaker|Promotional/Craft}}
 
! {{Table icon|Widowmaker|Promotional/Craft}}
| align="center" | {{Icon killicon|weapon=Widowmaker}}
+
| {{Icon killicon|weapon=Widowmaker}}
 
| 1 per 30 Metal
 
| 1 per 30 Metal
 
| N/A
 
| N/A
Line 254: Line 195:
 
| 24-67
 
| 24-67
 
| 3-26
 
| 3-26
| 120
+
| 180
 +
|-
 +
|}
 +
 
 +
* The Widowmaker uses construction metal as ammo, deal 10% more damage on your Sentry Gun's target, and effectively reloads on hit. Only use the Widowmaker if you are confident in your aiming abilities. Otherwise, you're best off using the default [[Shotgun]].
 +
 
 +
* Don't try shooting enemies from afar with the Widowmaker; you'll only be wasting metal. Pick them off with your [[Pistol]] or [[Wrangler]] instead.
 +
 
 +
* The Widowmaker is best used in conjunction with a [[Dispenser]]. Even if you miss a few shots, you can easily refill at your Dispenser.
 +
 
 +
* When using the Widowmaker, make sure you have sufficient ammo at all times to fight off enemies. You are highly vulnerable and easy to kill at close range if you cannot fire your primary weapon.
 +
 
 +
* With practice, the Widowmaker can make an effective offensive weapon. Continuous short-range usage allows you to retain ammo far away from your Dispenser, and the ability to keep shooting without reloading gives you an advantage over slower classes.
 +
 
 +
* The Pistol is usually the best secondary with the Widowmaker, because if you run out of ammo, either by missing or by simply spending it on buildings, the Pistol is the most reliable alternative, as the [[Short Circuit]] also requires metal and the [[Wrangler]] requires a Sentry Gun, which is not always guaranteed.
 +
 
 +
* It's the best to assisting your Sentry Gun with the Widowmaker, as it receives additional damage on your Sentry Gun's target.
 +
 
 +
* The Widowmaker pairs well with the [[Gunslinger]] due to the generally more aggressive nature of the Widowmaker.
 +
 
 +
==== [[Panic Attack]] + reskins ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="16%" rowspan=2 | Kill Icon
 +
! class="header" width="17%" colspan=2 | Ammo
 +
! class="header" width="50%" colspan=5 | Damage
 +
|-
 +
! class="header" width="8%"| Loaded
 +
! class="header" width="8%"| Carried
 +
! class="header" width="13%"| Point Blank
 +
! class="header" width="13%"| Medium Range
 +
! class="header" width="13%"| Long Range
 +
! class="header" width="13%"| Critical
 +
|-
 +
|-
 +
! {{Table icon|Panic Attack|Craft}}
 +
| {{Icon killicon|weapon=Panic Attack}}
 +
| 6
 +
| 32
 +
| 7-108
 +
| 5-72
 +
| 3-38
 +
| 216
 +
[14.4 damage × 15 pellets]
 +
|-
 
|}
 
|}
  
The purposes of the Widowmaker are similar to those outlined for the stock Shotgun above but the replacement of standard ammunition with metal modifies the accompanied playstyle, making it preferable to both of the Engineer's other primary weapons when predominantly at close range as opposed to woeful waste of Metal at longer range.
+
* The Panic Attack has a 50% faster deploy speed, has 50% more pellets, fires its pellets in a fixed pattern, deals 30% less damage, and has a bullet spread that increases with each consecutive shot.
 +
 
 +
* The Panic Attack has a 50% faster switch speed, compared to the Shotgun. This allows you to inflict damage at a moment's notice.
 +
** However, it should be noted that the Engineer should usually be carrying his Shotgun when away from his buildings, as opposed to a Pistol, Wrench, or PDA, which would be the only situations where he would need to switch weapons.
 +
** It is worth noting that the Panic Attack's switch speed makes it possible to click on a building with a Wrench and switch to the Panic Attack mid-swing. The hit will still register and repair/upgrade your building, but you'll be holding the Panic Attack and immediately be able to deal with a threat if there is one.
  
* It causes a higher reliance on metal supplies, but also ensures that you can gain metal back from enemies.
+
* The Panic Attack's increased number of pellets counteracts its damage penalty at close range. Try to get close to unaware enemies to deal the most damage.
* It can gain more metal than used in firing after a good shot at close-range despite only having the capacity to be fired six times with a full load of Metal.
 
* It works well in conjunction with Dispenser or Payload cart support. This help from a Dispenser can keep the Widowmaker loaded and allow free firing whilst the metal supply lasts.
 
* It should not be used with the [[Wrangler]] or [[Short Circuit]] unless staying nearby a constant supply of metal or consistently replenishing sufficient metal to continue shooting: should you run out of metal, you are left without any ranged weaponry to defend yourself with.
 
* It can turn the Engineer into a viable Ubercharge recipient, since if enough damage is done, it can be fired without ever needing to be reloaded.
 
  
 
==== [[Pomson 6000]] ====
 
==== [[Pomson 6000]] ====
Line 279: Line 264:
 
! class="header" width="13%"| Critical
 
! class="header" width="13%"| Critical
 
|-
 
|-
! {{Table icon|Pomson 6000}}
+
! {{Table icon|Pomson 6000|Craft}}
| align="center" | {{Icon killicon|weapon=Pomson 6000}}
+
| {{Icon killicon|weapon=Pomson 6000}}
 
| 4
 
| 4
 
| N/A
 
| N/A
| 17-63
+
| 52-68
| 11-42
+
| 31-41
| 11-42
+
| 31-41
| 36-60
+
| 108-180
 +
|}
 +
 
 +
* The [[Pomson 6000]] functions like the Soldier's [[Righteous Bison]] in terms of its projectiles and unlimited ammo, but instead of projectile penetration, it provides anti-Spy and anti-Medic capabilities, countering two of Engineer's counter-classes.
 +
 
 +
* The Pomson 6000 trades self-defense for support. With easy to dodge projectiles and reduced damage, you are likely to die if you are without the support from your Sentry Gun or team coupled with your frail health.
 +
** It is recommended that you equip the Pistol as a backup weapon for this reason.
 +
 
 +
* Whilst protecting a Sentry under attack is usually a priority, the Pomson 6000 gives the bonus of reducing an attacking [[Medic]]'s ÜberCharge faster, preventing a Medic from using an ÜberCharge, causing him to charge into danger without invulnerability.
 +
 
 +
* On a successful hit, the Pomson drains the Spy's Cloak, forcing him to retreat if he is using conventional watches.
 +
** Should the Spy be using the [[Dead Ringer]], he will have less time to escape if he cloaks on a Pomson hit.
 +
 
 +
*When the beam hits a Medic or Spy, a [[Media:Drg pomson drain 01.wav|distinct sound]] is made. Listen for the "shrinking" sound.
 +
**Use this sound to tell if you have hit a cloaked Spy.
 +
 
 +
* Due to the Pomson's nature, it excels at long-range damage and finishing off enemies, but is generally poor in close quarters. As such, the Pomson is generally best used when supporting teammates at long range. Spamming shots will prevent enemies from strafing around a lot, making it easier for teammates to aim for them.
 +
** Keep in mind that the Pomson is less effective at draining ÜberCharge and Cloak at long distances.
 +
 
 +
* Shooting a friendly [[Huntsman|Sniper's Huntsman]] will cause his arrow to catch fire. Flaming arrows are more powerful than standard arrows, as they deal [[afterburn]] in addition to the initial hit. As a [[Sniper]] with the Huntsman, full-charge "body shot" arrow hits deal 120 damage. After the initial hit, weaker classes will be killed in a few seconds if the arrow was on fire.<!--double-check if the huntsman interaction still exists; if not remove that point-->
 +
** Remember — shooting your teammates is also a measure of [[Spy checking]], as a hit on a Spy will produce a distinct sound. The Pomson's unlimited ammo comes in handy for this, as you can Spy check often without having to visit a Dispenser or ammo pack.
 +
 
 +
* A Spy can only use his [[Dead Ringer]] if he has a full Cloak meter. If an enemy Dead Ringer Spy is fleeing, you can hunt him down with the Pomson. Simply keep shooting at the Spy, and he might not be able to charge his Dead Ringer before you kill him.
 +
 
 +
* Although its projectiles travel slowly and are easy to avoid, the Pomson is a very accurate weapon, even more accurate than your [[Pistol]]. Although you lose the close-range damage of the [[Shotgun]] and the fast reload of the Pistol, you can easily hit oblivious enemies who aren't dodging.
 +
 
 +
* The Pomson pairs well with the [[Wrangler]]. The Pomson maintains an ability to make accurate shots that you would otherwise make with the [[Pistol]], and similarly, ammo is not an issue. Having a Pomson and Wrangler equipped gives you a high degree of accuracy.
 +
 
 +
==== [[Rescue Ranger]] + reskins ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="16%" rowspan=2 | Kill Icon
 +
! class="header" width="17%" colspan=2 | Ammo
 +
! class="header" width="50%" colspan=4 | Damage
 +
|-
 +
! class="header" width="8%"| Loaded
 +
! class="header" width="8%"| Carried
 +
! class="header" width="13%"| Point Blank
 +
! class="header" width="13%"| Medium Range
 +
! class="header" width="13%"| Long Range
 +
! class="header" width="13%"| Critical
 +
|-
 +
! {{Table icon|Rescue_Ranger|Craft}}
 +
| {{Icon killicon|weapon=Rescue Ranger}}
 +
| 4
 +
| 16
 +
| 60
 +
| 27
 +
| 21
 +
| 120
 +
|-
 
|}
 
|}
The [[Pomson 6000]] functions like the standard Shotgun, but provides the bonuses of unlimited ammo and anti-Spy and anti-Medic capabilities.
 
* Whilst protecting a sentry under attack is usually priority, the Pomson 6000 gives the bonus of reducing an attacking Medic's Übercharge faster, giving the potential of rendering an Übercharge push useless or, (assuming you can hit the Medic in a small time window) cause him to charge into danger without a full charge.
 
* The Pomson also eats into a Spy's Cloak on successful hit, forcing him to retreat if using conventional watches.
 
** Should the Spy be using the Dead Ringer, he will have 10% less time if he cloaks on a Pomson hit, reducing the already-low amount of time he has.
 
* Due to the Pomson's nature, it excels at long-range damage and finishing off enemies, but is generally poor in close quarters. As such, the Pomson is generally best used when supporting teammates at long range.
 
* Shooting a [[Huntsman]] [[Sniper]] on your team will cause the arrow to catch fire. Flaming Arrows are more powerful than standard Arrows as they deal afterburn in addition the initial hit. Shoot your team's Snipers when you get a chance.
 
** By Shooting your teams mates, you also perform a measure of [[Spy checking]].
 
  
===Secondary weapons===
+
* The Rescue Ranger fires special bolts that repair friendly buildings on hit at the cost of 4 health per 1 metal. It also gives the Engineer the ability to haul the building from the distance at the cost of 100 metals. The downside is the lower clip size (4 instead of 6), lower total ammo (16 instead of 32), and the Engineer will be [[Critical hits#Mini-crits|marked for death]] while hauling a building and a few seconds after stop hauling.
==== [[Pistol]]/[[Lugermorph]] ====
+
** The bolt projectiles are affected by gravity. Take this into account when firing this weapon.
 +
 
 +
* You can often use it to repair your buildings (mainly your Sentry Gun, as that will be the one that gets the most attention of the enemy) from a safe distance.
 +
** It is also effective at repairing other Engineer's Sentry Guns, as you generally should not build near other Engineers, because splash damage could easily destroy both nests.
 +
 
 +
* The hauling ability of this weapon is powerful on open maps, where you can get a clear line of sight of your buildings from a distance. Use this ability to move your buildings up front quickly, or to pull your buildings out when they are under attack, and you are too far away to retrieve them.
 +
 
 +
* As hauling your buildings from a distance costs 100 metal, try to teleport your Dispenser first. If you cannot do this, find a source of metal before teleporting your buildings.
 +
 
 +
* While weak in direct combat, the Rescue Ranger can be used for medium to long range harassment and for supporting other Engineers from long range by repairing their buildings.
 +
 
 +
* The Rescue Ranger pairs well with Wrangler Jumping, as you can teleport your Sentry Gun after the jump.
 +
 
 +
* Healing buildings with the Rescue Ranger is slightly more metal-efficient than healing with the normal Wrench. It heals 4 health for every one metal, while the Wrench heals 3 health for one metal.
 +
 
 +
* This weapon can help negate the [[Jag]]'s slightly lower repair rate, and compliment the mobility the Engineer gains with his buildings around the map. Consider equipping the [[Pistol]] if using this combo to help compensate for your other weapons and their lower damage output.
 +
 
 +
* When hauling buildings with the Rescue Ranger, you will be marked for death. Make sure there are no enemies close by before you haul your buildings.
 +
** Be especially wary of weapons that can turn subsequent Mini-Crits into full Crits, such as the Sniper's [[Bushwacka]].
 +
 
 +
* The Pistol is an ideal secondary to pair with this weapon, as the Rescue Ranger itself is poorly suited for direct combat.
 +
 
 +
=== Secondary weapons ===
 +
==== [[Pistol]] + reskins ====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="17%" rowspan=2 | Weapon
Line 312: Line 363:
 
|-
 
|-
 
! {{Table icon|Pistol|Stock}}
 
! {{Table icon|Pistol|Stock}}
| align="center" | {{Icon killicon|weapon=Pistol}}
+
| {{Icon killicon|weapon=Pistol}}
| rowspan="2" | 12
+
| rowspan="3" | 12
| rowspan="2" | 200
+
| rowspan="3" | 200
| rowspan="2" | 22
+
| rowspan="3" | 22
| rowspan="2" | 10-15
+
| rowspan="3" | 10-15
| rowspan="2" | 8-9
+
| rowspan="3" | 8-9
| rowspan="2" | 45
+
| rowspan="3" | 45 (Range does not affect damage)
 
|-
 
|-
 
! {{Table icon|Lugermorph|Promotional}}
 
! {{Table icon|Lugermorph|Promotional}}
| align="center" | {{Icon killicon|weapon=Lugermorph}}
+
| {{Icon killicon|weapon=Lugermorph}}
 +
|-
 +
! {{Table icon|C.A.P.P.E.R|Uncrate}}
 +
| {{Icon killicon|weapon=C.A.P.P.E.R}}
 +
|-
 
|}
 
|}
  
The Pistol has three main strengths over the Shotgun, its greater accuracy and damage at longer distances, its large ammunition reserve and faster reload time. These give the Pistol several key functions:
+
* The Pistol has four main strengths over the Shotgun; its greater accuracy and damage at longer distances, its large ammunition reserve, and its faster reload time. These give the Pistol several key functions:
 +
** It can be used to {{botignore|ward}} off Snipers by causing them to flinch.
 +
** Great use with the [[Frontier Justice]], [[Widowmaker]], or [[Rescue Ranger]], when retreating.
 +
** It can be used to pick off fleeing enemies (who are usually doing so due to low health).
 +
** It can be used to whittle away enemy health, especially if supplementing Sentry fire.
 +
 
 +
* It is the most reliable weapon to use in conjunction with the [[Sentry Gun#Combat Mini-Sentry Gun|Gunslinger's Combat Mini-Sentry Guns]], as they also are most effective at a similar range, enabling you to wear opponents down quickly while staying at a reasonably safe distance.
 +
 
 +
* When the Shotgun has run out of ammunition, you can switch to the Pistol in direct combat with an enemy to increase the damage being dealt to the opponent during the fight.
 +
 
 +
* The high ammunition reserve and fast reload speed also allows you to provide covering fire during a firefight and support your teammates' own attacks. The higher accuracy and range than the Shotgun also means you can hang back somewhat while doing this and not expose yourself to too much fire. It is also possible to do this up close; however, it is risky without the Gunslinger and the Shotgun is much better at short range.
 +
 
 +
* Remember that the Pistol always fires a perfectly accurate shot before its bullet spread goes into effect. However, every shot after that will be less accurate. This bullet spread resets after at least 1.25 seconds since firing the last shot. As such, it's important to keep in mind that spamming your Pistol can mean you lose a great deal of accuracy. Try to time your shots so that they can land consistently and accurately.
 +
 
 +
* The Engineer's Pistol has one of the highest ammo counts of any weapon in the game. Keep that in mind, as you can lay out a ton of bullets in a short amount of time.
 +
** Other than [[Weapons|Melee Weapons]], the only weapons with a higher ammo count are the [[Minigun]]s (each shot is 4 bullets, making the ammo count 800), the Level 3 [[Sentry Gun]] (200 bullets, 20 rocket salvos), rechargeable weapons (such as the [[Cow Mangler]]), and most damaging [[Taunts#Special taunts|Special taunts]] (this excludes the [[Scorch Shot]]).
  
* It can be used to ward off Snipers by instigating recoil and dealing notable damage.
+
* Due to its good range and large ammo reserve, the Pistol is one of the best weapons to deal "chip damage" at targets in which you land a few shots at the enemy, thus wearing them down a bit, and continuing to do so until they either retreat or decide to fight. Both outcomes are in your favor, because if they retreat, they'll be out of battle temporarily. However, if they decide to fight, they'll be weakened to the point where they'll fall to a few Shotgun blasts or to your Sentry Gun (if it's nearby) quickly.
* It can be used to pick off retreating units who are usually doing so due to low health.
 
* It is the most reliable weapon to use in conjunction with the [[Gunslinger]]'s [[Sentry Gun|Combat Mini-Sentry Guns]], as they also are most effective at a similar range, enabling opponents to be worn down quickly while staying at a reasonably safe distance.
 
* Its large ammunition reserve allows it to be a great [[Spy checking|Spy checker]], especially down narrow corridors.
 
* It can be switched to when in direct combat with an enemy and the Shotgun has run out of ammunition to ensure that there is more damage per second throughout the fight done to the opponent.
 
  
==== [[Wrangler]] ====
+
* Do not attack Soldiers or Demomen with this weapon, unless you are sure they are critically wounded. Unlike Snipers, they require less precise aiming, and can still destroy your buildings at close enough range.
 +
 
 +
==== [[Wrangler]] + reskins ====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="17%" rowspan=2 | Weapon
Line 347: Line 415:
 
|-
 
|-
 
! {{Table icon|Wrangler|Unlock}}
 
! {{Table icon|Wrangler|Unlock}}
| align="center" | {{Icon killicon|weapon=Wrangler}}
+
| {{Icon killicon|weapon=Wrangler}}
| N/A
+
| rowspan="3" | N/A
| N/A
+
| rowspan="3" | N/A
| N/A
+
| rowspan="3" | N/A
| N/A
+
| rowspan="3" | N/A
| N/A
+
| rowspan="3" | N/A
| N/A
+
| rowspan="3" | N/A
 +
|-
 +
! {{Table icon|Giger Counter|Uncrate}}
 +
| {{Icon killicon|weapon=Giger Counter}}
 +
|-
 
|}
 
|}
  
* The Wrangler is an unlockable secondary weapon for the Engineer. While you have it drawn, you are given the ability to manually aim and fire your Sentry Gun, along with your Sentry Gun being protected by a shield that effectively triples its health.
+
* When the Wrangler is held, you manually control your [[Sentry Gun]], the firing rate of the Sentry Gun is doubled, and it forms a shield around the Sentry Gun while using it, which absorbs 66% of the damage taken by the Sentry Gun. However, the Sentry Gun's repair rate while using the Wrangler is also reduced by 66%. A Sentry Gun being controlled by a Wrangler has infinite range (only being limited by the environment around it).
* While using the Wrangler to aim your Sentry Gun, remember that you cannot switch weapons to repair your Sentry Gun without it being disabled temporarily. A way around this weakness is to ask another Engineer on your team to repair your Sentry Gun while you aim it. This allows you to continue to use the Wrangler for long periods, even while under heavy fire.
+
 
* With the Wrangler it is possible to aim and fire your Sentry Gun at enemies outside of the Sentry Gun's normal range, meaning that it is possible to fire at enemy Snipers or Soldiers attempting to hit you from long range. However, in order to do this, you will be exposed to the return fire from such enemies, making this a risky tactic. Consider asking a Medic to heal or even ÜberCharge you to negate this weakness. Even though hitting an enemy Sniper will throw off his aim, you can't necessarily count on this to save you.
+
* If you need to defend yourself, use either your primary weapon or melee weapon, as it's generally easier than aiming with the Wrangler.
* Similar to the Sniper's Sniper Rifle, the Wrangler creates a laser dot on the surface of where you aim it, along with a long laser ranging from your Sentry Gun to its current target.
+
 
* The Wrangler has an auto-aim that makes it easier to lock on to enemies, especially distant enemies.
+
* It's easier to stand close to or behind your Sentry Gun when using the Wrangler.
* Use the Wrangler to Spy check randomly for cloaked Spies during quiet moments, and use it to target and kill Spies that are still disguised. This is especially important since Shotgun rounds and/or Revenge crits are too valuable to use for random spam and you do not have the Pistol which is your default Spy checking weapon.  
+
** When using the Wrangler, you cannot stand behind cover and fire your Sentry manually. The Sentry Gun can only shoot if both you ''and'' the Sentry Gun have a direct line of sight to the point you're shooting at. Standing near your Sentry Gun minimizes situations where the Sentry Gun cannot shoot a certain target because you cannot see it.
* Using the Wrangler doubles your Sentry Gun's firing rate. In addition to increased damage, this also causes your Sentry Gun to quickly drain its ammunition reserves, necessitating regular refills in order to keep it firing. Make sure you have enough Metal available to also make repairs. A completely empty level 3 Sentry Gun requires 240 Metal to completely restock with ammunition – 200 Metal for the bullets, and 40 for the rockets.
+
 
* As a general rule of thumb, switch to the Wrangler to take out slower moving and more durable foes such as Soldiers, Heavies, and Demomen. The doubled firing rate will carve through their hitpoints fast enough to kill them even if they are being healed by a Medic. Since these classes are often the greatest threat to your Sentry Gun, having the Wrangler's shield active will also help preserve it more effectively than simply repairing, particularly in the case of a Demoman placing Stickybombs as he will need to place twice as many to take down a level 3 Sentry Gun at full health, and you can also have your Sentry Gun destroy the Stickybombs. Remember that you should dodge as much as possible if enemies switch their aim to you.  
+
* Pay attention. The Sentry Gun cannot automatically fire when the Wrangler is in use, so unless you manually shoot them, enemies will get by the Sentry Gun without trouble.
* In a quiet period after a battle, switch to your melee weapon and repair and refill your Sentry Gun, and then to one of your own Primary weapons and let your Sentry Gun take care of itself for awhile. Switching modes often prevents you from becoming too preoccupied with Wrangling and getting killed and keeps your enemies guessing.
+
 
* Use the Wrangler to counter opponents attempting to take advantage of a Sentry Gun's corner weakness. This is when an enemy is popping in and out of cover and firing faster than your Sentry Gun can react on its own. When this happens, take control! Level 3 Sentry Guns are great for this thanks to the splash-damaging rockets, but even the bullets can punish enemies dodging around corners because you can react faster than your Sentry Gun's auto-target.  
+
* It is advantageous to have a friendly Engineer repair and supply ammo to your Sentry Gun while you are using the Wrangler, since you cannot do these things yourself at the same time.
* The Wrangler is a powerful defensive as well as offensive tool. The shield provides the Engineer with a much safer way to protect his Sentry Gun when it is under fire as it allows the Engineer to keep his distance from his Gun unlike with repairing, which forces him right next to the Sentry Gun and exposes him to lethal splash damage. However, if you have to stand right next to your Sentry Gun in order to aim at attackers, you lose this advantage. Make sure you have room to work with to give yourself good firing angles while you Wrangle.
+
** Keep in mind that Wrangled Sentry Guns have a reduced repair rate to both their health and their clip so be aware that doing this will use a lot of metal pretty quickly.
* You can use the Wrangler as a purely defensive measure to help your Sentry Gun survive just by switching to it for an instant. You can then switch back to a repair tool or weapon. The energy shield will last for the duration of the Sentry Gun's deactivation period. Do this only if you can afford to be without the Sentry Gun's firepower. A Sentry Gun that is unattended by an Engineer does not last long once it comes under attack, particularly from Soldiers and Demomen.  
+
 
** If you ever have to leave your Sentry Gun's proximity for any reason, having the Wrangler activated can make sure the Sentry survives until you can return to it.  
+
* Wrangler Jumping is a technique done by standing on your Sentry Gun, aiming the laser straight up and directly in front of you, and firing while jumping. This shoots you up into the air, allowing you to reach high places.
** If you are being attacked by an ÜberCharged Heavy, you might want to consider using this trick as the damage reduction of the shield may allow you to "keep pace" with Heavy as he damages your Gun while you repair it; and may sometimes mean the difference between losing the Sentry Gun or killing the Heavy + Medic pair.
+
** Wrangler Jumping can also be done by firing a Level 3 Sentry Gun's rocket at your feet while jumping. This follows the same principle as [[Jumping#Soldier jumps|Rocket Jumping]], where crouching during a jump increases the [[knockback]] of the explosion.
* As mentioned earlier, the Wrangler is one of your most powerful tools for countering enemy ÜberCharges. Get used to using the Wrangler when you come under heavy attack.
+
** You will take a good amount of [[damage]] from Wrangler Jumping, so it's good to have a Dispenser next to the Sentry Gun.
* You can also use the Wrangler to prevent your Sentry Gun from being distracted by ÜberCharged enemies or Scouts using [[Bonk! Atomic Punch]]. Keep in mind though that the simple "push" of your Sentry Gun's fire can also prevent such enemies from accomplishing their goal by disrupting their movement.
+
** Once you've made it to the desired location, build a Teleporter exit. This means you can jump back down, grab some ammo, build a Teleporter entrance on the ground, and get back to said location without having to Wrangler Jump again.
** Remember, though, that if the Medic and his healing target are using the [[Quick-Fix]] they can quickly negate your Sentry Gun's damage and are immune to its knockback effect.
+
** A skilled Engineer can pick up his Sentry immediately after a Wrangler Jump. This takes practice, of course, but will allow an Engineer to not waste [[metal]] building another Sentry Gun.
* Experienced players will listen for the telltale beeping sound of a Sentry before entering certain areas such as Intelligence rooms. However, a Wrangled Sentry is silent -- use this to turn the tables on approaching foes.
+
*** Alternatively, you can use the [[Rescue Ranger]]'s alt-fire to pick up your building from long range, but it costs 100 metal to do so.
** If you are using this tactic, try to hide the laser that your Sentry Gun creates when Wrangled.
+
* The Wrangler's fall-off is based on the Engineer's position rather than the Sentry Gun's, don't be afraid to step closer if you need extra damage output.
* Although the Wrangler's three second deactivation is a disadvantage in most respects, it can be used strategically to ambush opponents by keeping your Sentry Gun deactivated until the right moment (by fleeing from an otherwise unseen Sentry Gun, luring the enemies in front of it so that upon reactivation is can instantly attack them).
 
** The deactivation can also be negated to a degree should you want to continue using the Wrangler after reloading the Sentry Gun. To do this, simply switch to your Wrench or Gunslinger, whack the Sentry Gun a couple of times and then switch back to the Wrangler and the deactivation will be cut short.
 
** The deactivation can also be interrupted by hauling your Sentry Gun. While this is useless in terms of cutting down its inactive time (due to having to redeploy the Sentry Gun), this means that should your Sentry Gun start taking heavy fire or run out of ammo while being Wrangled, you can quickly switch to another weapon, pack it up and move out to keep it alive.
 
* The Wrangler makes you and your Sentry Gun much more vulnerable to flanking. Even enemies that are usually easy prey for a Sentry Gun such as Scouts and Pyros can get close to you while you are Wrangling and potentially finish you off. If you want to Wrangle for long periods, make sure you are in a location that has limited avenues of attack, and that you have nearby support or a system of early warning. Otherwise limit your Wrangling to short periods when you really need it.
 
* While it is often best to stand near or behind your Sentry Gun while your aim it, it is not strictly necessary. You can move forward or even retreat and still be able to use your Sentry Gun's fire to protect you as long as you stay within an area you know your Sentry Gun can cover. However if you do so, you may run into one of two problems. Either you will 1) have no line of sight to an area your Sentry Gun ''can'' shoot or 2) have line of sight to an area your Sentry Gun ''cannot'' shoot.
 
* Be careful of buildings Sentry Guns in locations that are only useful if you Wrangle them but will otherwise be too far away to see much action. One of the Sentry Gun's strengths is the ability to attack on its own allowing you to do other things—depriving yourself of this advantage limits your options and forces you to Wrangle at the expense of being aware of your surroundings. Long-range Wrangling can make you less vulnerable to certain threats such as Übers but more vulnerable to others, mainly Spies and Snipers.
 
* It is possible to use both the bullets and rockets from your Sentry Gun to propel yourself across the map. This is known as [[Sentry jumping]]. It is possible to use this technique to quickly catch up with your team, build in locations normally out of reach such as rooftops, or even to quickly build Teleporters. With practice, it is even possible to carry buildings with you on such jumps, including the very Sentry Gun you used to launch yourself! Using these jumps will drain most of your health especially after fall damage, so use this technique with that in mind.
 
  
 
==== [[Short Circuit]] ====
 
==== [[Short Circuit]] ====
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|-
 
|-
 
! {{Table icon|Short Circuit|Promotional/Craft}}
 
! {{Table icon|Short Circuit|Promotional/Craft}}
| align="center" | {{Icon killicon|weapon=short_circuit}}
+
| {{Icon killicon|weapon=short_circuit}}
| 1 per 35 Metal
+
| 1 per 5 Metal
 
| N/A
 
| N/A
 
| 5
 
| 5
Line 403: Line 468:
 
|}
 
|}
  
* The Short Circuit is a promotional and craftable secondary weapon for the Engineer. At a cost of uses 35 Metal for each shot, it creates a small electrical field that destroys all projectiles and does minor damage to enemies. Like the Widowmaker, it never requires reloading, and eats less Metal for ammo at the cost of no random Critical hits.
+
* The Short Circuit fires a short range, small electrical charge that damages enemies in your crosshair at the cost of 5 metal for each shot. With alt-fire, it launches an energy ball that deals damage and deletes any projectiles that touch it at the cost of 65 metal. As a downside, the Short Circuit is unable to deal critical hits and deal significantly less damage to buildings.
  
* While it only uses a small amount of Metal per shot, it's wise to equip a Shotgun other than the Widowmaker unless you're stationed in an Engineer nest, as you may find yourself defenseless very quickly with two weapons eating into the same ammo pool.
+
* This weapon's primary use is defensive. Should you and your Sentry be cornered by a Demoman or Soldier, you can prevent them from using blast damage to destroy your Sentry by vaporizing their explosives, thus forcing them to change tactics.
  
* Note that this weapon's primary use is defensive; should you and your sentry be cornered by a Demoman or Soldier, you can prevent them from using blast damage to destroy your sentry by vaporizing their explosives, thus forcing them to change tactics.
+
* Keep in mind that you can only fire 3 energy balls with a full 200 metal. If you have no good source of metal, make sure you are using it to its fullest effect and not wasting valuable metal.
 +
** Not even a level 3 Dispenser can keep up with the energy ball’s metal consumption rate. Don’t rely on them to keep a constant stream of energy balls.
  
* This weapon also has offensive capabilities on Payload maps; should your allies be under attack by several projectile-using enemies, you can provide reasonable protection from harm without risk of running out of Metal due to the Dispenser on the cart.
+
* This weapon also has offensive capabilities on Payload maps; should your allies be under attack by several projectile-using enemies, you can provide reasonable protection from harm without the risk of running out of Metal due to the Dispenser on the cart.
  
* This weapon is extremely weak up front, dealing only 5 damage per shot. It is recommended to use the Shotgun whenever in combat, and using the other weapon for defense, support, or self-defense (such as against a Kritzkrieged Soldier).
+
* The alt-fire is very effective when fired into crowded chokepoints that are filled with projectiles. As it travels toward enemies, it will vaporize any projectiles aimed toward your team.
  
* This weapon is recommended if you are having a problem with Demomen: it negates both their primary and secondary weapons, provided you have ammo.
+
* The ball explodes on contact with any surface. This makes it excellent for removing dense stickybomb traps, as it can delete many of them if aimed at the center.
  
* This weapon can be used to defuse traps made by multiple Demoman's since it can destroy a nearly unlimited amount of projectiles provided they are at range.
+
* Explosives aren't the only [[projectile]]s you can vaporize. With good timing, you can destroy [[Sandman]] balls, [[Jarate]], [[Mad Milk]], [[Huntsman]] arrows, and many others.
** It is also possible to destroy stickybombs if you are close around a corner, this can be used to disarm a trap without worries of getting blown up by the Demoman.
 
  
===Melee weapons===
+
* This weapon is extremely weak in combat, dealing only 10 damage per shot, meaning its primary use should be for defense, support, or self-defense. The alt-fire is similarly weak, though can be used to finish off fleeing enemies.
==== [[Wrench]]/[[Golden Wrench]]/[[Saxxy]]/[[Wrench|Festive Wrench]] ====
+
 
 +
* The Short Circuit really shines in supporting other Engineers and defending nests, where there's a steadier supply of metal from Dispensers and more buildings to defend at once. You might be better off taking another secondary if you're largely working alone or your buildings are spread-out and projectiles aren't much of a problem.
 +
 
 +
* The Short Circuit's alt-fire attack will target disguised and invisible Spies, and can hit infinitely many enemies in a single attack, making it very useful for Spy-checking.
 +
 
 +
* Because of how much metal the alt-fire uses, it is unwise to equip the Widowmaker unless you're stationed in an Engineer nest, as you may find yourself defenseless very quickly with two weapons (as well as your repair costs) eating into the same ammo pool.
 +
 
 +
* The Short Circuit is largely situational. If your Sentry Gun and other buildings are not getting harassed by Soldiers or Demomen, it's best to equip the [[Pistol]] or [[Wrangler]].
 +
 
 +
=== Melee weapons ===
 +
==== [[Wrench]] + reskins ====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="16%" rowspan=2 | Kill Icon
 
! class="header" width="16%" rowspan=2 | Kill Icon
 
! class="header" width="20%" rowspan=2 | Attack Interval
 
! class="header" width="20%" rowspan=2 | Attack Interval
! class="header" width="50% colspan=4 | Damage
+
! class="header" width="50%" colspan=4 | Damage
 
|-
 
|-
 
! class="header" width="20%" | Point Blank
 
! class="header" width="20%" | Point Blank
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|-
 
|-
 
! {{Table icon|Wrench|Stock}}
 
! {{Table icon|Wrench|Stock}}
| align="center" | {{Icon killicon|weapon=Wrench}}
+
| {{Icon killicon|weapon=Wrench}}
| rowspan="4" | 0.8 seconds
+
| rowspan="6" | 0.8 seconds
| rowspan="4" | 65
+
| rowspan="6" | 65
| rowspan="4" | 195
+
| rowspan="6" | 195
 
|-
 
|-
 
! {{Table icon|Golden Wrench|Promotional}}
 
! {{Table icon|Golden Wrench|Promotional}}
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| align="center" | {{Icon killicon|weapon=Saxxy}}
 
| align="center" | {{Icon killicon|weapon=Saxxy}}
 
|-
 
|-
! {{Table icon|Festive Wrench|Uncrate}}
+
! {{Table icon|Golden Frying Pan|Reward}}
| align="center" | {{Icon killicon|weapon=Wrench}}
+
| align="center" | {{Icon killicon|weapon=Golden Frying Pan}}
 +
|-
 +
! {{Table icon|Necro Smasher|Achievement}}
 +
| align="center" | {{Icon killicon|weapon=Necro Smasher}}
 +
|-
 +
! {{Table icon|Prinny Machete|Promotional}}
 +
| align="center" | {{Icon killicon|weapon=Prinny Machete}}
 +
|-
 
|}
 
|}
  
* When a [[Spy]] is repeatedly sapping your Sentry Gun in an attempt to destroy it, your Wrench serves two purposes. First, you can use it to swing at the opposing Spy, 2-3 hits being enough to kill a Spy, ignoring [[Critical|critical hits]]. After that you can quickly turn around and repair your [[Sentry Gun]]. Two strikes from the Wrench will disable an [[Electro Sapper]] and halt the progressive damage it causes; you can then fully repair the Sentry Gun after the Spy is killed. A good strategy would be to hit the Sentry Gun a single time, and then change targets towards the Spy, kill him and then take off the Electro Sapper with another swing.
+
* When a [[Spy]] is repeatedly sapping your Sentry Gun in an attempt to destroy it, your Wrench serves two purposes. First, you can use it to swing at the opposing Spy, 2-3 hits being enough to kill a Spy, ignoring [[Critical hits]]. After that, you can quickly turn around and repair your [[Sentry Gun]]. Two strikes from the Wrench will disable a [[Sapper]] and halt the progressive damage it causes; you can then fully repair the Sentry Gun after the Spy is killed. A good strategy would be to hit the Sentry Gun a single time, and then change targets towards the Spy, kill him, and then take off the Sapper with another swing.
* While it may be tempting to use the Wrench's high critical hit rate to club enemies to death, melee combat is usually not where the low-health Engineer shines. Unless an enemy does not see you coming, switch to something with better range.
+
 
* ''Team Fortress 2'' prioritizes repairing buildings over melee combat when using the Wrench. This means that if there is an enemy, say a Spy, next to a friendly structure and you are using the Wrench to attempt to kill the enemy, you will find that you instead hear the Wrench hitting the building near or even behind the enemy you are trying to strike. Switch to the Shotgun or Pistol to deal with enemies that are very close to one of your buildings to avoid this.
+
* While it may be tempting to use the Wrench's high critical hit rate to club enemies to death, melee combat is usually not where the low-health Engineer shines. Use the Shotgun instead at close range in order to quickly finish off the enemy.
 +
 
 +
* The game prioritizes repairing buildings over melee combat when using the Wrench. This means that if there is an enemy — say, a Spy next to a friendly structure and you are using the Wrench to attempt to kill them, you will find the Wrench hitting the building near or even behind the enemy you are trying to strike ''instead'' of the enemy. Switch to the Shotgun or Pistol to deal with enemies that are very close to one of your buildings to avoid this.
  
 
==== [[Gunslinger]] ====
 
==== [[Gunslinger]] ====
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! class="header" width="20%" rowspan=2 | Kill Icon
 
! class="header" width="20%" rowspan=2 | Kill Icon
 
! class="header" width="20%" rowspan=2 | Attack Interval
 
! class="header" width="20%" rowspan=2 | Attack Interval
! class="header" width="40% colspan=2 | Damage
+
! class="header" width="40%" colspan=2 | Damage
 
|-
 
|-
 
! class="header" width="20%" | Point Blank
 
! class="header" width="20%" | Point Blank
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|-
 
|-
 
! rowspan="2" | {{Table icon|Gunslinger|Unlock}}
 
! rowspan="2" | {{Table icon|Gunslinger|Unlock}}
| align="center" | {{Icon killicon|weapon=Gunslinger}}
+
| {{Icon killicon|weapon=Gunslinger}}
| 0.8 seconds
+
| rowspan="2" | 0.8 seconds
 
| 65
 
| 65
| 195
+
| rowspan="2" | 195
 
|-
 
|-
| align="center" | {{Icon killicon|weapon=Gunslinger Triple Punch}}
+
| {{Icon killicon|weapon=Gunslinger Triple Punch}}
| 0.8 seconds
 
 
| N/A
 
| N/A
| 195
 
 
|}
 
|}
  
* The Gunslinger is an unlockable melee weapon for Engineers with an aggressive inclination. The added 25 hitpoints and the fact that your [[Sentry Gun#Mini-Sentries|Combat Mini-Sentry Guns]] deploy quickly means that front-line duty is no longer something to shy away from. When played properly, a Gunslinger-equipped Engineer has fighting ability similar to classes such as a Scout or a Soldier; he has more health and mid range damage than the Scout and more foot speed than a Soldier. While having generally less firepower than either, a Gunslinger Engineer additionally can bring his Dispenser and Teleporter to bear to heal himself and support his team. Gunslinger Engineer can be played effectively on any map, but especially excel in smaller games with fewer players such as standard 5 [[Game modes#Control Point|Control Point]] maps, some [[Game modes#Payload|Payload]] maps, [[Game modes#Arena|Arena]], and [[Game modes#King of the Hill|King of the Hill]].  
+
* The Gunslinger replaces the normal [[Sentry Gun]] with a [[Mini Sentry#Combat Mini-Sentry Gun|Combat Mini-Sentry Gun]]. The Combat Mini-Sentry Gun is a smaller, quick-building version of the Sentry Gun with a cheaper cost of 100 metal. It also provides an extra 25 health to the Engineer, for a total of 150. As a downside, the Gunslinger is unable to do random critical hits, but if an enemy is hit three times in a row with the Gunslinger with less than a second between hits, the third hit will be a critical hit.
* You are always weak without a Sentry Gun to deal extra damage and serve as a distraction. Being alone and without a Sentry is a situation to avoid at all costs. Always put up a new Mini-Sentry as soon as the old one is destroyed or becomes useless. Like the Scout, when you're equipped with the Gunslinger, you do best in areas with room to maneuver and make pincer attacks with the Combat Mini-Sentry Gun. Tactical retreats are often necessary to refill Metal and Health and rebuild the Combat Mini-Sentry Gun. Dispensers should be placed conservatively in areas farther from the combat zone to ensure that you always have a place to recharge.
+
* The Gunslinger puts the Engineer to a more comfortable health pool of 150. This allows the Engineer to survive combat better and allows for some more aggressive playstyles.
* The Gunslinger is less effective if you wish to set up solid, entrenched positions. Combat Mini-Sentry Guns lack both stopping power and durability, which may be exactly what you need in some situations. If the enemy team has a lot of Medics, the relatively small damage of Combat Mini-Sentry Guns can be very ineffective at killing enemies getting constant healing.
+
* With the Gunslinger equipped, it may not even be worth building a [[Dispenser]] near your Mini-Sentry. A Mini-Sentry is, in most cases, not powerful enough to defend a Dispenser on its own. Don't let that stop you from building Dispensers at all, though. Even if you're not setting up camp, leaving a Dispenser in a good fallback location, such as around corners or behind cover, can do wonders for you and your team.
* Keep in mind that while Sappers ''can'' be removed from your Combat Mini-Sentry Guns, the damage dealt by them cannot be repaired. Since destroying and moving Combat Mini-Sentry Guns is often important, being sapped delays your ability to Demolish and rebuild.
+
* When going on the offensive, such as the BLU team on Payload, the Mini-Sentry allows you to be more mobile. Due to how easily the Mini-Sentry can be replaced, you can destroy it when you need to move your other buildings up in order to support your team, then place down another one in order to support your team in a firefight.
* Psychology can work your advantage when using Combat Mini-Sentry Guns. Despite their low damage, many players, especially those playing lighter classes, reflexively retreat when they come under fire from any Sentry Gun, which can create a very valuable diversion for you or your teammates. If your enemies do retreat from your Combat Mini-Sentry Guns, don't let up! Keep up the pressure by rebuilding or moving your Combat Mini-Sentry Guns after them.
+
* Although not as high priority as other buildings, healing your Mini-Sentry can prove to be beneficial.
** It also works the other way round. Many players that have high or full health will heavily underestimate the combined power of you and your Combat Mini-Sentry. They might try and gun you down in close range, and while you avoid damage, the Combat Mini-Sentry can take a good chunk of their health away without them noticing, allowing you or your teammates to finish them off!
+
 
* Avoid idle Combat Mini-Sentry Guns. They are so expendable and fast-building that defensive placement is a waste of their potential. Unless you are occupied building/repairing your other structures and need cover, your Combat Mini-Sentry Guns should be constantly going up where they can harass the enemy. It can be helpful to think of a Mini-Sentry as not a "trap" or "nest" as a normal Sentry Gun might be, but more of an actual primary Weapon that you "aim" by "building at" the enemy.
+
* The Combat Mini-Sentry comes with its own series of benefits and setbacks:
* While you'll usually want to keep your Dispenser by you when using the basic Sentry Gun to keep the Sentry Gun fully repaired and loaded, you may want to place the Dispenser in spots more useful for your team rather than you. As you cannot repair or upgrade the Combat Mini-Sentry Gun, you won't have to be nearby constantly. Have you and your Mini-Sentry fighting closer to the front lines and away from the Dispenser, and have the Dispenser in a spot useful for the team to retreat and resupply at.
+
** The Mini-Sentry is much less expensive on metal than the standard Sentry Gun, costing only 100 metal instead of 130. With this conservation of metal, you can use the extra metal to upgrade, repair, help another Engineer's buildings, or build other buildings.
** Furthermore, because Combat Mini-Sentry Guns cost less Metal to build, remember that you can initially deploy both it and a Dispenser before going to look for more Metal. Don't be afraid to drop one down at any time you feel threatened or suspect that there might be danger around the next corner. Just be sure to keep a watch on how much Metal you have and make sure to have enough Metal to rebuild another Combat Mini-Sentry Gun.
+
** A Mini-Sentry is good for being deployed quickly and picking enemies off. However, do not expect the Mini-Sentry to last very long. Its low health means that it is very vulnerable. It's best to replace it as soon as possible once it is destroyed.
* The aggressive play the Gunslinger encourages can make stopping to spend a minute or more making and upgrading Dispensers and Teleporters an unwelcome delay in your attacking. While you should not neglect making Dispensers and Teleporters altogether, if the situation calls for it don't be afraid to spend less time upgrading and more time fighting. Remember, without the heavy firepower and durability of a level 3 Sentry Gun, your other buildings will be less protected from destruction, wasting the time and Metal you put into upgrading them in the first place. If you find yourself getting caught up in "base making" you probably shouldn't be using the Gunslinger at all. It may be better to use your Teleporter and Dispenser similarly to how you use your Combat Mini-Sentry Guns—leave them at level 1 and don't be afraid to lose them and rebuild new ones. Alternately you can leave them with a friendly non-Gunslinger Engineer to take care of and upgrade for you.
+
** The reduced metal cost allows you to place a maximum of 2 Mini-Sentry Guns on the battlefield before having to collect more metal, and for every kill you get you can build another one with the dropped ammo pack. Take advantage of this, as you will be able to keep the pressure on the enemy for a longer period of time.
* Attempt to use your Combat Mini-Sentry Gun to pincer your opponents by planting it and then attacking. The Engineer is the only class with the ability to attack from two places at once and this is of great effectiveness when used strategically. Your opponents will have to choose between attacking either your Sentry Gun or you, and unlike with the normal Sentry Gun, Combat Mini-Sentry Guns are not as vulnerable upon starting construction and will quickly start damaging your foes if they choose to ignore it. Use your Shotgun or Pistol to attack the same target your Sentry Gun is attacking to deal a lot of damage to that target quickly.
+
** It may not always be worth it to pick up your Mini-Sentry and move it elsewhere. Unless there's no time pressure or it's a very short distance, simply destroying your Mini-Sentry and building a new one is more beneficial.
* The Mini-Sentry is quite useful against enemies with limited weapon clip sizes such as the Soldier and Scout, since they will use up some of their already limited clips destroying the Sentry Gun, making it much safer to move into point-blank Shotgun range. The damage from the Mini-Sentry, plus 1-2 well-aimed Shotgun blasts (or just one Revenge Crit), can finish off most enemies. Against Pyros and Heavies or fully-loaded Demomen, it can be wiser to try to wear them down more with several Combat Mini-Sentry Guns and Pistol fire before going for the finishing blow -- but enemy Medics can make this tactic unlikely to succeed.
+
** The Mini-Sentry constructs itself 150% percent faster than the regular Sentry Gun. It also will start with 50 health instead of starting from scratch at 1, which allows it to survive wayward fire much more reliably.
* Picking up the fallen weapons from dead players is crucial to keep up your supply of Combat Mini-Sentry Guns. Also try to recycle all the Metal pieces from your destroyed Guns. The Metal from 2 destroyed Combat Mini-Sentry Guns grants 56 Metal, halfway to being able to afford a 3rd.
+
** A single punch from the Gunslinger will fully repair a Mini-Sentry (but will not fully replenish ammo). This is more time efficient on offense and overall makes it much easier to be constantly on the move with your other buildings.
* For melee combat, the Gunslinger is most useful on servers that have random Crits disabled. With random Crits enabled, even a normal melee Weapon such as the Wrench will likely Crit at least one out of three hits anyway, and potentially Crit multiple times. Also consider the practicality of going for melee attacks on enemies, since almost every Class can deal lethal damage in return at close range.
+
** The Mini-Sentry has the same range as the standard Level 1 Sentry Gun. This makes it excellent for holding down one small area, such as around a health pack, rather than somewhere like the point, where its lack of range can allow enemy Demomen or Soldiers to easily destroy it.
* While it may seem like a good idea to use the Gunslinger in concert with the Frontier Justice, remember the Combat Mini-Sentry Guns are weaker and may not result in as many Revenge Crits. It can be easier to build up Revenge Crits without the Gunslinger equipped and then switch to it later to go on the attack. Knowing good ambush spots is also important when using the Gunslinger/Frontier combo.
+
*** However, due to its smaller size, it can prove beneficial to put the Mini-Sentry on one side near an objective and yourself on the other, forcing the enemy to choose between fighting you or your Mini.
** On the other hand, the constant building/demolishing cycle of the Mini-Sentry lends itself well to using Revenge Crits, whereas a normal Sentry Gun typically doesn't get destroyed nearly as often (so while it might earn more kills than a Mini-Sentry, there is a higher opportunity cost for destroying a high level Sentry Gun). An offensively placed Mini-Sentry can also rack up a lot of kill assists (worth 1 Revenge Crit, vs. 2 for a kill).
+
 
* If on defense, consider teaming up with another Engineer that is maintaining a regular Sentry Gun. Gunslinger Engineers benefit from having some "breathing room" to reload and restock their health and ammo and "vanilla" Engineers are perfect for this, plus you can mutually assist each other in repairs, removing Sappers, or upgrading.
+
* The Gunslinger pairs very well with certain weapons:
* While it is called a Combat Mini-Sentry, it's still what it is, a Mini-Sentry. Don't try and take strong classes on your own, or rely on it to take on loads of people.
+
** Pairing with the Frontier Justice will grant you frequent revenge crits, although in smaller quantities than if a regular Sentry is destroyed. Destroying your Mini-Sentry can allow you to receive your critical hits on demand when they are needed most.
* It is almost always faster and safer to demolish and rebuild a Mini-Sentry than it is to reload it or haul it. Also, demolishing a Mini-Sentry will give you access to any Revenge Crits that you may have earned during that Sentry Gun's lifetime. However hauling a Mini-Sentry short distances can still be useful since it will redeploy twice as fast as a new one would take to build, which for a Mini-Sentry is nearly instantaneous.
+
** Paired with the Widowmaker you can become an effective combat class, with the ability to constantly place Mini-Sentry Guns around and frustrate the enemy team's approach. Be careful of your metal count, however, as it is being used as your primary ammo source. Additionally, you will deal extra damage to enemies targeted by your Mini-Sentry, which will allow it to combo with it very effectively.
* In general, avoid using the Wrangler with the Gunslinger unless you have plenty of available Metal, since if you run out of Combat Mini-Sentry Guns your only backup Gun will be one of the Shotguns, which use up their magazines fast, reload slowly, and do poor damage at range. Wrangling Combat Mini-Sentry Guns is a great way to offset their low health and damage which can in turn help you gain a few Revenge Crits if you are using the Frontier Justice, however Combat Mini-Sentry Guns are still weaker than even a level 1 Sentry and if you ever found yourself in a position without one active you would have very few other options for damage, particularly at mid or long range.
+
** Paired with the Wrangler, the Mini-Sentry can be deadly. The Wrangler gives the Mini-Sentry an effective health of 300, has damage output similarly to that of the Level 2 Sentry Gun and a much longer range, which can make it a force to be reckoned with.
* When using the Gunslinger, place Combat Mini-Sentry Guns near often visited health kits, like those around Control Points, such as the one under the bridge on Gorge. Enemies already low on health will flock to these health kits and promptly be gunned down. It's encouraged the use the Gunslinger here as the standard Sentry Gun is too impractical and expensive to use simply for ambushes.
+
 
* If you're attempting to keep your Mini-Sentry hidden, using yourself as a distraction while it helps you take down an enemy may prove useful if you feel you have enough health to spare and can risk being an enemy's target.
+
* When a lone enemy is being fired on by your Mini-Sentry, attack from another direction with your primary or secondary. This means you are effectively attacking from two directions and your target might have difficulty dealing with both you and your Mini-Sentry. However, this tactic may not work as effectively on explosive classes or high health targets.
* Remember that a Mini-Sentry has a much smaller profile than even a level one Sentry Gun. Dropping one in the chaos of a firefight can prove beneficial as it can be overlooked in the confusion, assuming it survives the crossfire. Hiding Combat Mini-Sentry Guns in dark places can also work, but has limited effectiveness due to the flashing beacon on its top.
+
 
* Dropping a Mini-Sentry behind you or in front of an attacker is a great way to delay pursuers.
+
* When facing off against an enemy, or a group of enemies, that you know you can't win, consider using the Mini-Sentry as a decoy instead. If it's not already deployed, you can quickly deploy one and run away. This will force your enemy to either go for you and be shot at by your Mini, or it will delay them.
* A Mini-Sentry is disposable, since it is easy to build one and cannot be repaired or upgraded. Unless managed very carefully, a Mini-Sentry will not last long. Do not expect many kills from one Sentry Gun, expect many kills from a variety of Combat Mini-Sentry Guns.
+
** Similarly, when you run into a more powerful enemy or an enemy that has the upper hand, you can put down your Mini-Sentry first and then start shooting them.
 +
 
 +
* While the extra 25 health is an excellent bonus, do not become overconfident. You are still vulnerable when all alone and headshots from Snipers can still instantly kill you if you are not overhealed.
 +
 
 +
==== Placement ====
 +
* Place your Mini-Sentry in an area where enemies pass through frequently. Using a Mini-Sentry as a long-term defense is not recommended.
 +
 
 +
* It's a good idea to place your Mini-Sentry near a health pack, since health packs attract low-health enemies — easy kills for a Mini-Sentry.
  
=====[[Organ Grinder]]=====
+
* Try putting your Mini-Sentry around a corner, or on top of a high building. If enemies can't figure out where a Mini-Sentry is, they will either die before they can spot/destroy it or be left moderately to severely injured.
{| class="wikitable grid" width="100%" style="text-align: center;"
+
 
! class="header" width="17%" |
+
* Since the Mini-Sentry has a relatively short range, smaller spaces are preferable to wide-open spaces, where Snipers, Soldiers, or other classes can pick it off without the Mini-Sentry being able to defend itself.
! class="header" width="16%" | Kill Icon
+
 
! class="header" width="10%" | Weapon
+
* A Mini-Sentry hidden away underwater can temporarily confuse enemies as to how they're being shot.
! class="header" width="10%" | Damage
+
 
! class="header" width="10%" | Duration
+
* For a rather cruel, ironic twist, hide Mini-Sentry Guns under large ammo boxes. The Mini-Sentry is just small enough that the only part of it not covered is the kickstand, though the particle effect from the light can sometimes be seen.
! class="header" width="37%" | Details
 
|- style="height: 110px;"
 
| {{Table icon|Organ Grinder}}
 
| align="center" | {{Icon killicon|weapon=Organ Grinder}}
 
| [[Gunslinger]]
 
| 500
 
| 4 seconds
 
| The Engineer pulls a rip-cord from his mechanical prosthetic, revving the hand of his Gunslinger up to vicious speeds, after which he thrusts it forward, gibbing any enemy player within reach.
 
|}
 
  
* With correct timing you might be able to kill a distracted enemy, so keep in mind that it takes some time for the Engineer to spin his hand up.  
+
* When playing the role of a Battle Engineer, get into the habit of dropping a Mini-Sentry on a whim, without any real rhyme or reason to its placement. This can grant you vital cover-fire and provides a distraction should the situation go south.
* You can use the stunning effect of Organ Grinder to stun ÜberCharged enemies and waste their über time.  
+
** With the recent change to the Gunslinger, this strategy has diminished in effectiveness quite a lot. However, doing this in defensive situations near objectives is still effective. Cover your frontline teammates with a Mini-Sentry slightly behind them to allow them a small safe zone they can retreat to.
* Organ Grinder is also effective during humiliation.
 
  
 
==== [[Southern Hospitality]] ====
 
==== [[Southern Hospitality]] ====
Line 523: Line 602:
 
! class="header" width="16%" rowspan=2 | Kill Icon
 
! class="header" width="16%" rowspan=2 | Kill Icon
 
! class="header" width="20%" rowspan=2 | Attack Interval
 
! class="header" width="20%" rowspan=2 | Attack Interval
! class="header" width="50% colspan=4 | Damage
+
! class="header" width="50%" colspan=4 | Damage
 
|-
 
|-
 
! class="header" width="20%" | Point Blank
 
! class="header" width="20%" | Point Blank
Line 529: Line 608:
 
|-
 
|-
 
! {{Table icon|Southern Hospitality|Craft}}
 
! {{Table icon|Southern Hospitality|Craft}}
| align="center" | {{Icon killicon|weapon=Southern Hospitality}}
+
| {{Icon killicon|weapon=Southern Hospitality}}
 
| 0.8 seconds
 
| 0.8 seconds
 
| 65
 
| 65
Line 535: Line 614:
 
|-
 
|-
 
! [[Bleed]]ing
 
! [[Bleed]]ing
| align="center" | {{Icon killicon|weapon=Bleed}}
+
| {{Icon killicon|weapon=Bleed}}
 
| 40 damage over 5 seconds
 
| 40 damage over 5 seconds
 
| N/A
 
| N/A
Line 541: Line 620:
 
|}
 
|}
  
* The Southern Hospitality is nearly as versatile as the normal Wrench, with only a few situational weaknesses. As such, it is an upgrade to the default Wrench unless the enemy team has more than one actively attacking Pyro. The lost damage is compensated for by the Bleed status and the retained ability to wear opponents them down further with other weapons.
+
* The Southern Hospitality is nearly as versatile as the stock Wrench, with only a few situational weaknesses. As such, it is an upgrade to the default Wrench unless the enemy team has more than one actively attacking Pyro. The lack of random crits is compensated for by the Bleed status and the retained ability to wear opponents down further with other weapons.
* The Southern Hospitality favors a defensive playstyle. Camping Engineers rarely encounter Pyros without having a Sentry Gun in between to win the skirmish whereas when pushing into enemy territory, should the Engineer encounter a Pyro, they're in trouble and unprotected
 
* The presence of [[Bleeding]] on this weapon makes it an excellent anti-Spy tool, allowing you and your team-mates to monitor their movements should they try to escape. However, the inability to randomly crit makes killing Spies more difficult in a short space of time. Instead, hit them repeatedly with the Southern Hospitality, thus doing more average Wrench damage and resetting the Bleed timer each hit, or hit them with the Southern Hospitality, then switch to your Shotgun or Frontier Justice to finish them off.
 
* ÜberCharged Pyros are a major threat with the 20% increase to fire vulnerability. If one approaches, the most valuable building should be moved to a safe(r) location to be ready when the Übercharge wears off.
 
* The Southern Hospitality is very viable within [[Medieval Mode]] as the 40 damage added by Bleeding is a strong buff, and sources of fire damage are reduced significantly.
 
  
====[[Jag]]====
+
* The Southern Hospitality favors a defensive playstyle. Camping Engineers rarely encounter Pyros without having a Sentry Gun in between to win the skirmish, whereas when pushing into enemy territory, should the Engineer encounter a Pyro, then the Engineer is at extreme disadvantage due to extra 20% fire vulnerability. Fortunately, Engineer vs. Pyro exchanges are rather uncommon due to the Engineer's Sentry Gun being able to completely zone out the Pyro, so this downside isn't as serious of a detriment as it may seem.
 +
 
 +
* The presence of [[bleeding]] on this weapon makes it an excellent anti-Spy tool, allowing you and your teammates to monitor their movements should they try to escape. However, the inability to randomly crit makes killing Spies more difficult in a short span of time. Instead, hit them repeatedly with the Southern Hospitality, thus doing more average Wrench damage and resetting the Bleed timer each hit, or hit them with the Southern Hospitality, then switch to your Shotgun or Frontier Justice to finish them off.
 +
 
 +
* ÜberCharged Pyros are a major threat with the 20% increase to fire vulnerability. If one approaches, the most valuable building should be moved to a safe(r) location to be ready when the ÜberCharge wears off. If the Pyro is too close for you to haul a building to safety, flee, and be prepared to rebuild.
 +
** The Rescue Ranger can help save 2 of your buildings from a safe distance, provided you have a full metal supply.
 +
 
 +
* The Southern Hospitality is very viable within [[Medieval Mode]], as the 40 damage added by Bleeding is a strong buff, and sources of fire damage are reduced significantly.
 +
 
 +
==== [[Jag]] + reskins ====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="16%" rowspan=2 | Kill Icon
 
! class="header" width="16%" rowspan=2 | Kill Icon
 
! class="header" width="20%" rowspan=2 | Attack Interval
 
! class="header" width="20%" rowspan=2 | Attack Interval
! class="header" width="50% colspan=4 | Damage
+
! class="header" width="50%" colspan=4 | Damage
 
|-
 
|-
! class="header" width="20%" | Point Blank
+
! class="header" width="20%" | Base Damage
 
! class="header" width="20%" | Critical
 
! class="header" width="20%" | Critical
 
|-
 
|-
 
! {{Table icon|Jag|Craft}}
 
! {{Table icon|Jag|Craft}}
| align="center" | {{Icon killicon|weapon=Jag}}
+
| {{Icon killicon|weapon=Jag}}
| 0.8 seconds
+
| 0.68 seconds
 
| 49
 
| 49
 
| 146
 
| 146
 +
|-
 
|}
 
|}
  
* Due to a bug in how construction rate is calculated, the Jag only adds a 15.79% faster build rate to under-construction buildings being hit with it. Consider this when determining your loadout.
+
* The Jag gives the Engineer a 30% bonus to construction speed; Wrench-boosting construction of buildings with the Jag will construct buildings at just shy of three times the normal rate, compared to 2.5x with most other wrenches. The Jag also swings 15% faster, further speeding up the process of creating level 3 buildings.
* Try to avoid melee combat due to the damage penalty. If your team is good at Spy checking, however, the loss of damage won't matter much.
+
** This also serves to legitimize construction of regular [[Sentry Gun]]s even in an offensive situation where normally a [[Gunslinger|Mini-Sentry]] would suffice. A level 2 Sentry will not take terribly long to make with ample metal available, and it will have a tremendous area control advantage thanks to superior DPS and durability over the Mini-Sentry. If your buildings aren't being pressured by Spies or other enemies, this could be something to consider.
* Get in the habit of hitting your buildings all the way to completion as soon as you plant them. Where the Jag really shines is in the construction of Dispensers. Taking 84.21% of the time to build a Dispenser speeds up supply of Metal which in turn can speeds other upgrades and buildings.
+
 
* The Jag is also useful in situations such as rebuilding a destroyed Teleporter Entrance or Exit while the other half is still up; being able to speedily rebuild the destroyed half means you can teleport back to your other buildings a few seconds faster.  
+
* Try to avoid melee combat due to the damage penalty. If your team is good at Spy checking, however, this won't matter much, and the extra swing speed will make up for some of the lost damage.
* The Jag is a great weapon for "helper" Engineers who are only being Engineer temporarily to help other Engineers upgrade or repair their buildings.
+
 
 +
* Get in the habit of hitting your buildings all the way to completion as soon as you plant them.
 +
 
 +
* The Jag is also useful in situations such as rebuilding a destroyed Teleporter Entrance or Exit while the other half is still up; being able to speedily rebuild the destroyed half means you can teleport back to your other buildings a few seconds faster.
 +
 
 +
* The Jag is a great weapon for "helper" Engineers who are only being Engineer temporarily to help other Engineers upgrade or maintain their buildings.
 +
** Although sometimes counterintuitive, you can temporarily equip the Jag to quickly construct higher-leveled buildings at spawn, and switch to another Wrench (besides the Gunslinger) to relish the Jag's bonus, but keep another Wrench as your 'main'. This is best seen in defending [[Dustbowl]]'s 3rd Stage.
 +
 
 +
* The Jag pairs well with the [[Rescue Ranger]] both by being able to quickly deploy buildings hauled from long range and healing any damage suffered to them to make up for the repair rate penalty; however, it becomes detrimental to equip the Pistol because the Jag is a straight downgrade to the default Wrench in combat and the Ranger is not very good at combat either. You may switch to the Wrangler if you prefer to keep your distance or try and Wrangler jump to unusual locations. This provides great utility with the Ranger by being able to pick up your Sentry while jumping, then teleport your Dispenser to yourself.
 +
 
 +
* The Jag's repair rate penalty stacks with the repair reduction of the Wrangler's shield. It may be advisable to use a different Wrench if your Sentry spot necessitates the Wrangler.
  
====[[Eureka Effect]]====
+
* The Jag takes 3 hits instead of 2 to destroy an enemy [[Sapper]]. It may be useful to use a different Wrench after you deploy your Buildings.
 +
 
 +
==== [[Eureka Effect]] ====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="16%" rowspan=2 | Kill Icon
 
! class="header" width="16%" rowspan=2 | Kill Icon
 
! class="header" width="20%" rowspan=2 | Attack Interval
 
! class="header" width="20%" rowspan=2 | Attack Interval
! class="header" width="50% colspan=3 | Damage
+
! class="header" width="50%" colspan=3 | Damage
 
|-
 
|-
 
! class="header" width="20%" | Point Blank
 
! class="header" width="20%" | Point Blank
 
! class="header" width="20%" | Critical
 
! class="header" width="20%" | Critical
 
|-
 
|-
! {{Table icon|Eureka Effect|Stock}}
+
! {{Table icon|Eureka Effect|Craft}}
| align="center" | {{Icon killicon|weapon=Eureka Effect}}
+
| {{Icon killicon|weapon=Eureka Effect}}
 
| 0.8 seconds
 
| 0.8 seconds
 
| 65
 
| 65
 
| 195
 
| 195
 +
|-
 
|}
 
|}
* The [[Eureka Effect]] functions the same as the default [[Wrench]], but comes with the secondary ability to teleport back to spawn in exchange for being unable to move buildings.
 
* Triggering a teleport forces the player to wait 3 seconds while the Engineer performs a brief taunt; since taunting leaves the Engineer completely defenseless, retreating with low health or when the enemy is advancing can result in death if care is not taken.
 
* The Eureka Effect can be useful in setting up and upgrading a Sentry nest quickly; having it equipped means an Engineer is able to run back and forth between spawn and their nest very quickly by using the Eureka Effect's taunt and an active teleporter, allowing an instant metal refill with each trip.
 
* The Eureka Effect gives the [[RED|defending team]] an advantage on attack/defense maps; if the penultimate point is being captured, a tactful teleport can allow an Engineer to fall back and prepare for an incoming attack.
 
* The teleport action also allows a teleporter exit to be placed at the front lines during setup on Payload maps; a quick teleport back to spawn and the teleporter is ready to go quickly.
 
* This Wrench is best avoided when on the [[BLU|attacking team]], as teleporting back to spawn requires you to abandon potentially vulnerable buildings, and you can't move buildings up when your team advances.
 
** On the other hand, if a Spy has destroyed your teleporter entrance or is currently spam-sapping it, the Eureka Effect allows you to surprise any Spies and/or rebuild an entrance.
 
  
==Weapon combinations==
+
* The Eureka Effect gives the Engineer the ability to teleport to the spawn and their [[Teleporter]] with the reload key ([[List of default keys|default key]]: {{key|R}}) and also decreases the cost to build and upgrade the Teleporter by 50%. However, the Eureka Effect gives the user 20% less metal from ammo pickups and Dispensers, and also gives the building 50% penalty to construction speed; Wrench-boosting construction of buildings with the Jag will construct buildings at 1.25x the normal rate, compared to 2.5x with most other wrenches.
{| class="wikitable grid collapsible collapsed" width="75%"
 
|-
 
! colspan=4 class="header" | Weapon Combinations
 
|-
 
! colspan=3 class="header" | Combo
 
! class="header" | Usage
 
 
 
|-
 
! align="center" | {{Icon weapon|weapon=Shotgun|icon-size=100x100px}}
 
'''[[Shotgun]]'''
 
! align="center" | {{Icon weapon|weapon=Short Circuit|icon-size=100x100px}}
 
'''[[Short Circuit]]'''
 
! align="center" | {{Icon weapon|weapon=Southern Hospitality|icon-size=100x100px}}  
 
'''[[Southern Hospitality]]'''
 
|
 
  
For a purely defensive Engineer. This combination allows the Engineer to hold positions against attack, albeit with high cost in Metal and upgrade time. The Short Circuit provides defense against explosives (the greatest bane of a Sentry Gun), although it increases the Engineer's reliance on having a functioning, upgraded, and well-placed Dispenser. The weak damage of Short Circuit can leave you open to other attacks, such as Spies and flank attacks. Nonetheless, as the sentry it free to fire on its own and won't be disabled by the Wrangler, this combination allows the defensive Engineer to be a bit more independent. This weapon set will allow you to preserve your Sentry Gun as long as possible and use the Shotgun to weaken foes or kill any Spy in range. The Southern Hospitality provides excellent defense against Spies and prevents them from escaping via invisibility, however your weakness to fire can make any sort of offensive pushing much more risky.
+
* The Eureka Effect shines in situations where time and metal are of the essence. A player can drop a level 1 sentry and a teleporter, hit the teleporter with your {{botignore|wrench}} till it's about 75% built, then teleport back and forth and have a nest built up quickly and at low personal risk as the player does need to leave the nest to forage for metal.
  
|-
+
* With the Eureka Effect equipped Dispensers will still dispense their regular amount of metal, but the Engineer will receive a reduced amount. For example, a Lvl 3 [[Dispenser]] will dispense its usual 60 metal each tick, but the Engineer will only receive 48 metal with the remaining 12 metal lost. This can very quickly add up in high metal usage situations.
! align="center" | {{Icon weapon|weapon=Frontier Justice|icon-size=100x100px}}
 
'''[[Frontier Justice]]'''
 
! align="center" | {{Icon weapon|weapon=Pistol|icon-size=40x40px}} or {{Icon weapon|weapon=Lugermorph|icon-size=40x40px}}
 
'''[[Pistol]]''' or '''[[Lugermorph]]'''
 
! align="center" | {{Icon weapon| weapon=Jag|icon-size=100x100px}}
 
'''[[Jag]]'''
 
|
 
For an advanced supportive Engineer. This set allows you to deploy your buildings quickly with the 30% faster construction rate granted by the Jag. This may give you more time to walk around and help maintain the buildings of other Engineers. The Revenge crits will become useful if your sentry happens to be destroyed. The Pistol provides an alternative firearm and is great for conserving your Revenge Crits. You can freely use the Wrangler instead for long-range offense with your sentry to keep your opponents at bay, though this will distract you from your and other Engineers' buildings.  
 
  
|-
+
* The Eureka Effect is ineffective for sustaining a base under consistent enemy attack due to it reducing your metal pickups. Therefore, use the Eureka Effect to set up a base, then switch to the stock [[Wrench]] to defend it more effectively. Remember, buildings are not lost when switching wrenches, in most circumstances.
! align="center" | {{Icon weapon|weapon=Shotgun|icon-size=100x100px}}
 
'''[[Shotgun]]'''
 
! align="center" | {{Icon weapon|weapon=Wrangler|icon-size=100x100px}}
 
'''[[Wrangler]]'''
 
! align="center" | {{Icon weapon| weapon=Jag|icon-size=100x100px}}
 
'''[[Jag]]'''
 
|
 
This combination is similar to the advanced supportive Engineer set but there are small changes. You can use your Wrangler to dispatch Snipers quickly and weaken enemies at the long distance. But having no bonus health means you are more likely to die.
 
  
This can also be a good loadout for an Engineer who likes to try and build behind the enemy lines. The Jag helps build up the base more quickly and the Wrangler can help the Engineer build in some unusual locations and immediately attack foes with the enhanced firepower.
+
* You and your buildings are more vulnerable when being constructed. Try to build in safe areas and know your limits on how aggressively you can place buildings.
  
|-
+
* Triggering a teleport forces the player to wait 3 seconds while the Engineer performs a brief taunt; since taunting leaves the Engineer completely defenseless, retreating with low health or when the enemy is advancing can result in death if care is not taken.
! align="center" | {{Icon weapon|weapon=Frontier Justice|icon-size=100x100px}}
 
'''[[Frontier Justice]]'''
 
! align="center" | {{Icon weapon|weapon=Pistol|icon-size=40x40px}} or {{Icon weapon|weapon=Lugermorph|icon-size=40x40px}}
 
'''[[Pistol]]''' or '''[[Lugermorph]]'''
 
! align="center" | {{Icon weapon|weapon=Gunslinger|icon-size=100x100px}}
 
'''[[Gunslinger]]'''
 
|
 
  
This set is for an assault-oriented Engineer who doesn't want to camp in the enemy base for the whole battle and get out and fight. The Gunslinger paired up with the Frontier Justice gives you many stored crits because the combat mini-sentry is very weak and will get destroyed often. The Pistol also gives you the upper hand when fighting from a distance, and you can also use it to finish off enemies weakened by a revenge crit. The extra 25 health from the Gunslinger gives you extra fighting time and the ability to take more damage. You can also place your mini-sentry to give you some more firepower in a battle.
+
* The Eureka Effect can be extremely useful in game modes lacking a source of healing (such as a health pickup, Medi Gun, or a Dispenser). You can engage an enemy, go to safety when you're at low health, teleport back to base, come back with full health (and metal), and repeat.
  
But this set is sometimes risky when going against classes that have a larger amount of firepower than you do, such as soldiers. An Engineer using these weapons can be used for support, as he can be effective when he sticks by his teammates and helps them out with his revenge crits and mini-sentry. You still pack a punch in most battles, think before you whip out your mini-sentry, as sometimes enemies will have much more firepower than you do. If so, plant you mini-sentry and retreat before they can catch you.
+
* The Eureka Effect can be useful in setting up and upgrading a Sentry nest quickly; having it equipped means an Engineer is able to run back and forth between spawn or a teleport exit and their nest very quickly by using the Eureka Effect's taunt and an active teleporter, allowing an instant metal refill with each trip.
  
|-
+
* The Eureka Effect gives the [[RED|defending team]] an advantage on attack/defense maps; if the penultimate point is being captured, a tactful teleport can allow an Engineer to fall back and prepare for an incoming attack.
! align="center" | {{Icon weapon|weapon=Frontier Justice|icon-size=100x100px}}
 
'''[[Frontier Justice]]'''
 
! align="center" | {{Icon weapon|weapon=Wrangler|icon-size=100x100px}}
 
'''[[Wrangler]]'''
 
! align="center" | {{Icon weapon|weapon=Jag|icon-size=100x100px}}
 
'''[[Jag]]'''
 
|
 
  
For the Engineer that likes to control his Sentry Gun. The Jag allows you to quickly deploy your Sentry Gun and the Wrangler grants you manual control over your Sentry Gun. If the Sentry Gun is destroyed while you are off getting Metal, you will be granted Revenge Crits.
+
* The teleport action also allows a teleporter exit to be placed at the front lines during setup on Payload maps; a quick teleport back to spawn and the teleporter is ready to go quickly. This allows you and your fellow Engineers to teleport to the frontlines and setup your buildings more quickly.
  
An important aspect of this set is that you should deploy your Sentry Gun in a hidden and safe spot, then slowly move it to the front lines while (hopefully) being accompanied by a [[Medic]] or a strong class (such as a [[Heavy]]) that is more likely to attract enemy fire. The Frontier Justice's reduced magazine size is not that much of a problem, since you will be spending more time defending yourself with the Sentry Gun than with a Shotgun.
+
* The Eureka Effect is great for passive chokepoint holding on the [[BLU|attacking team]], as teleporting back to spawn can guarantee a steady teleport system and get your slower classes back to the front quickly.
  
|-
+
* You can sneak past enemy lines on maps where the spawns change (such as Frontier), and set up a teleporter exit near the last point. Then, you can teleport back to spawn, restock, and take the teleporter to the point. Getting some of your teammates to take the teleporter can effectively "sandwich" the enemy, making for an easier fight.
! align="center" | {{Icon weapon|weapon=Widowmaker|icon-size=100x100px}}
+
** On the other hand, if a Spy has destroyed your teleporter entrance or is currently spam-sapping it, the Eureka Effect allows you to surprise any Spies and/or rebuild an entrance.
'''[[Widowmaker]]'''
 
! align="center" | {{Icon weapon|weapon=Short Circuit|icon-size=100x100px}}
 
'''[[Short Circuit]]'''
 
! align="center" | {{Icon weapon|weapon=Wrench|icon-size=40x40px}} or {{Icon weapon|weapon=Golden Wrench|icon-size=40x40px}} or {{Icon weapon|weapon=Saxxy|icon-size=40x40px}} or {{Icon weapon|weapon=Festive Wrench|icon-size=40x40px}} or {{Icon weapon|weapon=Gunslinger|icon-size=40x40px}}
 
'''[[Wrench]]''' or '''[[Golden Wrench]]''' or '''[[Saxxy]]''' or '''[[Wrench|Festive Wrench]]''' or '''[[Gunslinger]]'''
 
|'''The Deus-Ex Set'''
 
 
 
This set will eat up your metal very quickly. Enough misplaced shots from the Widowmaker will render you useless, and force you to replenish your metal. These weapons are best used after you've already constructed your Sentry Gun and Dispenser. This way, you still have other means of survival, and the Dispenser can replenish any metal you lose with missed or poor shots. You can also use the Short Circuit to prevent enemy Soldiers or Demomen from destroying your buildings. This setup does, however, leave you with no reliable medium/long range weaponry, so stay close to your Sentry Gun in order to not be taken by surprise.
 
 
 
Alternatively, when using the Gunslinger, you can make use of the reduced cost of the Mini-Sentry to fire a few shots and then still have enough metal to place a Mini-Sentry. Also, you can use the metal output to recharge your supply to continuously throw down Mini-Sentry Guns, keeping a constant force of pressure on the enemy. However, this leaves you mostly defenseless, as a Mini-Sentry is not something to hide behind when you're out of metal. Stay within running range of an upgraded Dispenser to always have a source of ammo.
 
  
|-
+
* Crafty Engineers can possibly carefully sneak past enemy lines and plant a teleporter exit in a place where the other side won't suspect it will be, such as the Control Point building in [[Dustbowl]] after it's captured, and then teleport back to the spawn safely, where they can upgrade and repair it as needed. This allows for other classes, like [[Spy|Spies]], to quickly go to that area without raising much suspicion.
! align="center" | {{Icon weapon|weapon=Frontier Justice|icon-size=100x100px}}
 
'''[[Frontier Justice]]'''
 
! align="center" | {{Icon weapon|weapon=Pistol|icon-size=40x40px}} or {{Icon weapon|weapon=Lugermorph|icon-size=40x40px}}
 
'''[[Pistol]]''' or '''[[Lugermorph]]'''
 
! align="center" | {{Icon weapon| weapon=Eureka Effect|icon-size=100x100px}}
 
'''[[Eureka Effect]]'''
 
|
 
For a defending Engineer who focuses more on building than retaliating. The Eureka Effect is perfect for jumping back to the nearest spawn quickly for an instant refill, which allows faster nest building and grants the option to quickly fall back and rebuild (or to surprise a Scout/Spy making a bee line for the last control point). Since the Eureka Effect prevents moving buildings, the Frontier Justice counters this hindrance through granting easy crits when your Sentry is inevitably destroyed by an enemy or yourself when falling back/repositioning your nest. Finally, the Pistol/Lugermorph allows you to defend yourself over ranges the Frontier Justice cannot reach and/or to avoid wasting crits.
 
  
|}
+
* The Eureka Effect can be used to attempt accurate telefrags. This requires very good timing.
  
==Class combat strategies==
+
* Because of the Eureka Effect's con that you can only get 80% of metal from metal pick-ups, you are usually conserving more metal than using the other wrenches.
==== [[Soldier]] ====
 
* The [[Cow Mangler 5000]]'s Charge shot can disable any building. You can repair the damage while the building is disabled, but any building won't perform its function until the 4 seconds are over. 4 seconds without buildings such as the Sentry Gun or the Dispenser could lead to your position being overrun. It may be in your best interest to fall back and live to build again if the Soldier is not alone.
 
* When the Frontier Justice is equipped, attacking Soldiers who have activated their [[Battalion's Backup]] with Revenge crits is unwise: switch to another weapon or use your Sentry to attack the Soldier instead if waiting for it to wear off is not ideal.
 
  
==== [[Demoman]] ====
+
* When respawning, use the Eureka Effect's teleport ability to teleport to your teleporter, so that someone else can use the teleporter.
* A smart Demoman will arc his grenades over your Sentry Gun, so don't rely on it to provide a shield from him.
 
* If you have Revenge crits stored, don't be afraid to fight the Demoman, since the Critical shot will kill him instantly at close range.
 
* If a Demoman has a location advantage, and he keeps firing Stickybombs at your buildings, it's better to run away than trying to constantly repair your buildings and be killed.
 
  
==== [[Heavy]] ====
+
== Map specific ==
* Position your Dispenser in a location that is not only convenient to yourself, but also allows a Heavy to infinitely fire their [[Minigun]] at enemies incoming to your position like a Sentry Gun.
+
=== [[Control Point]] (Attack/Defend)===
 +
====[[Steel]]====
 +
* [[Steel]] is an excellent map when it comes to tactical Engineer-based pushes. One well placed [[BLU]] teleporter can win a game quickly and effectively, due to the ability to capture Point E without the requirement to capture Points A-D first. A Sentry Gun in the area around Point E can lock it down and provide effective cover for BLU's [[Soldier]]s and [[Scout]]s as they capture.
 +
*While on Blu, it can often be a handy idea to use the following loadout:
 +
** Primary - [[Shotgun]]
 +
** Secondary - [[Short Circuit]]
 +
** Melee - [[Jag]]
 +
* Because of the large amount of tight areas and general lack of wide open spaces on Steel, the Short Circuit can be a very helpful tool to use over the [[Wrangler]] or [[Pistol]], as Engineers will often find themselves in situations where a Soldier or Demoman may be firing rockets, grenades or stickybombs at their base from around a corner or through a window and the Short Circuit will destroy the projectiles before they can hit the buildings or be detonated.
 +
* The Jag can be a handy item to have when it comes to quickly placing a Sentry Gun to assault enemies where they least expect it.
 +
** An effective example of this would be to build your sentry to Level 3 during setup time, and then haul it up the stairs to the right of the spawn doors. Provided of course that there are no enemy Sentry Guns within direct range of yours, place it on the elevated walkway next to Point A. Although it may be destroyed shortly afterwards, it can provide ample support which will allow your team to capture the point while denying [[Red]] that entire area.
 +
* If you are confident that your team will capture the point without support from you or your buildings, setting up a teleporter exit and base near the proceeding control points can often be a good way to catch your enemy off guard. This will allow for your team to begin capturing the points before the enemy team has a chance to set up defenses of their own.
 +
* When defending, it can often lead to setup positions similar to the ones mentioned in the last point. If you are confident that the enemy team will capture Point A fairly quickly, it may be a good idea to have a complete setup on Point B or even C.
 +
** One of the most surprising sentry placements on Steel will often be the narrow area leading from Point B to Point C. Setting up your nest here while on RED can catch the enemy team off guard and allows for Point C to get a defense set up by your teammates while you prevent BLU from directly entering the area. If they do begin firing projectiles at your buildings, they can be protected by the Short Circuit. This base will often last the entire round if you defend it properly, mainly due to the lack of access points. It is recommended that you haul to another spot though, as the enemy team will usually give up trying to pass through this point and take another route.
 +
* If BLU only needs to capture Point E to win, a very effective way to figure out where to place a sentry is to take note of where the enemy team is pushing from. Once satisfied you have the right entrance, place a sentry not guarding the entrance itself or even the point, but the area that the team needs to pass through to get to this entrance. This will prove a lot more effective than placing it exactly where they typically expect it to be, thus catching them off guard preparing for something that is sooner upon them than they thought.
  
==[[Buildings]]==
+
== [[Buildings]] ==
===[[Sentry Gun]]===
+
==== [[Sentry Gun]] ====
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Level
 
! class="header" | Level
Line 707: Line 742:
 
! class="header" | Cost
 
! class="header" | Cost
 
! class="header" | Weaponry
 
! class="header" | Weaponry
! class="header" | Damage  
+
! class="header" | Damage
 
! class="header" | Ammo
 
! class="header" | Ammo
 
|-
 
|-
| height=150 |  
+
| height=150 |
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 717: Line 752:
 
! 1
 
! 1
 
|}
 
|}
[[Image:Lvl1sentry.png|100px]]  
+
[[Image:Lvl1sentry.png|100px]]
 
|{{Icon killicon|weapon=sentry1}}
 
|{{Icon killicon|weapon=sentry1}}
 
| 150 (effectively 450 with the [[Wrangler]] shielding)
 
| 150 (effectively 450 with the [[Wrangler]] shielding)
Line 725: Line 760:
 
| 100 rounds
 
| 100 rounds
 
|-
 
|-
| height=150 |  
+
| height=150 |
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 737: Line 772:
 
| 330 [[Metal]]
 
| 330 [[Metal]]
 
| Dual Rotational Minigun Barrels
 
| Dual Rotational Minigun Barrels
| '''Damage:''' 16 <br>'''Shots per second:''' 8 (16 with [[Wrangler]]) <br> '''Average DPS:''' 128 (256 with [[Wrangler]])<br>  
+
| '''Damage:''' 16<br>
 +
'''Shots per second:''' 8 (16 with [[Wrangler]])<br>
 +
'''Average DPS:''' 128 (256 with [[Wrangler]])<br>
 
| 120 rounds
 
| 120 rounds
 
|-
 
|-
| height=150 |  
+
| height=150 |
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 755: Line 792:
  
 
Target Guided Rocket Launch Support System
 
Target Guided Rocket Launch Support System
|  
+
|
'''Damage:''' 16 <br>'''Shots per second:''' 8 (16 with [[Wrangler]]) <br> '''Average DPS:''' 128 (256 with [[Wrangler]])<br>
+
'''Damage:''' 16<br>
*Rockets fire every 3 seconds (slightly faster with the [[Wrangler]]) dealing 53 to 150 damage on direct hit (falloff is calculated from the distance of the Engineer to the target, not from the Sentry to the target). The rockets can be deflected with the [[Pyro]]'s [[compression blast]].
+
'''Shots per second:''' 8 (16 with [[Wrangler]])<br>
|  
+
'''Average DPS:''' 128 (256 with [[Wrangler]])<br>
 +
* Rockets fire every 3 seconds (slightly faster with the [[Wrangler]]), dealing 53 to 150 damage on direct hit (falloff is calculated from the distance of the Engineer to the target, not from the Sentry to the target). The rockets can be deflected with the [[Pyro]]'s [[compression blast]].
 +
|
 
144 rounds<br>
 
144 rounds<br>
 
20 rocket salvos
 
20 rocket salvos
 
|}
 
|}
'''Combat Mini-Sentry Gun'''
+
==== [[Combat Mini-Sentry Gun]] ====
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 770: Line 809:
 
! class="header" | Cost
 
! class="header" | Cost
 
! class="header" | Weaponry
 
! class="header" | Weaponry
! class="header" | Damage  
+
! class="header" | Damage
 
! class="header" | Ammo
 
! class="header" | Ammo
 
|-
 
|-
| height=150 |  
+
| height=150 |
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 785: Line 824:
 
| 100 Metal
 
| 100 Metal
 
| Semi-Automatic Firing Barrel
 
| Semi-Automatic Firing Barrel
| '''Damage:''' 8 <br>'''Shots per second:''' 6 (12 with [[Wrangler]]) <br>'''Average DPS:''' 48 (96 with [[Wrangler]])
+
| '''Damage:''' 8<br>
 +
'''Shots per second:''' 6 (12 with [[Wrangler]])<br>
 +
'''Average DPS:''' 48 (96 with [[Wrangler]])
 
| 100 rounds
 
| 100 rounds
 
|}
 
|}
  
* The difference between excellent Sentry Gun placement and average Sentry Gun placement can sometimes be very little; a matter of inches, or an angle that is off by a few degrees can determine whether a Sentry Gun can effectively cover a certain approach, whether it will give away its location to enemies too easily, whether it will take too long to rotate into firing positions, and so on. This does not mean that you should take a long time to adjust their Sentry Gun blueprint before placing it – doing so is a hallmark of inexperienced Engineer play. However, observe how certain placements perform and if the Sentry Gun demonstrates any weaknesses in that position, try to place the Sentry Gun so it will be more effective in the future.
+
* The difference between excellent Sentry Gun placement and average Sentry Gun placement can sometimes be very little; a matter of inches, or an angle that is off by a few degrees, can determine whether a Sentry Gun can effectively cover a certain approach, whether it will give away its location to enemies too easily, whether it will take too long to rotate into firing positions, and so on. This does not mean that you should take a long time to adjust the Sentry Gun blueprint before placing it – doing so is a hallmark of inexperienced Engineer play. However, observe how certain placements perform, and if the Sentry Gun demonstrates any weaknesses in that position, try to place the Sentry Gun so it will be more effective in the future.
** A good rule of thumb for Sentry Gun placement is a location that maximizes the Sentry Gun's range while minimizing its corner weakness. In other words, any location where approaching enemies will likely receive fire from the Sentry Gun at close to its maximum range but will be unable to fire back from outside that range. This is because Sentry Guns do not suffer from [[damage|damage falloff]] at range. While this does not always limit the damage your Sentry Gun will take in return (damage falloff due to range does not apply to damage done against buildings), it does reduce the damage ''you'' will take while you maintain the Sentry Gun, and it also reduces damage from short-range and/or high spread weapons such as the Scattergun, Flamethrower, and Minigun. Making good use of the Sentry Gun's range also gives the Sentry Gun a bigger field of fire and it gives you more warning of approaching enemies (and incoming projectiles), while denying the largest area to your enemies, one of the Engineer's primary roles.  
+
** A good rule of thumb for Sentry Gun placement is a location that maximizes the Sentry Gun's range while minimizing its corner weakness. In other words, any location where approaching enemies will likely receive fire from the Sentry Gun at close to its maximum range but will be unable to fire back from outside that range. This is because Sentry Guns do not suffer from [[damage|damage falloff]] at range. While this does not always limit the damage your Sentry Gun will take in return (damage falloff due to range does not apply to damage done against buildings), it does reduce the damage ''you'' will take while you maintain the Sentry Gun, and it also reduces damage from short-range and/or high spread weapons such as the Scattergun, Flamethrower, and Minigun. Making good use of the Sentry Gun's range also gives the Sentry Gun a bigger field of fire and it gives you more warning of approaching enemies (and incoming projectiles), while denying the largest area to your enemies, one of the Engineer's primary roles.
* Sentry Guns are usually best built on high ground. However, you should avoid choosing an elevated spot that allows your Sentry Gun to be seen by enemies from beyond its ability to fire back. The best Sentry Gun placements allow a Sentry Gun to shoot at enemies at the same time or even a little before enemies are able to see and shoot back at the Sentry Gun and high ground can help achieve this as the diagram below-right demonstrates.
+
* Sentry Guns are usually best built on high ground. However, you should avoid choosing an elevated spot that allows your Sentry Gun to be seen by enemies from beyond its ability to fire back. The best Sentry Gun placements allow a Sentry Gun to shoot at enemies at the same time or even a little before enemies are able to see and shoot back at the Sentry Gun, and high ground can help achieve this, as the diagram below-right demonstrates.
** High ground is also great because it makes the Sentry Gun harder to hit with splash damage. As long as it is not built with its back to a wall, most projectiles will arc either too high or too low to hit hard, and the precision aiming required forces enemies to take the Sentry Gun's full weight of fire to try to take their shot. Conversely low ground creates the opposite effect, effectively "funneling" even stray projectiles such as Grenades right into the Sentry Gun. Avoid low ground positions such as pits and valleys.
+
** High ground is also great because it makes the Sentry Gun harder to hit with splash damage. As long as it is not built with its back to a wall, most projectiles will arc either too high or too low to hit hard, and the precision aiming required forces enemies to take the Sentry Gun's full weight of fire to try to take their shot. Conversely, low ground creates the opposite effect, effectively "funneling" even stray projectiles such as Grenades right into the Sentry Gun. Avoid low ground positions such as pits and valleys.
**High ground is also very useful by making it more difficult for Spies to get into sapping range. High ground placements reduce the number of routes Spies can use to get close, making it easier for you and your team to discover and remove potential Spy threats before they get a chance to disable your Sentry Gun.
+
** High ground is also very useful by making it more difficult for Spies to get into sapping range. High ground placements reduce the number of routes Spies can use to get close, making it easier for you and your team to discover and remove potential Spy threats before they get a chance to disable your Sentry Gun.
* Build in areas that are open, but not too open, and give you some room to work. This allows you to dodge and gives yourself good angles for using the Wrangler while keeping a safe distance from your Sentry Gun if it is under fire. If possible, have a wall or other cover near to the Sentry Gun that you can use as cover while you repair, but try not to have an obscured view of what is attacking your Sentry Gun.  
+
* Build in areas that are open, but not too open, and give you some room to work. This allows you to dodge and gives yourself good angles for using the Wrangler while keeping a safe distance from your Sentry Gun if it is under fire. If possible, have a wall or other cover near to the Sentry Gun that you can use as cover while you repair, but try not to have an obscured view of what is attacking your Sentry Gun.
* Avoid "gimmicky" Sentry positions such as looking down holes in ceilings, in the middle of narrow hallways, or around sharp corners. Sentry Guns can certainly get kills in such positions, but while these positions can surprise the enemy temporarily, they aren't terribly effective since they won't seriously interfere with your opponents' movement. High level Sentry Guns take a lot of time and resources to make, so building them in areas where they will be useful only rarely is a waste.  
+
* Avoid "gimmicky" Sentry positions such as looking down holes in ceilings, in the middle of narrow hallways, or around sharp corners. Sentry Guns can certainly get kills in such positions, but while these positions can surprise the enemy temporarily, they aren't terribly effective since they won't seriously interfere with your opponents' movement. High level Sentry Guns take a lot of time and resources to make, so building them in areas where they will be useful only rarely is a waste.
 
* Great Sentry positions will allow the Sentry Gun to put suppressing fire on a number of key areas and also allow it to act as a first line of defense for your team. A Sentry being repaired or Wrangled (or both) is excellent at absorbing damage that would otherwise be directed at your fellow teammates.
 
* Great Sentry positions will allow the Sentry Gun to put suppressing fire on a number of key areas and also allow it to act as a first line of defense for your team. A Sentry being repaired or Wrangled (or both) is excellent at absorbing damage that would otherwise be directed at your fellow teammates.
** Sentry Guns should not therefore be viewed as a "last line of defense". Building with this mentality is flawed, because while an Engineer and his Sentry can fend off most lone opponents fairly effectively, as little as two enemies can overwhelm an unsupported Engineer position, even if the base is well constructed and the Engineer is skilled.
+
** Sentry Guns should not therefore be viewed as a "last line of defense". Building with this mentality is flawed, because while an Engineer and his Sentry can fend off most lone opponents fairly effectively, as little as two enemies can overwhelm an unsupported Engineer position, even if the base is well constructed and the Engineer is skilled.
 
* Don't build yourself into a corner if you want to be hanging around your Sentry Gun repairing; you deny yourself a line of retreat and ensure that you get damaged as much as your Sentry Gun. Sentry Guns right around corners can catch enemies off guard, but if you build such an "ambush" Sentry Gun, don't sit right on it. Leave it on its own and maybe support it offensively with your own weapons, and then move it or rebuild it once it becomes ineffective.
 
* Don't build yourself into a corner if you want to be hanging around your Sentry Gun repairing; you deny yourself a line of retreat and ensure that you get damaged as much as your Sentry Gun. Sentry Guns right around corners can catch enemies off guard, but if you build such an "ambush" Sentry Gun, don't sit right on it. Leave it on its own and maybe support it offensively with your own weapons, and then move it or rebuild it once it becomes ineffective.
* In addition to building on high ground and in a moderately open area, you should build the Sentry Gun such that it covers narrow areas in the map called "chokepoints". This maximizes the area your team has to work with and minimizes the maneuvering room for attackers. This forces the enemy team to bunch up in narrow hallways and doorways, making them easy prey for your Sentry Gun's rockets or the splash damage from your team. Sentry Guns are at their best when they force enemies to fight from a disadvantageous position.
+
* In addition to building on high ground and in a moderately open area, you should build the Sentry Gun such that it covers narrow areas in the map called "[[Chokepoint]]s". This maximizes the area your team has to work with and minimizes the maneuvering room for attackers. This forces the enemy team to bunch up in narrow hallways and doorways, making them easy prey for your Sentry Gun's rockets or the splash damage from your team. Sentry Guns are at their best when they force enemies to fight from a disadvantageous position.
 
* Take note of where other Engineers have set up their Sentry Guns and set up yours to create overlapping fields of fire that can catch opponents in crossfire. Being within sight of another Engineer on your team makes it easy for you to help one other repair during times when either of you is dead or occupied. It also concentrates your team's defense and prevents your team from spreading too thinly. Two Sentry Guns that are spread out yet still covering the same choke point combined with adequate [[Spy checking]] can be an absolute nightmare for the enemy team to deal with and forces them to either come with everything they have or not come at all.
 
* Take note of where other Engineers have set up their Sentry Guns and set up yours to create overlapping fields of fire that can catch opponents in crossfire. Being within sight of another Engineer on your team makes it easy for you to help one other repair during times when either of you is dead or occupied. It also concentrates your team's defense and prevents your team from spreading too thinly. Two Sentry Guns that are spread out yet still covering the same choke point combined with adequate [[Spy checking]] can be an absolute nightmare for the enemy team to deal with and forces them to either come with everything they have or not come at all.
** Conversely, try not to build two Sentry Guns next to each other; this doesn't help cover a wider area and makes the Spy's job of sapping Sentry Guns easier.
+
** Conversely, try not to build two Sentry Guns next to each other; this doesn't help cover a wider area and allows a Demoman or Spy to take out both Sentry Guns at once.
* After building a Sentry Gun, stand behind it and build a Dispenser behind your position; if a few enemies or an ÜberCharged enemy comes, you can kneel behind the Sentry for protection and continually repair the damage done to it while having your Metal replenished by the Dispenser behind you. This strategy works well wherever enemies are forced through a bottleneck while approaching the Gun or have no line of sight to the Dispenser, but does not work well in open areas where the Dispenser can be targeted from the side or from above.
+
* After building a Sentry Gun, stand behind it and build a Dispenser behind your position; if a few enemies or an ÜberCharged enemy comes, you can crouch behind the Sentry for protection and continually repair the damage done to it while having your Metal replenished by the Dispenser behind you. This strategy works well wherever enemies are forced through a bottleneck while approaching the Gun or have no line of sight to the Dispenser, but does not work well in open areas where the Dispenser can be targeted from the side or from above.
  
[[File:Sentry Diagrams.png|300px|thumb|left|'''Figure 1'''. [[Dustbowl]], [[Dustbowl#Stage 2, Point B|Stage 2, Point B]] example of excellent Sentry placement. Both Sentries A and B are on high ground in open areas covering chokepoints, with double coverage of two major chokes. Both Sentries are nearby and face each other making it easy for each Engineer to watch the other.]]
+
[[File:Sentry Diagrams.png|300px|thumb|left|'''Figure 1'''. [[Dustbowl]], [[Dustbowl#Stage 2, Point B|Stage 2, Point B]] example of excellent Sentry placement. Both Sentries A and B are on high ground in open areas covering chokepoints, with double coverage of two major chokes. Both Sentries are nearby and face each other, making it easy for each Engineer to watch the other.]]
  
[[File:Sentry High Ground.png|555px|thumb|right|'''Figure 2'''. Illustrates the advantages of elevated placement. Sentry is in the open covering a chokepoint, is able to lock on and begin firing an instant before approaching enemies preventing abuse of cover and maximizing Sentry damage. Attacking Demomen in particular will have poor attack angles.]]
+
[[File:Sentry High Ground.png|555px|thumb|right|'''Figure 2'''. Illustrates the advantages of elevated placement. Sentry is in the open covering a chokepoint, is able to lock on and begin firing an instant before approaching enemies, preventing abuse of cover and maximizing Sentry damage. Attacking Demomen in particular will have poor attack angles.]]
  
 
<br style="clear: both" />
 
<br style="clear: both" />
Line 815: Line 856:
 
! class="header" rowspan="2" | Health
 
! class="header" rowspan="2" | Health
 
! class="header" rowspan="2" | Cost
 
! class="header" rowspan="2" | Cost
! class="header" colspan="3" | Generation
+
! class="header" colspan="3" | Resource Output Rate
 
|-
 
|-
 
! class="header" | [[Health]]
 
! class="header" | [[Health]]
Line 821: Line 862:
 
! class="header" | [[Metal]]
 
! class="header" | [[Metal]]
 
|-
 
|-
|  
+
|
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" |
 
! class="header" |
Line 828: Line 869:
 
|}
 
|}
  
[[Image:Lvl1dispenser.png|150px]]
+
[[Image:Lvl1dispenser.png|75px]]
|| 150 || 100 [[Metal]] || 10/sec || 20%/sec || 40/5 sec
+
|| 150 || 100 [[Metal]] || 10/sec || 20%/sec || 40/5 sec
 
|-
 
|-
|  
+
|
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 838: Line 879:
 
! 2
 
! 2
 
|}
 
|}
[[Image:Lvl2dispenser.png|150px]]
+
[[Image:Lvl2dispenser.png|75px]]
  
|| 180 || 300 [[Metal]] || 15/sec || 30%/sec || 50/5 sec
+
|| 180 || 300 [[Metal]] || 15/sec || 30%/sec || 50/5 sec
 
|-
 
|-
|  
+
|
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" |
 
! class="header" |
Line 848: Line 889:
 
! 3
 
! 3
 
|}
 
|}
[[Image:Lvl3dispenser.png|150px]]
+
[[Image:Lvl3dispenser.png|75px]]
  
|| 216 || 500 [[Metal]] || 20/sec || 40%/sec || 60/5 sec
+
|| 216 || 500 [[Metal]] || 20/sec || 40%/sec || 60/5 sec
 
|}
 
|}
  
The primary use of the Dispenser is to provide logistical support to yourself and your team. Dispensers act as unlimited health and ammo pickups that can be used by any number of teammates at once, making Dispensers more and more essential the greater the number of players on your team. Dispensers take time to build and are expensive and time-consuming to upgrade, but once they build up a good supply of Metal, they enable you to keep your buildings repaired almost indefinitely except under the most concentrated attacks. The Sentry Gun can secure an area from immediate attack, but it is upgraded Dispensers that can truly fortify a location.  
+
* Build your Dispenser in a convenient location for your teammates to reach.
 
+
* Do not place your Dispenser in areas with lots of enemies nearby. Dispensers are fragile, and without anything to guard them, they will be destroyed quickly. Try to locate the Dispenser behind an obstacle, such as a crate or a low wall, which will shield it from a fair amount of incoming damage.
* It can be used as an obstacle: members of the opposing team can't walk through your [[buildings]] so Dispensers can be strategically used to jam up doorways and stairs. or distinguish between [[Spy|Spies]] and teammates. Building a Dispenser in a location solely to detect Spies is typically not recommended since it most likely can be more beneficial elsewhere.
+
* It's a bad idea to place your Dispenser next to your Sentry Gun, and stand in a position where you can reach both with your Wrench at the same time. The Dispenser doesn't help your team.
* It can be used to defend an area. Dispensers allow [[Heavy|Heavies]] and [[Pyro]]s to defend an area constantly with unlimited ammo (with the added bonus of slow healing).
+
* Make sure your Dispenser isn't blocking your Sentry Gun. Enemies can take advantage of blind spots behind Dispensers to destroy your buildings.
* It can be built in certain areas to allow the [[Engineer]] to reach or build on a higher location. Since the Engineer's buildings are only solid to him and not his teammates however, this only benefits the Engineer unless he builds a [[Teleporter]] to allow teammates to follow. Placing a teleporter exit at the peak of a jump off a Dispenser can significantly increase maneuverability.  
+
* A savvy Engineer can use his Dispenser to 'Dispenser jump.' An Engineer can jump on top of his Dispenser and then reach an otherwise unreachable ledge.
*Dispensers can block your [[Sentry Gun]]'s line of sight, so try not to build them in front of your Sentry Gun whenever possible.
+
* A good placement for a Dispenser is behind cover, but still near the frontline enough that it can heal teammates. This helps your teammates stay in the fight longer.
 +
* Dispensers stack, so sometimes putting two Dispensers near each other is a good idea. Teammates can receive two times the healing.
  
===[[Teleporter]]===
+
=== [[Teleporter]] ===
[[File:Telespin.png|100px|right|Teleporter]]
+
[[File:Telespin.png|80px|left|Teleporter]]
{| class="wikitable grid" style="text-align:center;margin-bottom: 10px"  
+
{| class="wikitable grid" style="text-align:center;margin-bottom: 10px"
 
! class="header" | Level
 
! class="header" | Level
 
! class="header" | Health
 
! class="header" | Health
Line 869: Line 911:
 
|-
 
|-
 
| Level 1
 
| Level 1
|| 150 || 125 [[Metal]] || 10 seconds
+
|| 150 || 50 [[Metal]] || 10 seconds
 
|-
 
|-
 
| Level 2
 
| Level 2
|| 180 || 325 [[Metal]] || 5 seconds
+
|| 180 || 250 [[Metal]] || 5 seconds
 
|-
 
|-
 
| Level 3
 
| Level 3
|| 216 || 525 [[Metal]] || 3 seconds
+
|| 216 || 450 [[Metal]] || 3 seconds
 +
|}
 +
 
 +
* Place your Teleporter Entrance close to your team's respawn point in plain sight.
 +
* Place your Teleporter Exit either -
 +
** Somewhere hidden within enemy territory, such as behind a crate or on the rooftop of a shed.
 +
** Near your other buildings.
 +
* Avoid standing right on top of your Teleporter Exit, so as to avoid being [[telefrag]]ged.
 +
* Make sure which direction to head is obvious to your teammates. When the Teleporter is being carried, pressing Alt-Fire rotates it 90 degrees. Use this to face your Teleporter away from walls, corners, etc.
 +
* During setup time, or at the start of a round, it's a good idea to build a Teleporter entrance. This is a good preparation strategy. It gives you the ability to deploy an exit on demand, and respond to changes in the front line by relocating the exit.
 +
* When defending a highly-trafficked chokepoint, you may want to place a Teleporter entrance or exit somewhere where attacking enemies will see it as they are entering your area of the map. They will often destroy it, giving you a heads-up about their presence. Beware that some players will be suspicious of the Teleporter's real function as an early warning system and will purposely leave it alone so as to retain the element of surprise.
 +
** However, do this '''only''' when it's '''''absolutely''''' unnecessary for the Teleporters to be used the way they're meant to, for example, on last point on defense, your spawn is usually close to the last point.
 +
* Avoid building Teleporters during [[Arena mode]]. The quick nature of Arena maps and the scarcity of ammo during such games means that you're better off using your metal to build [[Dispenser]]s or [[Sentry Gun]]s.
 +
* You can use the Eureka Effect to save metal on creating and upgrading Teleporters, then switch to another Wrench to get the rest of the sentry base built up.
 +
 
 +
== [[Taunts#Taunt Attacks|Taunt Attacks]] ==
 +
=== [[Guitar Smash]] ===
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" |
 +
! class="header" width="16%" | Kill Icon
 +
! class="header" width="10%" | Weapon
 +
! class="header" width="10%" | Damage
 +
! class="header" width="10%" | Duration
 +
! class="header" width="37%" | Details
 +
|- style="height: 110px;"
 +
| {{Table icon|Guitar Smash}}
 +
| {{Icon killicon|weapon=Guitar Smash}}
 +
| [[Frontier Justice]]
 +
| 500
 +
| 4 seconds
 +
| The Engineer takes out his loyal guitar, plays a chord, and then hits it into the head of any enemy that's in the way.
 
|}
 
|}
*Teleporter Exits should be placed so that that teammates will instantly have a good idea of where to go when they use it, they can react more quickly to incoming enemies and it is harder to be backstabbed by enemy Spies (Alt-fire also rotates the Teleporter by 90 degrees, but pressing fire while it rotates can cause it to build at a 45 degree angle).
 
*The status of Teleporters should be known by the whole team as soon as possible: where they're built and whether or not they're being Sapped or attacked.  It's also a good idea to give the team an Estimated Time of Arrival (ETA) of when the exit will be built so that if someone is just spawning they can wait by the entrance.
 
*If you have just built the exit and a teammate immediately uses it then picking it up and putting it down and hitting it with your Wrench will rebuild and recharge it in less than half the time (about 5 seconds) than if you just let it recharge by itself (about 10 seconds) until you can find enough metal to upgrade it.
 
*When playing on Control Point maps, the Teleporter should usually be the first thing built. Place an entrance outside spawn, replenish your metal within spawn and place the other Teleporter just out of the way of the front line.
 
*Enemy players such as Spies and Scouts will often try to sneak past your team and attempt to destroy your Teleporter Entrance, which is often not guarded by your Sentry Gun. If this happens repeatedly, you might consider moving your Sentry back to your Spawn to cover it, along with yourself. This can be less of a trade-off if there is another friendly Engineer who can pick up the slack on the front lines and cover the buildings back at the Exit. Often you can get away with doing this only temporarily, since once you have denied several attempts to kill your Teleporter Entrance the enemy will usually stop trying, and you can move back to the front lines.
 
*Never stand atop your Teleporter, because if an enemy [[Spy]] goes through your teleporter while you are standing on it, you will be instantly killed, otherwise known as a [[Telefrag]] 
 
*When removing Sappers from Teleporters, ensure that you do not stand ''on'' the exit, preventing Spies from potentially [[Telefrag]]ing you.
 
*It's often better to be more conservative in the positioning of Teleporters. Building and upgrading a Teleporter is very time consuming, and potentially risky and thus should not be deliberately repeated. It's better to have a Teleporter remain active and take your allies 75% of the way to their destination, than to have a Teleporter go the whole distance but gets destroyed due to its proximity to the action.
 
*Teleporters leave a particle trail on the feet of anyone who uses them, revealing to enemies the presence of an active Teleporter nearby. This is yet another reason to think conservatively when placing your Teleporter.
 
*When playing in a purely defensive role and Teleporters are not needed to reach the ''front'' line, they can be used to retreat to reach the ''back'' line or any other safe position quickly.  Be sure to let your team know why the Teleporter goes backwards.
 
*Placing Teleporter Exits in locations where they have an increased chance of causing telefrag kills against enemies can potentially be a legitimate possibility. Usually this will mean placing an Exit in a narrow area where there is no room to step around the Exit, forcing any enemies rushing through the area to be at risk of a Telefrag.
 
** One example of this would be on [[Dustbowl]] Stage 1 Point B on the stairs leading from the sliding doors to the control point – enemies are often under fire and simply trying to move quickly through onto the point, and won't usually stop to destroy a Teleporter Exit which can easily result in telefrags.
 
  
 +
* Guitar Smash can be used on immobilized, unaware, or distracted enemies. However, the chord may give you away.
 +
* Guitar Smash be useful during [[Match outcomes#Humiliation|Humiliation]] or [[Match outcomes#Stalemate|Stalemate]].
 +
 +
=== [[Arm Blender]] ===
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" |
 +
! class="header" width="16%" | Kill Icon
 +
! class="header" width="10%" | Weapon
 +
! class="header" width="10%" | Damage
 +
! class="header" width="10%" | Duration
 +
! class="header" width="37%" | Details
 +
|- style="height: 110px;"
 +
| {{Table icon|Arm Blender}}
 +
| {{Icon killicon|weapon=Arm Blender}}
 +
| [[Gunslinger]]
 +
| 500
 +
| 4 seconds
 +
| The Engineer pulls a rip-cord from his mechanical prosthetic, revving the hand of his Gunslinger up to vicious speeds, after which he thrusts it forward, gibbing any enemy player within reach.
 +
|}
 +
 +
* With correct timing, you might be able to kill a distracted enemy, so keep in mind that it takes some time for the Engineer to spin his hand up.
 +
* You can use the stunning effect of Arm Blender to stun ÜberCharged enemies and waste their Über time.
 +
* Arm Blender is also effective during humiliation.
 +
 +
== Weapon combinations ==
 +
{| class="wikitable grid collapsible collapsed" width="100%"
 +
|-
 +
! colspan=4 class="header" | Example Combinations
 +
|-
 +
! colspan=3 class="header" | Combo
 +
! class="header" | Usage<br />
 +
 +
|-
 +
! {{Icon weapon|weapon=Shotgun|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Panic Attack|icon-size=40x40px}}<br />
 +
'''[[Shotgun]]''' or '''[[Panic Attack]]'''
 +
! {{Icon weapon|weapon=Pistol|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Short Circuit|icon-size=40x40px}}<br />
 +
'''[[Pistol]]''' or '''[[Short Circuit]]'''
 +
! {{Icon weapon|weapon=Wrench|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Southern Hospitality|icon-size=40x40px}}<br />
 +
'''[[Wrench]]''' or '''[[Southern Hospitality]]'''
 +
|
 +
 +
For a purely defensive Engineer. This combination allows the Engineer to hold positions against attack, albeit with high cost in Metal and upgrade time. The Short Circuit and Pistol provides defense against rockets and explosives (the greatest bane of a Sentry Gun), although it increases the Engineer's reliance on having a functioning, upgraded, and well-placed Dispenser. The weak damage of the Short Circuit can leave you open to other attacks, such as Spies and flank attacks. The Pistol by comparison is a great weapon for attacking enemies from long range, along with the increase of ammo for defending the buildings. Nonetheless, as the sentry is free to fire on its own and won't be disabled by the Wrangler, this combination allows the defensive Engineer to be a bit more independent.
 +
 +
This weapon set will allow you to preserve your Sentry Gun as long as possible and use the Shotgun to weaken foes or kill any Spies in range, or use the Panic Attack as a means to quickly confront a lone threat to any of your buildings and use it in conjunction with Sentry Gun fire to deal additional damage in a short burst, which can come in a handy if an enemy has a Medic providing Overheal. The Southern Hospitality provides excellent defense against Spies and prevents them from escaping via invisibility, however your weakness to fire can make any sort of offensive pushing much more risky; if there is a great number of Pyros on the other team, and constantly ambushing your buildings, try using the Wrench over the Southern Hospitality.
 +
 +
|-
 +
! {{Icon weapon|weapon=Frontier Justice|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Widowmaker|icon-size=40x40px}}<br />
 +
'''[[Frontier Justice]]''' or '''[[Widowmaker]]'''
 +
! {{Icon weapon|weapon=Pistol|icon-size=100x100px}}
 +
'''[[Pistol]]'''
 +
! {{Icon weapon| weapon=Jag|icon-size=100x100px}}
 +
'''[[Jag]]'''
 +
|
 +
For an advanced supportive Engineer. This set allows you to deploy your buildings quickly with the 30% faster construction rate granted by the Jag. This may give you more time to walk around and help maintain the buildings of other Engineers. The Revenge crits will become useful if your sentry happens to be destroyed. The Widowmaker is a great weapon if you don't need time to reload and drop the enemies health. The Pistol provides an alternative firearm and is great for conserving your Revenge Crits or not use metal if you used the Widowmaker. You can freely use the Wrangler instead for long-range offense with your sentry to keep your opponents at bay, though this will distract you from your and other Engineers' buildings.
 +
 +
|-
 +
! {{Icon weapon|weapon=Shotgun|icon-size=100x100px}}
 +
'''[[Shotgun]]'''
 +
! {{Icon weapon|weapon=Wrangler|icon-size=100x100px}}
 +
'''[[Wrangler]]'''
 +
! {{Icon weapon| weapon=Jag|icon-size=100x100px}}
 +
'''[[Jag]]'''
 +
|
 +
This combination is similar to the advanced supportive Engineer set but there are small changes. You can use your Wrangler to dispatch Snipers quickly and weaken enemies at a long distance. But having no bonus health means you are more likely to die.
 +
 +
This can also be a good loadout for an Engineer who likes to try and build behind the enemy lines. The Jag helps build up the base more quickly and the Wrangler can help the Engineer build in some unusual locations and immediately attack foes with the enhanced firepower.
 +
 +
|-
 +
! {{Icon weapon|weapon=Frontier Justice|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Widowmaker|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Panic Attack|icon-size=40x40px}}<br />
 +
'''[[Frontier Justice]]''' or '''[[Widowmaker]]''' or '''[[Panic Attack]]'''
 +
! {{Icon weapon|weapon=Pistol|icon-size=100x100px}}
 +
'''[[Pistol]]'''
 +
! {{Icon weapon|weapon=Gunslinger|icon-size=100x100px}}
 +
'''[[Gunslinger]]'''
 +
|
 +
 +
This set is for an assault-oriented Engineer who doesn't want to camp in the enemy base for the whole battle and get out and fight. The Gunslinger paired up with the Frontier Justice gives you many stored crits because the combat mini-sentry is very weak and will get destroyed often. Alternatively, the Widowmaker can be used at close range to replenish your metal quickly. In addition, the Panic Attack's increased damage at closer ranges, in addition to the fixed spread giving greater consistency can be deadly at closer ranges, allowing for over 100+ damage in one shot.  The Pistol also gives you the upper hand when fighting from a distance, and you can also use it to finish off enemies weakened by a revenge crit. The extra 25 health from the Gunslinger gives you extra fighting time and the ability to take more damage. You can also place your mini-sentry to give you some more firepower in a battle.
 +
 +
But this set is sometimes risky when going against classes that have a larger amount of firepower than you do, such as soldiers. An Engineer using these weapons can be used for support, as he can be effective when he sticks by his teammates and helps them out with his revenge crits and mini-sentry. You still pack a punch in most battles, think before you whip out your mini-sentry, as sometimes enemies will have much more firepower than you do. If so, plant you mini-sentry and retreat before they can catch you.
 +
 +
|-
 +
! {{Icon weapon|weapon=Frontier Justice|icon-size=100x100px}}
 +
'''[[Frontier Justice]]'''
 +
! {{Icon weapon|weapon=Wrangler|icon-size=100x100px}}
 +
'''[[Wrangler]]'''
 +
! {{Icon weapon|weapon=Gunslinger|icon-size=100x100px}}
 +
'''[[Gunslinger]]'''
 +
|
 +
 +
This is another assault oriented setup, however this gives you a range advantage with a wrangled Mini Sentry and allows you to get more revenge crits from said wrangled Sentry Gun. Wrangled sentry kills still count as kills that can go towards your revenge crits so using your Wrangler a lot can benefit you in good areas. For the most part, if you get at a distance from an enemy attacking your mini you can pump rounds into him by firing your sentry at him where 1 of 3 things will happen, either he will destroy your sentry without it having kills where you can simply run away, he'll destroy it with kills on it and you can mow him down with revenge crits, or you'll just get another sentry kill. With this setup, you can hold down offensive lines very well, but be careful of Heavys or Medic combos as they will have little trouble with you and your Sentry Gun.
 +
 +
|-
 +
! {{Icon weapon|weapon=Widowmaker|icon-size=100x100px}}
 +
'''[[Widowmaker]]'''
 +
! {{Icon weapon|weapon=Short Circuit|icon-size=100x100px}}
 +
'''[[Short Circuit]]'''
 +
! {{Icon weapon|weapon=Wrench|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Gunslinger|icon-size=40x40px}}<br />
 +
'''[[Wrench]]''' or '''[[Gunslinger]]'''
 +
|'''The Deus-Ex Set'''
 +
 +
This set will eat up your metal very quickly. Enough misplaced shots from the Widowmaker will render you useless, and force you to replenish your metal. These weapons are best used after you've already constructed your Sentry Gun and Dispenser. This way, you still have other means of survival, and the Dispenser can replenish any metal you lose with missed or poor shots. You can also use the Short Circuit to prevent enemy Soldiers or Demomen from destroying your buildings. This setup does, however, leave you with no reliable medium/long range weaponry, so stay close to your Sentry Gun in order to not be taken by surprise.
 +
 +
Alternatively, when using the Gunslinger, you can make use of the reduced cost of the Mini-Sentry to fire a few shots and then still have enough metal to place a Mini-Sentry. Also, you can use the metal output to recharge your supply to continuously throw down Mini-Sentry Guns, keeping a constant force of pressure on the enemy. However, this leaves you mostly defenseless, as a Mini-Sentry is not something to hide behind when you're out of metal. Stay within running range of an upgraded Dispenser to always have a source of ammo.
 +
 +
|-
 +
! {{Icon weapon|weapon=Frontier Justice|icon-size=100x100px}}
 +
'''[[Frontier Justice]]'''
 +
! {{Icon weapon|weapon=Pistol|icon-size=100x100px}}
 +
'''[[Pistol]]'''
 +
! {{Icon weapon| weapon=Eureka Effect|icon-size=100x100px}}
 +
'''[[Eureka Effect]]'''
 +
|
 +
For a defending Engineer who focuses more on building than retaliating. The Eureka Effect is perfect for jumping back to the nearest spawn quickly for an instant refill, which allows faster nest building and grants the option to quickly fall back and rebuild (or to surprise a Scout/Spy making a bee line for the last control point). Since the Eureka Effect repairs slower, the Frontier Justice counters this hindrance through granting easy crits when your Sentry is inevitably destroyed by an enemy or yourself when falling back/repositioning your nest. Finally, the Pistol/Lugermorph allows you to defend yourself over ranges the Frontier Justice cannot reach and/or to avoid wasting crits.
 +
 +
|-
 +
! {{Icon weapon|weapon=Shotgun|icon-size=100x100px}}
 +
'''[[Shotgun]]'''
 +
! {{Icon weapon|weapon=Wrangler|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Short_Circuit|icon-size=40x40px}}<br />
 +
'''[[Wrangler]]''' or '''[[Short Circuit]]'''
 +
! {{Icon weapon|weapon=Gunslinger|icon-size=100x100px}}
 +
'''[[Gunslinger]]'''
 +
|
 +
This set is for an Engineer on offense, although not going directly into combat. The Gunslinger's Mini-Sentry Guns are useful for harassing the enemy, and providing an extra gun on the battlefield. The Shotgun is a reliable weapon compared to the Frontier Justice or the Widowmaker, allowing you to provide extra firepower when against the enemy without much fear of losing metal or being stuck in a situation where you need to reload. The Wrangler is useful for setting up your Mini-Sentry farther back and utilizing the Wrangler to harass the enemy from far away, while the Short Circuit is used when you are up close with your team to destroy any incoming projectiles on the cart or a point.
 +
 +
|-
 +
! {{Icon weapon|weapon=Pomson 6000|icon-size=100x100px}}
 +
'''[[Pomson 6000]]'''
 +
! {{Icon weapon|weapon=Wrangler|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Short_Circuit|icon-size=40x40px}}<br />
 +
'''[[Wrangler]]''' or '''[[Short Circuit]]'''
 +
! {{Icon weapon| weapon=Eureka Effect|icon-size=100x100px}}
 +
'''[[Eureka Effect]]'''
 +
|'''Dr. Grordbort's Brainiac Pack'''
 +
 +
The Braniac Pack is well suited to a purely defensive lone wolf. The Pomson 6000's drain effect allows Engineers to slow down oncoming Medics and Medic buddies, or to prevent Dead Ringer Spies from escaping. The Eureka Effect can be used to gather metal from your spawn room while maintaining momentum, and to quickly build during set-up time. However, if your position is overrun, it can also serve as a convenient means of escape. The Short Circuit works well with the Eureka Effect, as its high metal consumption is offset by the Eureka Effect's ability. Alternately, the Wrangler can be equipped to harass incoming enemies from a distance and increase your Sentry Gun's rate of fire and survivability. However, The Pomson fares poorly against enemy Engineer buildings, meaning you will be hard-pressed to counter encroaching Engineers without additional team support.
 +
 +
|-
 +
! {{Icon weapon|weapon=Pomson 6000|icon-size=40x40px}}
 +
{{Icon weapon| weapon=Frontier Justice|icon-size=40x40px}}<br />
 +
{{Icon weapon|weapon=Rescue Ranger|icon-size=40x40px}}<br />
 +
'''[[Pomson 6000]]''' or '''[[Frontier Justice]]''' or '''[[Rescue Ranger]]'''
 +
! {{Icon weapon|weapon=Short_Circuit|icon-size=100x100px}}
 +
'''[[Short Circuit]]'''
 +
! {{Icon weapon| weapon=Jag|icon-size=40x40px}}
 +
{{Icon weapon| weapon=Gunslinger|icon-size=40x40px}}<br />
 +
'''[[Jag]]''' or '''[[Gunslinger]]'''
 +
|
 +
This setup is designed for Engineers who are sharing a nest with other Engineers. The Pomson's ability to drain Cloak and Ubercharge from enemy Spies and Medics may make holding a defensive position easier, whereas the Frontier Justice may be used to store utilize extremely deadly Revenge Crits if your Sentry happens to be destroyed in a rush, making future defensive efforts (or fending off a rush that resulted in the destruction of your Sentry Gun) easier. The Rescue Ranger is used to repair buildings from long range and to harass incoming enemies from range(making up for the lack of a Pistol) and to make an urgent retreat by falling back yourself and then pulling your most important building towards you. The Short Circuit's ability to disintegrate projectiles is very useful for resisting enemy Demomen and Soldiers, and with at least two nearby Dispensers it should not be difficult to maintain a steady supply of Metal for this purpose. The Jag's ability to help buildings build faster is very useful for rebuilding a nest if buildings are destroyed, and can be used to help your fellow Engineers get their defenses up faster as well. The Gunslinger, and the mini-Sentry Guns it provides, are not as useful for long-term defense, but are a decent way to temporarily fill a defensive hole, and cost less metal than a regular Sentry Gun, making defense somewhat more tenable if your use of the Short Circuit has depleted your metal reserves.
 +
 +
|-
 +
! {{Icon weapon|weapon=Rescue Ranger|icon-size=100x100px}}
 +
'''[[Rescue Ranger]]'''
 +
! {{Icon weapon|weapon=Pistol|icon-size=100x100px}}
 +
'''[[Pistol]]'''
 +
! {{Icon weapon|weapon=Jag|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Gunslinger|icon-size=40x40px}}<br />
 +
'''[[Jag]]''' or '''[[Gunslinger]]'''
 +
|
 +
This is a recommended setup for mobile Engineers who are always on the move, but want to be able to have a Level 3 Sentry instead of a Mini-Sentry. The Rescue Ranger allows an Engineer to move his buildings from distances and repair it from a distance, at the cost of metal. The Jag helps to quickly rebuild Buildings that the Engineer just moved to get them ready for action as quickly as possible. The Pistol is used for combat, as both the Rescue Ranger and the Jag are inefficient when in battle. This loadout is especially recommended for Control Point maps where moving buildings across long distances quickly is a necessity.
 +
 +
However, players may choose to use the Gunslinger for a more suitable offensive push. With the Rescue Ranger, this eliminates the need to pick up your sentry normally or even destroy it, but at the cost of 100 Metal (The same as deploying a new Mini-Sentry). This is a good combination for Gunslinger Engineers who don't want to waste time deploying a new one. This combo also maintains the ability to attack/defend easily, this allows the Engineer to constantly attack/defend anywhere while moving from place to place. This is also resolves the issue of the long redeployment time of a Level 3 Sentry Gun, as with the Mini-Sentry, you can constantly grab it with the Rescue Ranger and haul it to a new location to attack/defend.
 +
 +
|-
 +
! {{Icon weapon|weapon=Rescue Ranger|icon-size=100x100px}}
 +
'''[[Rescue Ranger]]'''
 +
! {{Icon weapon|weapon=Wrangler|icon-size=100x100px}}
 +
'''[[Wrangler]]'''
 +
! {{Icon weapon|weapon=Wrench|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Southern Hospitality|icon-size=40x40px}}<br />
 +
{{Icon weapon|weapon=Jag|icon-size=40x40px}}<br />
 +
'''[[Wrench]]''' or '''[[Southern Hospitality]]''' or '''[[Jag]]'''
 +
|
 +
This weapon combination focuses on providing Engineers with greater utility, opening up a variety of strategical options. The Rescue Ranger, while less usable as a weapon, fires bolts which can repair buildings, allowing you to maintain them from a distance. In the event that movement is necessary, such as with an offensive push or hasty retreat, you can easily bring your buildings with you so long as they are in sight. The Wrangler increases the power and usable range of your Sentry Gun while also greatly shielding it from damage. With it, you can neutralize or rid of threats that are too much for an unwrangled Sentry to handle. In addition, Wrangler Jumping, when used in conjunction with the Rescue Ranger's hauling and ranged repair abilities, can give access to otherwise impossible building locations. Due to the lack of a Shotgun or Pistol, you will often have to resort to your melee weapon in direct combat. The Wrench has no downsides, however the Southern Hospitality provides an additional bleeding effect which can help with fighting enemies at the cost of no random critical hits and extra fire vulnerability. The Jag's increased attack speed can often allow the Engie to have an better chance to deal critical hits, along with quickly rebuild and upgrade fallen buildings. Choose the one which better fits your situation.
 +
 +
For Mann VS Machine, this setup, when paired with the Jag, allows the Engineer to properly support his buildings in the middle of a wave. Since most of the Engineer's credits will be spent on his buildings and (maybe) resistances, he doesn't need to invest points in more than his Wrench's swing speed. As such, this setup excels above all others in MVM, due to the repairing capabilities of the Rescue Ranger, the versatility the Wrangler provides, and the quick building and upgrading speed of the Jag.
 +
 +
|}
 +
 +
== Dealing with the Spy ==
 +
{{See also|Engineer match-ups}}
 +
 +
* The Spy is typically the mortal enemy of the Engineer. Due to the Spy's ability to sap your buildings, it makes him more than a match for you in a strategic sense. [[Sappers]] shut down your buildings immediately, leaving them effectively "destroyed" until you remove them. A building that gets Sapped while under fire is typically impossible for a lone Engineer to save.
 +
** The Spy's ability to disguise himself as any class on either team is also quite bothersome. While wearing a friendly disguise, the Spy has access to your buildings, allowing him to restore health and [[Cloak]] from your Dispenser. Note that this also prevents your Sentry Gun from shooting at him until he loses his disguise.
 +
* Watch for Spies using the [[Your Eternal Reward]]. This knife, upon a backstab, allows the Spy to take the form of his victim without dropping his disguise. Spies using it will not hesitate to backstab you or your allies within range of an active Sentry Gun if they get the chance.
 +
* Spies have the potential to hide anywhere and appear as anyone. As such, you cannot rely solely on your Sentry Gun to protect you. Remain alert at all times and refrain from being stationary even while protecting your position to prevent [[Ambassador]] headshots and backstabs. If someone seems suspicious, don't be afraid to [[Spy checking#Spy checking|Spy-check]] them.
 +
* A good Spy will often appear without warning, quickly sap your Sentry Gun, and start attacking you immediately with his [[Revolver]] or [[Knife]], especially if you are alone. If you come under attack in this way, worry about the Spy first. A Spy can place Sappers faster than you can remove them and repair your buildings. It is much more important to eliminate the Spy before he causes any more damage. Use your Shotgun or melee weapon to dispatch the trespasser before repairing your buildings.
 +
* Most of the time, you should save your Dispenser first, as it will break from a Sapper faster than an upgraded Sentry Gun, and regenerating its Metal supply takes a lot of time. If you are staying in the same spot, saving your Dispenser first will always allow you to rebuild much faster because you'll have more Metal available. However, if the Spy has removed his disguise nearby, or there's urgent need for offense, you should save your Sentry Gun first. On some maps, your Teleporter can actually be your most important building as it allows your team to keep a constant stream of reinforcements going. Losing your Teleporter is especially annoying due to the fact that you will lose both ends of it, requiring you to travel all the way to your Spawn to replant your Entrance. If you have [[Jump#Sentry rocket jump|sentry-jumped]] to your location, you may wish to save your teleporter so you can get back. Teleporters take the longest to get destroyed from Sappers, but you should still try to save them. Deciding which Building to save first always depends on the circumstances. Practice is the best guide.
 +
**In a nest, watch out for Spies with the Red-Tape Recorder. This Sapper will reverse the construction of your buildings, but takes far longer to destroy them. If on the offensive or under fire from enemies, consider saving the Sentry Gun before it downgrades to a level which will allow enemies to easily overwhelm it, then quickly dispatch the Spy.
 +
* While being in a crowd of your own teammates usually helps you defend against Spies more easily, it can sometimes be difficult to pick out which one of your "teammates" is actually a Spy placing Sappers. Even though placing Sappers will not break a disguise, the disguised Spy will actually move his hand in a "placing" motion at your Building when it does so. This is subtle, but you may be able to use it pick out the Spy in a crowd. If you are letting your team deal with the Spy while you remove Sappers, keep your back to something.
 +
* A creative Spy will often disguise as an Engineer to try to fool you and your allies into thinking he is an Engineer trying to remove Sappers when he is in fact the one sapping. They may even use the [[voice command]] warning about Spies to add to the deception. Watch for teammates who aren't swinging or firing their weapons, as a disguised Spy cannot attack. Even better, Spy-check anyone nearby.
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* If you have revenge crits, try to save some of them for the inevitable Spy attack. Having a glowing Frontier Justice out can be enough on its own to deter a Spy. While it's true that you might waste a shot on a [[Dead Ringer]] Spy, don't be afraid to do it. A Spy who feigns death likely won't be attacking you for at least a short duration, giving you time to call for help.
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* Simply standing with your back facing the wall or continuously moving greatly minimizes the Spy's danger to you as it makes it harder for them to instantly kill you. The Spy is therefore forced to attack one of your buildings, which destroys their disguise. In this case, make it your priority to kill the Spy before attending to your buildings.
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* If your building is continually being sapped as you remove the Sapper, attack your Wrench in multiple areas around your building, as a Spy will be distant from you as you swing your Wrench.
 +
* If a teammate appears to be standing directly on top of you, attack them immediately. Enemy Spies are able to stand on top of you, while teammates cannot.
 +
* Constantly watch your back and be aware of your surroundings at all times, especially when constructing and upgrading your buildings. While this applies to practically any class, the Engineer should take special care as to not become the victim of a Spy, as it can result in the total loss of all of his buildings, thus forcing them to rebuild from scratch. [[Spy checking#Spy checking|Spycheck]] as often as you can by firing at corners, "teammates" and other hiding spots where you think they could be at.
 +
**However, don't become overly paranoid and stray too far from your equipment. This is what the Spy wants, as he will be able to destroy your gear without interference.
 +
* If a Spy saps your Teleporter, make sure you are not standing on top of it when you take the Sapper off. Spies often try to get your attention with a Sapper, stand on the entrance, and when you remove it, they go through, [[telefrag]]ging you. They will not lose their disguise with this strategy, making it easy for them to destroy your other buildings once they have telefragged you. To defend against this, make sure you are far enough from the Teleporter that you can still take a Sapper off, but Spies cannot telefrag you.
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* Be aware of [[trickstab]]s when you are attacking a Spy, as they can use stairstabs, matadors, cornerstabs, and a variety of other trickstabs to kill you, even if you are aware that they are a Spy. Due to this, it is not advisable to chase a Spy with your Wrench, especially outside of your Sentry Gun's range. Use your primary to kill them, and stay a good distance back. Take corners wide, and do not follow a Spy up a set of stairs if you cannot see him. If you think a Spy will go for a stairstab, start backpedaling down the stairs. The Spy will often jump in front of you, facing forward, which gives you a moment or two to shoot him before he can turn around or defend himself.
 +
** Alternatively, you can call for your teammates to deal with him instead.
 +
* The Spy's [[Revolver]] has a longer range and less spread than the Engineer's Pistol or Shotgun does, so it is recommended you stay at a medium-range whilst combatting a Spy. At long range, you are susceptible to the Spy's Revolver; At close-range, you are exposed to being backstabbed.
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==Cooperative Class Strategies==
 +
 +
==={{class link|Scout}}===
 +
While Engineers cannot do much for a Scout aside from his already inherent roles, a Scout can help out an Engineer immensely just by simply doing what he already does well enough without the Engineer.
 +
* Scouts can make for serviceable bodyguards when an Engineer is on the move with his buildings, provided that a Pyro is not available. Scout's speed advantage and high burst damage makes keeping any pesky Spies or Demomen at bay while the Engineer sets back up quite the simple task.
 +
* Scouts are good at getting behind enemy lines and taking out enemy Snipers and Spies, which will make friendly Engineers' lives much easier.
 +
* Scouts with the [[Backscatter]] and/or [[Mad Milk]] are fairly effective at spychecking, which can seriously help out allied Engineers.
 +
** The [[Boston Basher]]'s and [[Wrap Assassin]]'s bleed damage will also highlight enemy Spies, though the Wrap Assassin can't do this very often.
 +
* Scout's version of the Pistol does not come with much ammo, meaning that Dispensers are invaluable when the Scout loses access to it.
 +
* The Sentry Gun circumvents Scout's biggest weakness: his lack of range. Sentry Guns have a very long and wide radius of damage that they can cover, which gives a Scout an excellent place to fall back on when he needs to retreat.
 +
** Dispensers also give the Scout a safe spot to recover health after taking too much damage while frequenting the flank routes.
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==={{class link|Soldier}}===
 +
Soldiers are one of your best friends when at the frontlines due to his immense power. The potential for protection that a Soldier possesses allows an Engineer to be more liberal with the placement of his Sentry nests.
 +
* Soldiers are a slow class without rocket jumping, and a fragile one with it. Teleporters reduce the need for rocket jumps, which allows the Soldier to save his health pool for when it is needed most.
 +
* A Soldier makes a decent bodyguard for an Engineer trying to move his buildings. This is especially true if he has the [[Disciplinary Action]], which will allow the Engineer to get where he's going much more quickly.
 +
* Soldiers will tend to hang around the front lines, making Dispensers around those areas imperative for a team.
 +
* Soldiers also are very good at spychecking with their large blast radius on rocket launchers.
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* The [[Battalion's Backup]] gives the Engineer much needed resiliency when moving buildings. This is especially useful when the Engineer is using the Rescue Ranger, as the Marked-For-Death attribute when hauling buildings is nullified by the Backup's effects.
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==={{class link|Pyro}}===
 +
A Pyro is, overall, an Engineer's best friend when maintaining a defensive hold is imperative.
 +
* Pyros can airblast projectiles away from friendly Engineer nests, nullifying the advantages Soldiers and Demomen gain against them.
 +
** Pyros can also deny ÜberCharges, a common response to stubborn Engie nests, by airblasting them away.
 +
** Neither of the above are as effective with an airblast-disadvantaged {{botignore|flamethrower}}, such as the [[Backburner]], the [[Dragon's Fury]], and especially the [[Phlogistinator]], which can't airblast at all. The presence of a Dispenser will actually nullify the Backburner's airblast penalty, which merely makes airblasting ammo-inefficient.
 +
* Pyros (without the Dragon's Fury) are the most consistently efficient Spy-checkers in the game and are overall an absolute nightmare for Spies.
 +
** By equipping the [[Homewrecker]] or [[Neon Annihilator]], a Pyro can remove Sappers from friendly buildings. This is a lower priority than hunting down the Spy who placed the Sappers, however, but is crucial if you end up dying during the skirmish.
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* A Pyro with a {{botignore|flare gun}} can harass enemy Snipers, making life much easier for friendly Engineers.
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* A Pyro with a {{botignore|shotgun}}, the [[Detonator]], or the [[Scorch Shot]] can destroy stickybombs near the Engineer's buildings.
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* With airblast and a {{botignore|shotgun}}, a Pyro becomes a very effective bodyguard and escort for Engineers trying to move buildings between new locations.
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* A Sentry Gun can deal large amounts of damage from well outside a Pyro's effective range, allowing the Pyro to not have to worry as much about mid-ranged threats such as Heavies.
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* With a Dispenser active, a Pyro can keep up a constant stream of flames or airblasts, as long as they stay within the Dispenser's range. This is useful in Spychecking or reflecting projectiles, respectively.
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==={{class link|Demoman}}===
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Demomen and Engineers are two of the best defensive classes in the game. Together, they can create a nigh-impenetrable defense.
 +
* A Demoman can lay down sticky traps to block off routes enemies might take to evade a Sentry Gun, and vice versa.
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* A Sentry Gun will mow down Pyros and Scouts that could otherwise very easily kill a Demoman.
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* A Teleporter will allow a Demoman to quickly reach the front lines without taking self-damage, while a Dispenser will provide a reliable means for the Demoman to heal self-damage off.
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* A Demoknight can pick off pesky Spies and Snipers to make the Engineer's life easier.
 +
* Demomen with the [[Scottish Resistance]] or [[Quickiebomb Launcher]] can destroy the stickybombs of enemy Demomen threatening an Engineer's buildings.
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* Demomen make excellent spycheckers with [[Stickybomb Launcher|their]] [[Scottish Resistance|sticky]][[Quickiebomb Launcher|bombs]]. Placing a few stickybombs near friendly buildings and waiting for the Engineer to call out a Spy for sapping his buildings will allow a Demoman to shut down a Spy's assault almost instantaneously.
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==={{class link|Heavy}}===
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Heavy benefits significantly from the buildings that Engineers build. Additionally, the Heavy's presence in and of itself can help an Engineer by diverting attention from a Sentry Gun's placement until it's too late for the enemy.
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* Build Teleporters. A Heavy's single greatest weakness is his low mobility, to the point where he may simply not be able to participate in some crucial fights because he can't get to them in time. Teleporters allow Heavies to reliably reach the front lines quickly and keep the pressure on, which in turn allows you to constantly be on the move with your buildings.
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* If a Heavy stands next to, or in front of your Sentry Gun, he automatically creates a dilemma for the enemy team, since they will need to divert their firepower across both sources of damage, and your combined firepower may be able to stop all opposition short of an ÜberCharge.
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* A Heavy on the move is always in constant danger of being without ammo in his Minigun, since his slow movement speed makes it unlikely he will reach ammo packs before his foes do. This makes the Dispenser a crucial building for Heavies, as they can keep up a literal constant stream of bullets while standing next to it.
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** A Dispenser is also the single most reliable way to keep a Heavy with the [[Huo-Long Heater]] from running out of ammo.
 +
* A Sentry and a Heavy can deal a barrage of damage that is unparalleled by anything other than two Sentry Guns placed next to each other. Place Sentry Guns in areas where your team's Heavy may roam, such as down long hallways, and around corners to capitalize on this and block off any areas that enemies may flood into.
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==={{class link|Engineer}}===
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While one Engineer on his own is quite powerful, a pair or group of Engies can make for a level of defense that is unrivaled by even the most resilient classes.
 +
* Coordination with your fellow Engineers is key in combining your buildings effectively. If an Engineer has one chokepoint or area of track covered by a Sentry Gun, move your gear elsewhere on the map to cover any less common routes that the enemy could use to circumvent their Sentry Gun.
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* Having multiple leveled Dispensers in play at once is crucial in extended autonomy. With near-limitless sources of metal placed strategically around the map, Engineers can build and rebuild their destroyed gear much quick, which positively impacts the versatility of your team.
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* If one Engineer dies, the other Engineers can maintain his buildings until he respawns.
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** However, Engineers cannot move a fellow Engineer's buildings, meaning they must abandon them if the necessity arises to move their buildings to meet their team's requirements.
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* Engineers protecting a Control Point will do well to spread their buildings out, lest they become cannon fodder for the Demoman's Stickybombs or the Loch-n-Load.
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* Variety is the spice of life, so choose your weapons accordingly-- having Engineers on your team equip different wrenches and weapons can maximize your effectiveness.
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** The [[Jag]] is great at constructing buildings quickly, but not as good at healing them. A second Engineer with a normal {{botignore|wrench}}, however, can heal the Jag Engie's buildings for him, while the Jag Engineer can upgrade the other Engie's buildings.
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** A [[Gunslinger]] Engineer who wants to focus on combat can leave his Dispenser and Teleporters near other Engies. The other Engineers can upgrade and maintain his buildings, while he goes to the front lines with his mini-sentry. On defense, his quick-building mini-sentry can help deny enemy movement for a short while, buying the other Engineers some time to set-up their buildings.
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** A Southern Hospitality Engineer can help in tracking down enemy Spies thanks to the bleed it causes.
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** An Eureka Effect Engineer can help in upgrading buildings if the nest is far from the spawn, thanks to the teleportation ability. The other Engineers can then help construct his buildings faster and protect his Teleporter exit which allows him to teleport back.
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** A few Engineers can use shotguns such as the Widowmaker to help defend buildings from attacks, while others can use the Rescue Ranger to maintain them. A Pomson 6000 Engineer can also help drain away the Cloak of a Spy And ÜberCharge of the Medic, two more classes that can counter the Engineer.
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** Having at least one Engineer with the Short Circuit can help destroy enemy projectiles, countering the Soldier and Demoman, both of which have explosive ordnance that devastate buildings. Wrangler Engineers can help in fighting enemies outside of the range of Sentry Guns as well as holding ground against an enemy assault, while those wielding the Pistol can aid in spychecking, and pester enemies in spots a wrangled Sentry Gun cannot reach.
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* If your fellow Engineer is using a primary weapon that is more suited for support than offense, like the Pomson 6000 or the Rescue Ranger, equip a hitscan primary such as the Shotgun or Frontier Justice. This allows you to be the damage dealer if a situation gets out of hand, and you must fight back without your buildings readily available.
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* Having multiple Engineers on a team allows them to maintain an effective defense; however, after about three Engineers (fewer on small teams), the team starts to suffer from having too few combat classes.
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==={{class link|Medic}}===
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Medics rarely keep company around, or heal their team's Engineers due to the necessity of keeping combat classes alive. Medics take a lot of fire from enemies and are considered a top priority target by Scouts, Snipers and Spies. All of the Engineer's buildings can directly help or protect a Medic who is under fire and allow them to flee with their ÜberCharge percentage unscathed.
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* The Engineer makes for a highly situational ÜberCharge patient due to their slow speed and may only be used as a means of retreat. However, the Engineer's generic weapons are still very capable, and can give the Medic some sort of protection when there are no better-suited classes around.
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* Building Teleporters helps the Medic to reach the front lines (and thus heal teammates and build ÜberCharge) more quickly.
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* Your Dispenser can be invaluable to the fragile Medic in more ways than one. Not only does it allow a Medic to heal off heavy damage incurred while on the front lines, but its hitbox is large enough that a Medic often can hide inside of it, treating it as a sort of secondary armor, to survive their attackers while your teammates or Sentry Gun finish them off.
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* The Kritzkrieg combined with the Widowmaker can allow an Engineer to deal a constant stream of critical damage without the need to reload.
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* A Medic may ÜberCharge an Engie to aid in keeping an important Sentry Gun active for as long as possible. It can also be used to pick up an important building, such as a high-level Dispenser, and save it.
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* Since you are often near your Dispenser anyway, Medics may neglect to heal you, even if they see you wandering around at low health. Don't be afraid to call out for them to get their attention. Since Engineer is a light class, it should not be an issue for them to quickly buff you, and get back to work.
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==={{class link|Sniper}}===
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Engineers and Snipers do not have much synergy, but still can help cover each others' weaknesses.
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* An allied Sniper is obviously one of the more effective responses to enemy Snipers. Allied Snipers taking out enemy Snipers will allow allied Engineers to breathe much easier and safely place his buildings in areas where a team might not expect them.
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* A Sniper who sits near a Sentry Gun doesn't have to worry about Scouts or Pyros as much, since the Sentry Gun will generally kill these classes long before they can reasonably reach the Sniper.
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* A Sniper with [[Jarate]] or the [[Tribalman's Shiv]] can help in Spy-checking.
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** The presence of a Jarate Sniper also increases the effectiveness of the [[Southern Hospitality]], as quick extinguishing will nullify the fire vulnerability, and the guaranteed mini-crits are far more useful with spychecking, as the Spy will both visibly bleed and shed yellow droplets, even under cloak. The combined power of your tools may make a Spy reluctant in approaching you at all.
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* The [[Pomson 6000]] and the [[Short Circuit]] can light friendly [[Huntsman]] arrows on fire.
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** The presence of a Dispenser will counteract the low ammo count of the Huntsman.
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* A Sniper can take out enemy Medics to deny them ÜberCharge, one of the main counters to an Engineer's Sentry nest.
  
When Teleporters are not needed for transportation purposes, they still have great value
+
==={{class link|Spy}}===
*If a Teleporter is not needed to advance forward, then it can be used as an effective block similar to the Dispenser. A Teleporter built in front of under-fire buildings can absorb damage in place of a Sentry Gun or Dispenser without getting in the way of the building. Explosives and stray bullets will often hit the Teleporter instead of more important buildings, which can be repaired via the other Teleporter from a safe distance.  
+
Due to the differing roles of the classes, Spies and Engineers generally don't work together well. However, one can indirectly help the other, even without knowing it.
*In common situations where you can't build a Teleporter for your team, Teleporters can also be used as bait by placing one close to your base. An enemy will often destroy or sap the Teleporter, notifying the Engineer to prepare for an incoming enemy.
+
* One of the Spy's main goals is to pick apart the enemy lines by taking out Medics, Offense classes, and especially other Engineers to make their team's job easier and safer as they traverse through the map. Engineers benefit from this the most because it allows them set up their buildings without the worry of instant retaliation.
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** Spies can take out enemy Medics to stop ÜberCharges before they happen. They are also a main counter to Snipers, which love to cause headaches for Engineers.
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* The Engineer's Dispenser is an important building to Spies. The building generally stays out of sight, like the Spy himself and therefore allows him to recover from a fight much quicker by retreating to one. This can be a double-edged sword though, since you will be used to see a friendly Spy around, and may think a disguised enemy Spy is your teammate. Constantly spycheck “friendly” Spies that approach your Dispenser and quickly kill them before they cause any more damage.
  
 
== See also ==
 
== See also ==

Latest revision as of 02:47, 17 March 2024

Grr, come on!
You're all about to have a real bad day!
The Engineer to enemies before Setup concludes

The Engineer is a unique class due to his ability to construct buildings. He can get his teammates to the front lines faster with Teleporters, create a powerful Sentry Gun to ward off enemies, and can build Dispensers to heal and supply ammunition to his teammates. The Engineer's low Health and average speed make it important for him to rely on his Sentry Gun, other buildings, and his teammates for protection. While his ways can seem somewhat passive and methodical, Engineers are not to be underestimated. A talented Engineer can make it much easier for his team to hold its ground, keep up the pressure on the attack, and defend vital objectives such as control points and Intelligence.

Quick tips

  • A team without an effective Engineer is at an extreme disadvantage, especially while playing Defense on Attack/Defend maps.
  • Always stay close to your buildings. Unguarded buildings are especially vulnerable to Spies, Demomen, and Soldiers.
  • The Teleporter can be your most important contribution to your team's success. If properly placed and defended, a Teleporter will allow your team to keep the pressure on the enemy team.
  • All buildings build faster during construction if you repeatedly strike them with your melee weapon.
    • You can help friendly Engineers by hitting their buildings with your melee weapon to speed up the building's construction or repair and upgrade the existing buildings.
  • You can construct a building in safety, then right-click to pick it up and haul it to the battle. It is also possible to carry buildings through Teleporters.
    • However, if you die while carrying a building, the building is destroyed.
  • Your Shotgun and Pistol are not useless in combat; use them to supplement your Sentry Gun in whittling away at the enemy's health.
    • The Shotgun can kill most enemies in 2-3 hits, and a well-aimed Pistol can kill most classes with a full clip.
  • Avoid standing in front of your Sentry Gun. This reduces the chances of your Sentry shooting you, as well as lowers the chance of being killed, as the Sentry can intercept enemy fire.
  • When playing Arena, make sure you have Dispensers to help out teammates with ammo and health; there are no health packs in Arena mode.
  • Try to set your Sentry Gun at chokepoints where enemies frequently prowl, thereby maximizing its effectiveness.
    • This is of huge importance when playing on Defense.
  • Spies can sap your Sentry faster than you can remove it. Kill the Spy first, then get rid of the Sapper.
  • Try to construct your buildings in a location where not only can you support your team, but where your team can support you. While you and your Sentry might be able to hold ground on your own for a short time, multiple enemies can quickly overwhelm you. Be sure to ask your teammates for help as often as possible while you help your team at the same time via your buildings.
  • If possible, try to build your Teleporter and Dispenser first. These buildings allow both you and your team to get to the frontlines faster and keep you all in the fight due to the constant flow of health and ammo.

General

  • As an Engineer, you can do more than just upgrade and repair your buildings. If you have metal, don't hesitate to hit friendly buildings with your melee weapon to either repair or upgrade them. Watching your team's buildings allows other Engineers to set up Sentry Guns, Dispensers, and Teleporters in other areas.
  • You can rotate the placement of a building while the blueprint is out by pressing the alternate fire button. Changing a Sentry Gun's direction allows you to place it in corners and other hard-to-reach locations while still facing potential enemies. Rotating a Teleporter exit affects the direction one faces when exiting. An arrow on the blueprint indicates said direction. Remember that the direction one faces could mean life or death in some situations. Rotating a Dispenser has no effect on its function, but can allow you to place it into a tight space or help conceal its location.
    • You can also place a building while it is turning to place it on a different angle.
  • Alternate fire while looking at a building you placed allows you to "haul" that building to another location. While hauling a building, your movement speed is reduced by 10%, and you are unable to switch weapons. If you are killed while carrying a building, the building will be destroyed.
    • A redeployed building will construct faster than normal without help from an Engineer, though you can still speed up the building of the structure by hitting it with your Wrench. Once built, if the building has already been upgraded to level 2 or 3, it will then undergo the animations for deploying to those levels as well.
  • When your Sentry Gun fires, it uses up a small amount of its ammo supply. Though this is not often a problem, ammo can be replenished by hitting your gun with your Wrench. Refilling ammo uses up a small amount of metal.
    • This can be a problem when upgrading Sentry Guns. Often, a low-level Sentry will use a little ammo on enemies it catches a glance of. If the Sentry has no metal put into it for upgrading, the Engineer will not be able to upgrade it with a full 200 metal, as some of the metal will go towards refilling ammo. The Sentry will end up being just a few metal away from an upgrade, forcing the Engineer to find more metal. Avoid this by putting a little extra metal into your Sentry when you first build it.
  • Enemy players, including disguised Spies, cannot walk through buildings belonging to your team. You can use this for Spy checking by placing buildings in chokepoints, such as doors and hallways.
  • It is not a good idea to build your buildings, particularly your Sentry Gun, near the same location as another Engineer's buildings on your team. Clustering too many Engineer buildings together maximizes their weakness to explosives or other weapons that deal splash damage, and clustering makes it easier for an enemy Spy to sap all of your buildings. In addition, remember that friendly buildings block the line of sight and line of fire of friendly Sentry Guns.
  • If your buildings are under attack by Soldiers or Demomen, try to time your repair hits in between enemy rockets or grenades to avoid getting killed, or build your Sentry Gun near cover that you can use to shield yourself. If your buildings are under attack by multiple Soldiers and Demomen, your buildings are likely going to go down and take you alongside them unless you have support from friendly Medics, Engineers, or Pyros using their compression blast.
    • Your best friend is often an allied Pyro. Pyros are excellent for taking care of an Engineer's greatest weaknesses: keeping Spies at bay, destroying Sappers on your buildings with the Homewrecker, Neon Annihilator, or Maul, and deflecting incoming rockets, grenades, stickybombs, and invulnerable enemies. This is also usually beneficial for Pyros, as they often run out of ammunition and health from spamming their Flamethrower, which a Dispenser can restore, and are poor at mid to long range: an Engineer's forte.
  • Build where you can support your team and where your team can support you. Sentry Guns provide high-volume firepower at decent range, but it is still supporting fire that is best served to cover your teammates and deny areas to enemy movement. Do not expect to be able to fight off entire enemy attack groups with just your Sentry Gun. It is very unlikely that anyone on your own team will be down there with you to support you, and without your Sentry Gun in a more forward location, enemies have a much easier time getting inside the base and causing havoc.
  • Setting up a nest with a Teleporter, a Dispenser, and a Sentry Gun near the front lines can help your team maintain its position. A skilled enemy team can push you right back to your first spawn, forcing you to gain ground again even if you have already captured the first point.
  • To make the best use of Setup time, it is important to know ahead of time where effective spots to build are and the best way to set up your buildings the fastest.
  • On offense, when you have a 'team advantage' (most of the enemy team or their best players are dead) and you have a Level 3 Sentry Gun, haul it and charge into the fray. Drop the Sentry Gun near the final control point and attack the point yourself with your weapons. With most of their team dead and a Level 3 Sentry Gun covering their spawn, you and your teammates may be able to hold off enemies so one or two other teammates (usually Scouts) can capture the objective. Do note that Level 2 Sentry Guns can also be used if there is no time to make the Sentry Gun level 3 or if the level 3 deployment time will take too long to be effective.
  • Don't forget about your own weapons! The Shotgun and Pistol are strong weapons and can help the Engineer win 1v1 fights.
    • While generic compared to other weapons, the Stock weapons allow you to weapon heckle with surprising efficiency.
    • While you don't come anywhere close to the Scout's speed, you are still a very mobile class compared to most and can drum up a good amount of supplementary damage while moving toward an advantageous point to set up your buildings.
  • Out of all the Engineer's primary and secondary weapons, the Stock weapons are often the weapons that can deal the most damage overall. In case it is required to equip any non-stock primary/secondary weapon, it is highly recommended to equip the other secondary/primary weapon slot with its stock weapon.
  • On offense, never forget this golden rule: Level 2 is good. If you are not going to camp at your teleporter base and you don't have time to haul a Level 3 Sentry Gun, haul a Level 2. The same goes for Teleporters: A Level 2 has double the recharging speed of a Level 1; however, a Level 3 decreases recharge time by a further 2 seconds instead of 5 seconds, thus having less of a reward for 200 Metal.
  • Competent teammates will likely save ammo packs for you, due to your ability to construct Dispensers.
    • However, if you cannot find ammo packs, do not be afraid to leave your nest for a very short time to collect a further away ammo pack
  • On Offense, be sure to build a Teleporter that will allow your teammates to get to the front lines faster, as well as a Dispenser to keep them (and you) in the fight.
    • Don't forget to build a Sentry Gun to protect your gear from enemies who get too close. Also, move up your gear when your team has the advantage!
  • If forced into close combat with Spy, attempt to keep your back away from him while maintaining fire upon him.
  • Remember that an Engineer's buildings can work underwater. Use this to your advantage on maps such as Well. If you are able to sneak into the water successfully, you can easily set up a nest without the enemy team knowing, creating a sort of 'forward spawn' for your team.
  • Try not to "babysit" your buildings if you can. Many Engineer players get themselves killed by staying too close to their buildings and making themselves vulnerable. Always stay on the move, be aware of your surroundings at all times, and feel free to support your team in defeating enemies with your Shotgun.
    • However, this doesn't mean that you should ignore your buildings. Be sure to upgrade and repair them when necessary. If you know your buildings are going to be destroyed, don't die with them; your life is far more valuable than your buildings, as you can simply repair or replace them.
  • Sometimes you may be required to 'adopt' another friendly Engineer's buildings (More often than not, their Sentry Gun) while they are away or dead. While your own buildings are usually your top priority, keep relatively close and protect the other unattended buildings whenever necessary. It's never a bad idea to give low-level buildings a swing or two from your Wrench to increase the speed in which they are upgraded once the other Engineer returns as well.
    • However, only the Engineer who built a building can haul it, so if it comes down to it, leave their buildings be and move your own gear up first.
  • Try not to stand in front of your Level 3 Sentry Gun while it is firing, as it's rockets are able to damage and even kill you if you aren't careful.
  • You can use a bind to bypass having to pull out the PDA by making it immediately destroy a building and then pulling out a blueprint. This allows you to immediately replace a building in a pinch. Be careful with this, however, as you may accidentally press the button and destroy a valuable building!

Weapon specific

Primary weapons

Shotgun + reskins

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Shotgun
Stock
Shotgun
Killicon shotgun.png 6 32 86-90 24-67 3-26 180
  • The Shotgun is the most versatile and most reliable due to its larger clip size and lack of reliance on a Dispenser, a Sentry Gun, or a specific positioning of enemies.
  • If you're intending to stay close to your Sentry Gun, make sure to build it in a spot where you can keep enemy players in groups. You will be able to fight on more even ground after the Sentry Gun has softened them up for a Shotgun blast.
  • Its large spread pattern is quite useful for Spy checking. Fire at corners, 'teammates', or in the Spy's general direction and look for tell-tales. Often, the spread will allow for at least one pellet to hit a cloaked Spy, allowing you to see his silhouette.
  • It is good at destroying Stickybombs due to its spread.
  • It can be used to deal extra damage against nearby enemies outside the Sentry Gun's range or who are damaged and retreating when the Sentry Gun is not in any immediate danger.
  • The Shotgun is a powerful weapon, especially at close-range. Don't be afraid to use it in combat situations; it can mean the difference between life and death.
  • Keep in mind that due to its spread, the Shotgun is not suitable for engaging enemies at long ranges. Switch to the Pistol for long-range attacks.
  • If a Spy is disabling your buildings with the Sapper, try to retaliate with your Shotgun and kill the Spy before destroying the Sapper, as most Spies will replace the Sapper if you attempt to remove it with your Wrench.

Frontier Justice + reskins

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Frontier Justice
Unlock
Frontier Justice
Killicon frontier justice.png 3 32 86-90 24-67 3-26 180
  • The Frontier Justice stores revenge crits based of the amount of the kill and assist of your Sentry Gun before it destroyed. The downside is the clip size reduced to three instead of six and unable to deal random critical hits.
  • Sentry Guns should be built in more aggressive areas where kills and assists will be awarded relatively easily.
  • Revenge crits should be used sparingly, as the Frontier Justice's small clip size gives it a disadvantage when in combat unaided by Sentry Guns.
  • The Pistol is a good secondary to bring with the Frontier Justice, as it gives you a fallback option should you encounter a target that is too distant for the Frontier Justice or if you don't have time to reload in a fight.
  • Revenge crits can support offensive pushes. Placing the Gunslinger's Combat Mini-Sentry Guns or an upgraded Sentry into enemy territory and fighting with revenge crits while it builds can buy time for your Sentry to deploy and join the fight.
    • Despite this, even large supplies of revenge crits are usually insufficient to be able to take down clusters of opponents, and it is usually unwise to try, due to the Frontier Justice's small clip size.
  • Revenge crits are only granted upon a Sentry Gun's destruction: Sentry Guns that have gained kills and assists may be demolished for immediate crits. This is a risky maneuver that should only be used in dire scenarios, when moving up while playing offensively, or when combined with the more disposable Combat Mini-Sentry Guns.
    • However, "cashing-in" during a quiet period in a safe area can be useful, as you can re-build and re-upgrade your Sentry in peace and have some revenge crits on hand for a sticky situation. Just be careful about this, because if you die after redeeming the crits, they'll have gone to waste and you'll be left with a fresh Sentry empty of kills and potential crits.
  • Spy-checking with revenge crits is often unwise because if the Dead Ringer is equipped, the Spy could cause the wastage of a crit by triggering the feign death. Monitor the watches used by the opposing team.
  • Make conscious decisions whether or not to take out the Frontier Justice when not ready to fire. The crit glow on the Frontier Justice could either make you a target for the enemy team, such as Snipers, or be used to scare away stray opponents.
    • If traveling alone, consider holding the gun out as the crit glow may scare away potential enemies that plan to ambush. Additionally you can utilize the revenge crits by ambushing lone enemies.
  • The Jag is a good Wrench to pair with the Frontier Justice, as it allows you to quickly rebuild your Sentry Gun.

Widowmaker

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Widowmaker
Promotional/Craft
Widowmaker
Killicon widowmaker.png 1 per 30 Metal N/A 86-90 24-67 3-26 180
  • The Widowmaker uses construction metal as ammo, deal 10% more damage on your Sentry Gun's target, and effectively reloads on hit. Only use the Widowmaker if you are confident in your aiming abilities. Otherwise, you're best off using the default Shotgun.
  • Don't try shooting enemies from afar with the Widowmaker; you'll only be wasting metal. Pick them off with your Pistol or Wrangler instead.
  • The Widowmaker is best used in conjunction with a Dispenser. Even if you miss a few shots, you can easily refill at your Dispenser.
  • When using the Widowmaker, make sure you have sufficient ammo at all times to fight off enemies. You are highly vulnerable and easy to kill at close range if you cannot fire your primary weapon.
  • With practice, the Widowmaker can make an effective offensive weapon. Continuous short-range usage allows you to retain ammo far away from your Dispenser, and the ability to keep shooting without reloading gives you an advantage over slower classes.
  • The Pistol is usually the best secondary with the Widowmaker, because if you run out of ammo, either by missing or by simply spending it on buildings, the Pistol is the most reliable alternative, as the Short Circuit also requires metal and the Wrangler requires a Sentry Gun, which is not always guaranteed.
  • It's the best to assisting your Sentry Gun with the Widowmaker, as it receives additional damage on your Sentry Gun's target.
  • The Widowmaker pairs well with the Gunslinger due to the generally more aggressive nature of the Widowmaker.

Panic Attack + reskins

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Panic Attack
Craft
Panic Attack
Killicon panic attack.png 6 32 7-108 5-72 3-38 216

[14.4 damage × 15 pellets]

  • The Panic Attack has a 50% faster deploy speed, has 50% more pellets, fires its pellets in a fixed pattern, deals 30% less damage, and has a bullet spread that increases with each consecutive shot.
  • The Panic Attack has a 50% faster switch speed, compared to the Shotgun. This allows you to inflict damage at a moment's notice.
    • However, it should be noted that the Engineer should usually be carrying his Shotgun when away from his buildings, as opposed to a Pistol, Wrench, or PDA, which would be the only situations where he would need to switch weapons.
    • It is worth noting that the Panic Attack's switch speed makes it possible to click on a building with a Wrench and switch to the Panic Attack mid-swing. The hit will still register and repair/upgrade your building, but you'll be holding the Panic Attack and immediately be able to deal with a threat if there is one.
  • The Panic Attack's increased number of pellets counteracts its damage penalty at close range. Try to get close to unaware enemies to deal the most damage.

Pomson 6000

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Pomson 6000
Craft
Pomson 6000
Killicon pomson 6000.png 4 N/A 52-68 31-41 31-41 108-180
  • The Pomson 6000 functions like the Soldier's Righteous Bison in terms of its projectiles and unlimited ammo, but instead of projectile penetration, it provides anti-Spy and anti-Medic capabilities, countering two of Engineer's counter-classes.
  • The Pomson 6000 trades self-defense for support. With easy to dodge projectiles and reduced damage, you are likely to die if you are without the support from your Sentry Gun or team coupled with your frail health.
    • It is recommended that you equip the Pistol as a backup weapon for this reason.
  • Whilst protecting a Sentry under attack is usually a priority, the Pomson 6000 gives the bonus of reducing an attacking Medic's ÜberCharge faster, preventing a Medic from using an ÜberCharge, causing him to charge into danger without invulnerability.
  • On a successful hit, the Pomson drains the Spy's Cloak, forcing him to retreat if he is using conventional watches.
    • Should the Spy be using the Dead Ringer, he will have less time to escape if he cloaks on a Pomson hit.
  • When the beam hits a Medic or Spy, a distinct sound is made. Listen for the "shrinking" sound.
    • Use this sound to tell if you have hit a cloaked Spy.
  • Due to the Pomson's nature, it excels at long-range damage and finishing off enemies, but is generally poor in close quarters. As such, the Pomson is generally best used when supporting teammates at long range. Spamming shots will prevent enemies from strafing around a lot, making it easier for teammates to aim for them.
    • Keep in mind that the Pomson is less effective at draining ÜberCharge and Cloak at long distances.
  • Shooting a friendly Sniper's Huntsman will cause his arrow to catch fire. Flaming arrows are more powerful than standard arrows, as they deal afterburn in addition to the initial hit. As a Sniper with the Huntsman, full-charge "body shot" arrow hits deal 120 damage. After the initial hit, weaker classes will be killed in a few seconds if the arrow was on fire.
    • Remember — shooting your teammates is also a measure of Spy checking, as a hit on a Spy will produce a distinct sound. The Pomson's unlimited ammo comes in handy for this, as you can Spy check often without having to visit a Dispenser or ammo pack.
  • A Spy can only use his Dead Ringer if he has a full Cloak meter. If an enemy Dead Ringer Spy is fleeing, you can hunt him down with the Pomson. Simply keep shooting at the Spy, and he might not be able to charge his Dead Ringer before you kill him.
  • Although its projectiles travel slowly and are easy to avoid, the Pomson is a very accurate weapon, even more accurate than your Pistol. Although you lose the close-range damage of the Shotgun and the fast reload of the Pistol, you can easily hit oblivious enemies who aren't dodging.
  • The Pomson pairs well with the Wrangler. The Pomson maintains an ability to make accurate shots that you would otherwise make with the Pistol, and similarly, ammo is not an issue. Having a Pomson and Wrangler equipped gives you a high degree of accuracy.

Rescue Ranger + reskins

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Rescue_Ranger
Craft
Rescue Ranger
Killicon rescue ranger.png 4 16 60 27 21 120
  • The Rescue Ranger fires special bolts that repair friendly buildings on hit at the cost of 4 health per 1 metal. It also gives the Engineer the ability to haul the building from the distance at the cost of 100 metals. The downside is the lower clip size (4 instead of 6), lower total ammo (16 instead of 32), and the Engineer will be marked for death while hauling a building and a few seconds after stop hauling.
    • The bolt projectiles are affected by gravity. Take this into account when firing this weapon.
  • You can often use it to repair your buildings (mainly your Sentry Gun, as that will be the one that gets the most attention of the enemy) from a safe distance.
    • It is also effective at repairing other Engineer's Sentry Guns, as you generally should not build near other Engineers, because splash damage could easily destroy both nests.
  • The hauling ability of this weapon is powerful on open maps, where you can get a clear line of sight of your buildings from a distance. Use this ability to move your buildings up front quickly, or to pull your buildings out when they are under attack, and you are too far away to retrieve them.
  • As hauling your buildings from a distance costs 100 metal, try to teleport your Dispenser first. If you cannot do this, find a source of metal before teleporting your buildings.
  • While weak in direct combat, the Rescue Ranger can be used for medium to long range harassment and for supporting other Engineers from long range by repairing their buildings.
  • The Rescue Ranger pairs well with Wrangler Jumping, as you can teleport your Sentry Gun after the jump.
  • Healing buildings with the Rescue Ranger is slightly more metal-efficient than healing with the normal Wrench. It heals 4 health for every one metal, while the Wrench heals 3 health for one metal.
  • This weapon can help negate the Jag's slightly lower repair rate, and compliment the mobility the Engineer gains with his buildings around the map. Consider equipping the Pistol if using this combo to help compensate for your other weapons and their lower damage output.
  • When hauling buildings with the Rescue Ranger, you will be marked for death. Make sure there are no enemies close by before you haul your buildings.
    • Be especially wary of weapons that can turn subsequent Mini-Crits into full Crits, such as the Sniper's Bushwacka.
  • The Pistol is an ideal secondary to pair with this weapon, as the Rescue Ranger itself is poorly suited for direct combat.

Secondary weapons

Pistol + reskins

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Pistol
Stock
Pistol
Killicon pistol.png 12 200 22 10-15 8-9 45 (Range does not affect damage)
Lugermorph
Promotional
Lugermorph
Killicon lugermorph.png
C.A.P.P.E.R
Uncrate
C.A.P.P.E.R
Killicon c.a.p.p.e.r.png
  • The Pistol has four main strengths over the Shotgun; its greater accuracy and damage at longer distances, its large ammunition reserve, and its faster reload time. These give the Pistol several key functions:
    • It can be used to ward off Snipers by causing them to flinch.
    • Great use with the Frontier Justice, Widowmaker, or Rescue Ranger, when retreating.
    • It can be used to pick off fleeing enemies (who are usually doing so due to low health).
    • It can be used to whittle away enemy health, especially if supplementing Sentry fire.
  • It is the most reliable weapon to use in conjunction with the Gunslinger's Combat Mini-Sentry Guns, as they also are most effective at a similar range, enabling you to wear opponents down quickly while staying at a reasonably safe distance.
  • When the Shotgun has run out of ammunition, you can switch to the Pistol in direct combat with an enemy to increase the damage being dealt to the opponent during the fight.
  • The high ammunition reserve and fast reload speed also allows you to provide covering fire during a firefight and support your teammates' own attacks. The higher accuracy and range than the Shotgun also means you can hang back somewhat while doing this and not expose yourself to too much fire. It is also possible to do this up close; however, it is risky without the Gunslinger and the Shotgun is much better at short range.
  • Remember that the Pistol always fires a perfectly accurate shot before its bullet spread goes into effect. However, every shot after that will be less accurate. This bullet spread resets after at least 1.25 seconds since firing the last shot. As such, it's important to keep in mind that spamming your Pistol can mean you lose a great deal of accuracy. Try to time your shots so that they can land consistently and accurately.
  • The Engineer's Pistol has one of the highest ammo counts of any weapon in the game. Keep that in mind, as you can lay out a ton of bullets in a short amount of time.
  • Due to its good range and large ammo reserve, the Pistol is one of the best weapons to deal "chip damage" at targets in which you land a few shots at the enemy, thus wearing them down a bit, and continuing to do so until they either retreat or decide to fight. Both outcomes are in your favor, because if they retreat, they'll be out of battle temporarily. However, if they decide to fight, they'll be weakened to the point where they'll fall to a few Shotgun blasts or to your Sentry Gun (if it's nearby) quickly.
  • Do not attack Soldiers or Demomen with this weapon, unless you are sure they are critically wounded. Unlike Snipers, they require less precise aiming, and can still destroy your buildings at close enough range.

Wrangler + reskins

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Wrangler
Unlock
Wrangler
Killicon wrangler.png N/A N/A N/A N/A N/A N/A
Giger Counter
Uncrate
Giger Counter
Killicon giger counter.png
  • When the Wrangler is held, you manually control your Sentry Gun, the firing rate of the Sentry Gun is doubled, and it forms a shield around the Sentry Gun while using it, which absorbs 66% of the damage taken by the Sentry Gun. However, the Sentry Gun's repair rate while using the Wrangler is also reduced by 66%. A Sentry Gun being controlled by a Wrangler has infinite range (only being limited by the environment around it).
  • If you need to defend yourself, use either your primary weapon or melee weapon, as it's generally easier than aiming with the Wrangler.
  • It's easier to stand close to or behind your Sentry Gun when using the Wrangler.
    • When using the Wrangler, you cannot stand behind cover and fire your Sentry manually. The Sentry Gun can only shoot if both you and the Sentry Gun have a direct line of sight to the point you're shooting at. Standing near your Sentry Gun minimizes situations where the Sentry Gun cannot shoot a certain target because you cannot see it.
  • Pay attention. The Sentry Gun cannot automatically fire when the Wrangler is in use, so unless you manually shoot them, enemies will get by the Sentry Gun without trouble.
  • It is advantageous to have a friendly Engineer repair and supply ammo to your Sentry Gun while you are using the Wrangler, since you cannot do these things yourself at the same time.
    • Keep in mind that Wrangled Sentry Guns have a reduced repair rate to both their health and their clip so be aware that doing this will use a lot of metal pretty quickly.
  • Wrangler Jumping is a technique done by standing on your Sentry Gun, aiming the laser straight up and directly in front of you, and firing while jumping. This shoots you up into the air, allowing you to reach high places.
    • Wrangler Jumping can also be done by firing a Level 3 Sentry Gun's rocket at your feet while jumping. This follows the same principle as Rocket Jumping, where crouching during a jump increases the knockback of the explosion.
    • You will take a good amount of damage from Wrangler Jumping, so it's good to have a Dispenser next to the Sentry Gun.
    • Once you've made it to the desired location, build a Teleporter exit. This means you can jump back down, grab some ammo, build a Teleporter entrance on the ground, and get back to said location without having to Wrangler Jump again.
    • A skilled Engineer can pick up his Sentry immediately after a Wrangler Jump. This takes practice, of course, but will allow an Engineer to not waste metal building another Sentry Gun.
      • Alternatively, you can use the Rescue Ranger's alt-fire to pick up your building from long range, but it costs 100 metal to do so.
  • The Wrangler's fall-off is based on the Engineer's position rather than the Sentry Gun's, don't be afraid to step closer if you need extra damage output.

Short Circuit

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Critical
Short Circuit
Promotional/Craft
Short Circuit
Killicon short circuit.png 1 per 5 Metal N/A 5 18
  • The Short Circuit fires a short range, small electrical charge that damages enemies in your crosshair at the cost of 5 metal for each shot. With alt-fire, it launches an energy ball that deals damage and deletes any projectiles that touch it at the cost of 65 metal. As a downside, the Short Circuit is unable to deal critical hits and deal significantly less damage to buildings.
  • This weapon's primary use is defensive. Should you and your Sentry be cornered by a Demoman or Soldier, you can prevent them from using blast damage to destroy your Sentry by vaporizing their explosives, thus forcing them to change tactics.
  • Keep in mind that you can only fire 3 energy balls with a full 200 metal. If you have no good source of metal, make sure you are using it to its fullest effect and not wasting valuable metal.
    • Not even a level 3 Dispenser can keep up with the energy ball’s metal consumption rate. Don’t rely on them to keep a constant stream of energy balls.
  • This weapon also has offensive capabilities on Payload maps; should your allies be under attack by several projectile-using enemies, you can provide reasonable protection from harm without the risk of running out of Metal due to the Dispenser on the cart.
  • The alt-fire is very effective when fired into crowded chokepoints that are filled with projectiles. As it travels toward enemies, it will vaporize any projectiles aimed toward your team.
  • The ball explodes on contact with any surface. This makes it excellent for removing dense stickybomb traps, as it can delete many of them if aimed at the center.
  • This weapon is extremely weak in combat, dealing only 10 damage per shot, meaning its primary use should be for defense, support, or self-defense. The alt-fire is similarly weak, though can be used to finish off fleeing enemies.
  • The Short Circuit really shines in supporting other Engineers and defending nests, where there's a steadier supply of metal from Dispensers and more buildings to defend at once. You might be better off taking another secondary if you're largely working alone or your buildings are spread-out and projectiles aren't much of a problem.
  • The Short Circuit's alt-fire attack will target disguised and invisible Spies, and can hit infinitely many enemies in a single attack, making it very useful for Spy-checking.
  • Because of how much metal the alt-fire uses, it is unwise to equip the Widowmaker unless you're stationed in an Engineer nest, as you may find yourself defenseless very quickly with two weapons (as well as your repair costs) eating into the same ammo pool.
  • The Short Circuit is largely situational. If your Sentry Gun and other buildings are not getting harassed by Soldiers or Demomen, it's best to equip the Pistol or Wrangler.

Melee weapons

Wrench + reskins

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Wrench
Stock
Wrench
Killicon wrench.png 0.8 seconds 65 195
Golden Wrench
Promotional
Golden Wrench
Killicon golden wrench.png
Saxxy
Promotional
Saxxy
Killicon saxxy.png
Golden Frying Pan
Reward
Golden Frying Pan
Killicon golden frying pan.png
Necro Smasher
Achievement
Necro Smasher
Killicon necro smasher.png
Prinny Machete
Promotional
Prinny Machete
Killicon prinny machete.png
  • When a Spy is repeatedly sapping your Sentry Gun in an attempt to destroy it, your Wrench serves two purposes. First, you can use it to swing at the opposing Spy, 2-3 hits being enough to kill a Spy, ignoring Critical hits. After that, you can quickly turn around and repair your Sentry Gun. Two strikes from the Wrench will disable a Sapper and halt the progressive damage it causes; you can then fully repair the Sentry Gun after the Spy is killed. A good strategy would be to hit the Sentry Gun a single time, and then change targets towards the Spy, kill him, and then take off the Sapper with another swing.
  • While it may be tempting to use the Wrench's high critical hit rate to club enemies to death, melee combat is usually not where the low-health Engineer shines. Use the Shotgun instead at close range in order to quickly finish off the enemy.
  • The game prioritizes repairing buildings over melee combat when using the Wrench. This means that if there is an enemy — say, a Spy — next to a friendly structure and you are using the Wrench to attempt to kill them, you will find the Wrench hitting the building near or even behind the enemy you are trying to strike instead of the enemy. Switch to the Shotgun or Pistol to deal with enemies that are very close to one of your buildings to avoid this.

Gunslinger

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Gunslinger
Unlock
Gunslinger
Killicon gunslinger.png 0.8 seconds 65 195
Killicon gunslinger triple punch.png N/A
  • The Gunslinger replaces the normal Sentry Gun with a Combat Mini-Sentry Gun. The Combat Mini-Sentry Gun is a smaller, quick-building version of the Sentry Gun with a cheaper cost of 100 metal. It also provides an extra 25 health to the Engineer, for a total of 150. As a downside, the Gunslinger is unable to do random critical hits, but if an enemy is hit three times in a row with the Gunslinger with less than a second between hits, the third hit will be a critical hit.
  • The Gunslinger puts the Engineer to a more comfortable health pool of 150. This allows the Engineer to survive combat better and allows for some more aggressive playstyles.
  • With the Gunslinger equipped, it may not even be worth building a Dispenser near your Mini-Sentry. A Mini-Sentry is, in most cases, not powerful enough to defend a Dispenser on its own. Don't let that stop you from building Dispensers at all, though. Even if you're not setting up camp, leaving a Dispenser in a good fallback location, such as around corners or behind cover, can do wonders for you and your team.
  • When going on the offensive, such as the BLU team on Payload, the Mini-Sentry allows you to be more mobile. Due to how easily the Mini-Sentry can be replaced, you can destroy it when you need to move your other buildings up in order to support your team, then place down another one in order to support your team in a firefight.
  • Although not as high priority as other buildings, healing your Mini-Sentry can prove to be beneficial.
  • The Combat Mini-Sentry comes with its own series of benefits and setbacks:
    • The Mini-Sentry is much less expensive on metal than the standard Sentry Gun, costing only 100 metal instead of 130. With this conservation of metal, you can use the extra metal to upgrade, repair, help another Engineer's buildings, or build other buildings.
    • A Mini-Sentry is good for being deployed quickly and picking enemies off. However, do not expect the Mini-Sentry to last very long. Its low health means that it is very vulnerable. It's best to replace it as soon as possible once it is destroyed.
    • The reduced metal cost allows you to place a maximum of 2 Mini-Sentry Guns on the battlefield before having to collect more metal, and for every kill you get you can build another one with the dropped ammo pack. Take advantage of this, as you will be able to keep the pressure on the enemy for a longer period of time.
    • It may not always be worth it to pick up your Mini-Sentry and move it elsewhere. Unless there's no time pressure or it's a very short distance, simply destroying your Mini-Sentry and building a new one is more beneficial.
    • The Mini-Sentry constructs itself 150% percent faster than the regular Sentry Gun. It also will start with 50 health instead of starting from scratch at 1, which allows it to survive wayward fire much more reliably.
    • A single punch from the Gunslinger will fully repair a Mini-Sentry (but will not fully replenish ammo). This is more time efficient on offense and overall makes it much easier to be constantly on the move with your other buildings.
    • The Mini-Sentry has the same range as the standard Level 1 Sentry Gun. This makes it excellent for holding down one small area, such as around a health pack, rather than somewhere like the point, where its lack of range can allow enemy Demomen or Soldiers to easily destroy it.
      • However, due to its smaller size, it can prove beneficial to put the Mini-Sentry on one side near an objective and yourself on the other, forcing the enemy to choose between fighting you or your Mini.
  • The Gunslinger pairs very well with certain weapons:
    • Pairing with the Frontier Justice will grant you frequent revenge crits, although in smaller quantities than if a regular Sentry is destroyed. Destroying your Mini-Sentry can allow you to receive your critical hits on demand when they are needed most.
    • Paired with the Widowmaker you can become an effective combat class, with the ability to constantly place Mini-Sentry Guns around and frustrate the enemy team's approach. Be careful of your metal count, however, as it is being used as your primary ammo source. Additionally, you will deal extra damage to enemies targeted by your Mini-Sentry, which will allow it to combo with it very effectively.
    • Paired with the Wrangler, the Mini-Sentry can be deadly. The Wrangler gives the Mini-Sentry an effective health of 300, has damage output similarly to that of the Level 2 Sentry Gun and a much longer range, which can make it a force to be reckoned with.
  • When a lone enemy is being fired on by your Mini-Sentry, attack from another direction with your primary or secondary. This means you are effectively attacking from two directions and your target might have difficulty dealing with both you and your Mini-Sentry. However, this tactic may not work as effectively on explosive classes or high health targets.
  • When facing off against an enemy, or a group of enemies, that you know you can't win, consider using the Mini-Sentry as a decoy instead. If it's not already deployed, you can quickly deploy one and run away. This will force your enemy to either go for you and be shot at by your Mini, or it will delay them.
    • Similarly, when you run into a more powerful enemy or an enemy that has the upper hand, you can put down your Mini-Sentry first and then start shooting them.
  • While the extra 25 health is an excellent bonus, do not become overconfident. You are still vulnerable when all alone and headshots from Snipers can still instantly kill you if you are not overhealed.

Placement

  • Place your Mini-Sentry in an area where enemies pass through frequently. Using a Mini-Sentry as a long-term defense is not recommended.
  • It's a good idea to place your Mini-Sentry near a health pack, since health packs attract low-health enemies — easy kills for a Mini-Sentry.
  • Try putting your Mini-Sentry around a corner, or on top of a high building. If enemies can't figure out where a Mini-Sentry is, they will either die before they can spot/destroy it or be left moderately to severely injured.
  • Since the Mini-Sentry has a relatively short range, smaller spaces are preferable to wide-open spaces, where Snipers, Soldiers, or other classes can pick it off without the Mini-Sentry being able to defend itself.
  • A Mini-Sentry hidden away underwater can temporarily confuse enemies as to how they're being shot.
  • For a rather cruel, ironic twist, hide Mini-Sentry Guns under large ammo boxes. The Mini-Sentry is just small enough that the only part of it not covered is the kickstand, though the particle effect from the light can sometimes be seen.
  • When playing the role of a Battle Engineer, get into the habit of dropping a Mini-Sentry on a whim, without any real rhyme or reason to its placement. This can grant you vital cover-fire and provides a distraction should the situation go south.
    • With the recent change to the Gunslinger, this strategy has diminished in effectiveness quite a lot. However, doing this in defensive situations near objectives is still effective. Cover your frontline teammates with a Mini-Sentry slightly behind them to allow them a small safe zone they can retreat to.

Southern Hospitality

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Southern Hospitality
Craft
Southern Hospitality
Killicon southern hospitality.png 0.8 seconds 65 195
Bleeding Killicon bleed.png 40 damage over 5 seconds N/A N/A
  • The Southern Hospitality is nearly as versatile as the stock Wrench, with only a few situational weaknesses. As such, it is an upgrade to the default Wrench unless the enemy team has more than one actively attacking Pyro. The lack of random crits is compensated for by the Bleed status and the retained ability to wear opponents down further with other weapons.
  • The Southern Hospitality favors a defensive playstyle. Camping Engineers rarely encounter Pyros without having a Sentry Gun in between to win the skirmish, whereas when pushing into enemy territory, should the Engineer encounter a Pyro, then the Engineer is at extreme disadvantage due to extra 20% fire vulnerability. Fortunately, Engineer vs. Pyro exchanges are rather uncommon due to the Engineer's Sentry Gun being able to completely zone out the Pyro, so this downside isn't as serious of a detriment as it may seem.
  • The presence of bleeding on this weapon makes it an excellent anti-Spy tool, allowing you and your teammates to monitor their movements should they try to escape. However, the inability to randomly crit makes killing Spies more difficult in a short span of time. Instead, hit them repeatedly with the Southern Hospitality, thus doing more average Wrench damage and resetting the Bleed timer each hit, or hit them with the Southern Hospitality, then switch to your Shotgun or Frontier Justice to finish them off.
  • ÜberCharged Pyros are a major threat with the 20% increase to fire vulnerability. If one approaches, the most valuable building should be moved to a safe(r) location to be ready when the ÜberCharge wears off. If the Pyro is too close for you to haul a building to safety, flee, and be prepared to rebuild.
    • The Rescue Ranger can help save 2 of your buildings from a safe distance, provided you have a full metal supply.
  • The Southern Hospitality is very viable within Medieval Mode, as the 40 damage added by Bleeding is a strong buff, and sources of fire damage are reduced significantly.

Jag + reskins

Weapon Kill Icon Attack Interval Damage
Base Damage Critical
Jag
Craft
Jag
Killicon jag.png 0.68 seconds 49 146
  • The Jag gives the Engineer a 30% bonus to construction speed; Wrench-boosting construction of buildings with the Jag will construct buildings at just shy of three times the normal rate, compared to 2.5x with most other wrenches. The Jag also swings 15% faster, further speeding up the process of creating level 3 buildings.
    • This also serves to legitimize construction of regular Sentry Guns even in an offensive situation where normally a Mini-Sentry would suffice. A level 2 Sentry will not take terribly long to make with ample metal available, and it will have a tremendous area control advantage thanks to superior DPS and durability over the Mini-Sentry. If your buildings aren't being pressured by Spies or other enemies, this could be something to consider.
  • Try to avoid melee combat due to the damage penalty. If your team is good at Spy checking, however, this won't matter much, and the extra swing speed will make up for some of the lost damage.
  • Get in the habit of hitting your buildings all the way to completion as soon as you plant them.
  • The Jag is also useful in situations such as rebuilding a destroyed Teleporter Entrance or Exit while the other half is still up; being able to speedily rebuild the destroyed half means you can teleport back to your other buildings a few seconds faster.
  • The Jag is a great weapon for "helper" Engineers who are only being Engineer temporarily to help other Engineers upgrade or maintain their buildings.
    • Although sometimes counterintuitive, you can temporarily equip the Jag to quickly construct higher-leveled buildings at spawn, and switch to another Wrench (besides the Gunslinger) to relish the Jag's bonus, but keep another Wrench as your 'main'. This is best seen in defending Dustbowl's 3rd Stage.
  • The Jag pairs well with the Rescue Ranger both by being able to quickly deploy buildings hauled from long range and healing any damage suffered to them to make up for the repair rate penalty; however, it becomes detrimental to equip the Pistol because the Jag is a straight downgrade to the default Wrench in combat and the Ranger is not very good at combat either. You may switch to the Wrangler if you prefer to keep your distance or try and Wrangler jump to unusual locations. This provides great utility with the Ranger by being able to pick up your Sentry while jumping, then teleport your Dispenser to yourself.
  • The Jag's repair rate penalty stacks with the repair reduction of the Wrangler's shield. It may be advisable to use a different Wrench if your Sentry spot necessitates the Wrangler.
  • The Jag takes 3 hits instead of 2 to destroy an enemy Sapper. It may be useful to use a different Wrench after you deploy your Buildings.

Eureka Effect

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Eureka Effect
Craft
Eureka Effect
Killicon eureka effect.png 0.8 seconds 65 195
  • The Eureka Effect gives the Engineer the ability to teleport to the spawn and their Teleporter with the reload key (default key: R) and also decreases the cost to build and upgrade the Teleporter by 50%. However, the Eureka Effect gives the user 20% less metal from ammo pickups and Dispensers, and also gives the building 50% penalty to construction speed; Wrench-boosting construction of buildings with the Jag will construct buildings at 1.25x the normal rate, compared to 2.5x with most other wrenches.
  • The Eureka Effect shines in situations where time and metal are of the essence. A player can drop a level 1 sentry and a teleporter, hit the teleporter with your wrench till it's about 75% built, then teleport back and forth and have a nest built up quickly and at low personal risk as the player does need to leave the nest to forage for metal.
  • With the Eureka Effect equipped Dispensers will still dispense their regular amount of metal, but the Engineer will receive a reduced amount. For example, a Lvl 3 Dispenser will dispense its usual 60 metal each tick, but the Engineer will only receive 48 metal with the remaining 12 metal lost. This can very quickly add up in high metal usage situations.
  • The Eureka Effect is ineffective for sustaining a base under consistent enemy attack due to it reducing your metal pickups. Therefore, use the Eureka Effect to set up a base, then switch to the stock Wrench to defend it more effectively. Remember, buildings are not lost when switching wrenches, in most circumstances.
  • You and your buildings are more vulnerable when being constructed. Try to build in safe areas and know your limits on how aggressively you can place buildings.
  • Triggering a teleport forces the player to wait 3 seconds while the Engineer performs a brief taunt; since taunting leaves the Engineer completely defenseless, retreating with low health or when the enemy is advancing can result in death if care is not taken.
  • The Eureka Effect can be extremely useful in game modes lacking a source of healing (such as a health pickup, Medi Gun, or a Dispenser). You can engage an enemy, go to safety when you're at low health, teleport back to base, come back with full health (and metal), and repeat.
  • The Eureka Effect can be useful in setting up and upgrading a Sentry nest quickly; having it equipped means an Engineer is able to run back and forth between spawn or a teleport exit and their nest very quickly by using the Eureka Effect's taunt and an active teleporter, allowing an instant metal refill with each trip.
  • The Eureka Effect gives the defending team an advantage on attack/defense maps; if the penultimate point is being captured, a tactful teleport can allow an Engineer to fall back and prepare for an incoming attack.
  • The teleport action also allows a teleporter exit to be placed at the front lines during setup on Payload maps; a quick teleport back to spawn and the teleporter is ready to go quickly. This allows you and your fellow Engineers to teleport to the frontlines and setup your buildings more quickly.
  • The Eureka Effect is great for passive chokepoint holding on the attacking team, as teleporting back to spawn can guarantee a steady teleport system and get your slower classes back to the front quickly.
  • You can sneak past enemy lines on maps where the spawns change (such as Frontier), and set up a teleporter exit near the last point. Then, you can teleport back to spawn, restock, and take the teleporter to the point. Getting some of your teammates to take the teleporter can effectively "sandwich" the enemy, making for an easier fight.
    • On the other hand, if a Spy has destroyed your teleporter entrance or is currently spam-sapping it, the Eureka Effect allows you to surprise any Spies and/or rebuild an entrance.
  • Crafty Engineers can possibly carefully sneak past enemy lines and plant a teleporter exit in a place where the other side won't suspect it will be, such as the Control Point building in Dustbowl after it's captured, and then teleport back to the spawn safely, where they can upgrade and repair it as needed. This allows for other classes, like Spies, to quickly go to that area without raising much suspicion.
  • The Eureka Effect can be used to attempt accurate telefrags. This requires very good timing.
  • Because of the Eureka Effect's con that you can only get 80% of metal from metal pick-ups, you are usually conserving more metal than using the other wrenches.
  • When respawning, use the Eureka Effect's teleport ability to teleport to your teleporter, so that someone else can use the teleporter.

Map specific

Control Point (Attack/Defend)

Steel

  • Steel is an excellent map when it comes to tactical Engineer-based pushes. One well placed BLU teleporter can win a game quickly and effectively, due to the ability to capture Point E without the requirement to capture Points A-D first. A Sentry Gun in the area around Point E can lock it down and provide effective cover for BLU's Soldiers and Scouts as they capture.
  • While on Blu, it can often be a handy idea to use the following loadout:
  • Because of the large amount of tight areas and general lack of wide open spaces on Steel, the Short Circuit can be a very helpful tool to use over the Wrangler or Pistol, as Engineers will often find themselves in situations where a Soldier or Demoman may be firing rockets, grenades or stickybombs at their base from around a corner or through a window and the Short Circuit will destroy the projectiles before they can hit the buildings or be detonated.
  • The Jag can be a handy item to have when it comes to quickly placing a Sentry Gun to assault enemies where they least expect it.
    • An effective example of this would be to build your sentry to Level 3 during setup time, and then haul it up the stairs to the right of the spawn doors. Provided of course that there are no enemy Sentry Guns within direct range of yours, place it on the elevated walkway next to Point A. Although it may be destroyed shortly afterwards, it can provide ample support which will allow your team to capture the point while denying Red that entire area.
  • If you are confident that your team will capture the point without support from you or your buildings, setting up a teleporter exit and base near the proceeding control points can often be a good way to catch your enemy off guard. This will allow for your team to begin capturing the points before the enemy team has a chance to set up defenses of their own.
  • When defending, it can often lead to setup positions similar to the ones mentioned in the last point. If you are confident that the enemy team will capture Point A fairly quickly, it may be a good idea to have a complete setup on Point B or even C.
    • One of the most surprising sentry placements on Steel will often be the narrow area leading from Point B to Point C. Setting up your nest here while on RED can catch the enemy team off guard and allows for Point C to get a defense set up by your teammates while you prevent BLU from directly entering the area. If they do begin firing projectiles at your buildings, they can be protected by the Short Circuit. This base will often last the entire round if you defend it properly, mainly due to the lack of access points. It is recommended that you haul to another spot though, as the enemy team will usually give up trying to pass through this point and take another route.
  • If BLU only needs to capture Point E to win, a very effective way to figure out where to place a sentry is to take note of where the enemy team is pushing from. Once satisfied you have the right entrance, place a sentry not guarding the entrance itself or even the point, but the area that the team needs to pass through to get to this entrance. This will prove a lot more effective than placing it exactly where they typically expect it to be, thus catching them off guard preparing for something that is sooner upon them than they thought.

Buildings

Sentry Gun

Level Kill Icon Health Cost Weaponry Damage Ammo
1

RED Level 1 Sentry Gun.png

Killicon sentry1.png 150 (effectively 450 with the Wrangler shielding) 130 Metal Semi-Automatic Firing Barrel Damage: 16
Shots per second: 4 (8 with Wrangler)
Average DPS: 64 (128 with Wrangler)
100 rounds
2

RED Level 2 Sentry Gun.png

Killicon sentry2.png 180 (effectively 540 with the Wrangler shielding) 330 Metal Dual Rotational Minigun Barrels Damage: 16

Shots per second: 8 (16 with Wrangler)
Average DPS: 128 (256 with Wrangler)

120 rounds
3

RED Level 3 Sentry Gun.png

Killicon sentry3.png 216 (effectively 648 with the Wrangler shielding) 530 Metal

Dual Rotational Minigun Barrels

Target Guided Rocket Launch Support System

Damage: 16
Shots per second: 8 (16 with Wrangler)
Average DPS: 128 (256 with Wrangler)

  • Rockets fire every 3 seconds (slightly faster with the Wrangler), dealing 53 to 150 damage on direct hit (falloff is calculated from the distance of the Engineer to the target, not from the Sentry to the target). The rockets can be deflected with the Pyro's compression blast.

144 rounds
20 rocket salvos

Combat Mini-Sentry Gun

Level Kill Icon Health Cost Weaponry Damage Ammo
N/A

Red Mini Sentry.png

Killicon minisentry.png 100 (effectively 300 with the Wrangler shielding) 100 Metal Semi-Automatic Firing Barrel Damage: 8

Shots per second: 6 (12 with Wrangler)
Average DPS: 48 (96 with Wrangler)

100 rounds
  • The difference between excellent Sentry Gun placement and average Sentry Gun placement can sometimes be very little; a matter of inches, or an angle that is off by a few degrees, can determine whether a Sentry Gun can effectively cover a certain approach, whether it will give away its location to enemies too easily, whether it will take too long to rotate into firing positions, and so on. This does not mean that you should take a long time to adjust the Sentry Gun blueprint before placing it – doing so is a hallmark of inexperienced Engineer play. However, observe how certain placements perform, and if the Sentry Gun demonstrates any weaknesses in that position, try to place the Sentry Gun so it will be more effective in the future.
    • A good rule of thumb for Sentry Gun placement is a location that maximizes the Sentry Gun's range while minimizing its corner weakness. In other words, any location where approaching enemies will likely receive fire from the Sentry Gun at close to its maximum range but will be unable to fire back from outside that range. This is because Sentry Guns do not suffer from damage falloff at range. While this does not always limit the damage your Sentry Gun will take in return (damage falloff due to range does not apply to damage done against buildings), it does reduce the damage you will take while you maintain the Sentry Gun, and it also reduces damage from short-range and/or high spread weapons such as the Scattergun, Flamethrower, and Minigun. Making good use of the Sentry Gun's range also gives the Sentry Gun a bigger field of fire and it gives you more warning of approaching enemies (and incoming projectiles), while denying the largest area to your enemies, one of the Engineer's primary roles.
  • Sentry Guns are usually best built on high ground. However, you should avoid choosing an elevated spot that allows your Sentry Gun to be seen by enemies from beyond its ability to fire back. The best Sentry Gun placements allow a Sentry Gun to shoot at enemies at the same time or even a little before enemies are able to see and shoot back at the Sentry Gun, and high ground can help achieve this, as the diagram below-right demonstrates.
    • High ground is also great because it makes the Sentry Gun harder to hit with splash damage. As long as it is not built with its back to a wall, most projectiles will arc either too high or too low to hit hard, and the precision aiming required forces enemies to take the Sentry Gun's full weight of fire to try to take their shot. Conversely, low ground creates the opposite effect, effectively "funneling" even stray projectiles such as Grenades right into the Sentry Gun. Avoid low ground positions such as pits and valleys.
    • High ground is also very useful by making it more difficult for Spies to get into sapping range. High ground placements reduce the number of routes Spies can use to get close, making it easier for you and your team to discover and remove potential Spy threats before they get a chance to disable your Sentry Gun.
  • Build in areas that are open, but not too open, and give you some room to work. This allows you to dodge and gives yourself good angles for using the Wrangler while keeping a safe distance from your Sentry Gun if it is under fire. If possible, have a wall or other cover near to the Sentry Gun that you can use as cover while you repair, but try not to have an obscured view of what is attacking your Sentry Gun.
  • Avoid "gimmicky" Sentry positions such as looking down holes in ceilings, in the middle of narrow hallways, or around sharp corners. Sentry Guns can certainly get kills in such positions, but while these positions can surprise the enemy temporarily, they aren't terribly effective since they won't seriously interfere with your opponents' movement. High level Sentry Guns take a lot of time and resources to make, so building them in areas where they will be useful only rarely is a waste.
  • Great Sentry positions will allow the Sentry Gun to put suppressing fire on a number of key areas and also allow it to act as a first line of defense for your team. A Sentry being repaired or Wrangled (or both) is excellent at absorbing damage that would otherwise be directed at your fellow teammates.
    • Sentry Guns should not therefore be viewed as a "last line of defense". Building with this mentality is flawed, because while an Engineer and his Sentry can fend off most lone opponents fairly effectively, as little as two enemies can overwhelm an unsupported Engineer position, even if the base is well constructed and the Engineer is skilled.
  • Don't build yourself into a corner if you want to be hanging around your Sentry Gun repairing; you deny yourself a line of retreat and ensure that you get damaged as much as your Sentry Gun. Sentry Guns right around corners can catch enemies off guard, but if you build such an "ambush" Sentry Gun, don't sit right on it. Leave it on its own and maybe support it offensively with your own weapons, and then move it or rebuild it once it becomes ineffective.
  • In addition to building on high ground and in a moderately open area, you should build the Sentry Gun such that it covers narrow areas in the map called "Chokepoints". This maximizes the area your team has to work with and minimizes the maneuvering room for attackers. This forces the enemy team to bunch up in narrow hallways and doorways, making them easy prey for your Sentry Gun's rockets or the splash damage from your team. Sentry Guns are at their best when they force enemies to fight from a disadvantageous position.
  • Take note of where other Engineers have set up their Sentry Guns and set up yours to create overlapping fields of fire that can catch opponents in crossfire. Being within sight of another Engineer on your team makes it easy for you to help one other repair during times when either of you is dead or occupied. It also concentrates your team's defense and prevents your team from spreading too thinly. Two Sentry Guns that are spread out yet still covering the same choke point combined with adequate Spy checking can be an absolute nightmare for the enemy team to deal with and forces them to either come with everything they have or not come at all.
    • Conversely, try not to build two Sentry Guns next to each other; this doesn't help cover a wider area and allows a Demoman or Spy to take out both Sentry Guns at once.
  • After building a Sentry Gun, stand behind it and build a Dispenser behind your position; if a few enemies or an ÜberCharged enemy comes, you can crouch behind the Sentry for protection and continually repair the damage done to it while having your Metal replenished by the Dispenser behind you. This strategy works well wherever enemies are forced through a bottleneck while approaching the Gun or have no line of sight to the Dispenser, but does not work well in open areas where the Dispenser can be targeted from the side or from above.
Figure 1. Dustbowl, Stage 2, Point B example of excellent Sentry placement. Both Sentries A and B are on high ground in open areas covering chokepoints, with double coverage of two major chokes. Both Sentries are nearby and face each other, making it easy for each Engineer to watch the other.
Figure 2. Illustrates the advantages of elevated placement. Sentry is in the open covering a chokepoint, is able to lock on and begin firing an instant before approaching enemies, preventing abuse of cover and maximizing Sentry damage. Attacking Demomen in particular will have poor attack angles.


Dispenser

Level Health Cost Resource Output Rate
Health Ammo Metal
1

Lvl1dispenser.png

150 100 Metal 10/sec 20%/sec 40/5 sec
2

Lvl2dispenser.png

180 300 Metal 15/sec 30%/sec 50/5 sec
3

Lvl3dispenser.png

216 500 Metal 20/sec 40%/sec 60/5 sec
  • Build your Dispenser in a convenient location for your teammates to reach.
  • Do not place your Dispenser in areas with lots of enemies nearby. Dispensers are fragile, and without anything to guard them, they will be destroyed quickly. Try to locate the Dispenser behind an obstacle, such as a crate or a low wall, which will shield it from a fair amount of incoming damage.
  • It's a bad idea to place your Dispenser next to your Sentry Gun, and stand in a position where you can reach both with your Wrench at the same time. The Dispenser doesn't help your team.
  • Make sure your Dispenser isn't blocking your Sentry Gun. Enemies can take advantage of blind spots behind Dispensers to destroy your buildings.
  • A savvy Engineer can use his Dispenser to 'Dispenser jump.' An Engineer can jump on top of his Dispenser and then reach an otherwise unreachable ledge.
  • A good placement for a Dispenser is behind cover, but still near the frontline enough that it can heal teammates. This helps your teammates stay in the fight longer.
  • Dispensers stack, so sometimes putting two Dispensers near each other is a good idea. Teammates can receive two times the healing.

Teleporter

Teleporter
Level Health Cost Recharge time
Level 1 150 50 Metal 10 seconds
Level 2 180 250 Metal 5 seconds
Level 3 216 450 Metal 3 seconds
  • Place your Teleporter Entrance close to your team's respawn point in plain sight.
  • Place your Teleporter Exit either -
    • Somewhere hidden within enemy territory, such as behind a crate or on the rooftop of a shed.
    • Near your other buildings.
  • Avoid standing right on top of your Teleporter Exit, so as to avoid being telefragged.
  • Make sure which direction to head is obvious to your teammates. When the Teleporter is being carried, pressing Alt-Fire rotates it 90 degrees. Use this to face your Teleporter away from walls, corners, etc.
  • During setup time, or at the start of a round, it's a good idea to build a Teleporter entrance. This is a good preparation strategy. It gives you the ability to deploy an exit on demand, and respond to changes in the front line by relocating the exit.
  • When defending a highly-trafficked chokepoint, you may want to place a Teleporter entrance or exit somewhere where attacking enemies will see it as they are entering your area of the map. They will often destroy it, giving you a heads-up about their presence. Beware that some players will be suspicious of the Teleporter's real function as an early warning system and will purposely leave it alone so as to retain the element of surprise.
    • However, do this only when it's absolutely unnecessary for the Teleporters to be used the way they're meant to, for example, on last point on defense, your spawn is usually close to the last point.
  • Avoid building Teleporters during Arena mode. The quick nature of Arena maps and the scarcity of ammo during such games means that you're better off using your metal to build Dispensers or Sentry Guns.
  • You can use the Eureka Effect to save metal on creating and upgrading Teleporters, then switch to another Wrench to get the rest of the sentry base built up.

Taunt Attacks

Guitar Smash

Kill Icon Weapon Damage Duration Details
Guitar Smash
Guitar Smash
Killicon guitar smash.png Frontier Justice 500 4 seconds The Engineer takes out his loyal guitar, plays a chord, and then hits it into the head of any enemy that's in the way.
  • Guitar Smash can be used on immobilized, unaware, or distracted enemies. However, the chord may give you away.
  • Guitar Smash be useful during Humiliation or Stalemate.

Arm Blender

Kill Icon Weapon Damage Duration Details
Arm Blender
Arm Blender
Killicon arm blender.png Gunslinger 500 4 seconds The Engineer pulls a rip-cord from his mechanical prosthetic, revving the hand of his Gunslinger up to vicious speeds, after which he thrusts it forward, gibbing any enemy player within reach.
  • With correct timing, you might be able to kill a distracted enemy, so keep in mind that it takes some time for the Engineer to spin his hand up.
  • You can use the stunning effect of Arm Blender to stun ÜberCharged enemies and waste their Über time.
  • Arm Blender is also effective during humiliation.

Weapon combinations

Dealing with the Spy

See also: Engineer match-ups
  • The Spy is typically the mortal enemy of the Engineer. Due to the Spy's ability to sap your buildings, it makes him more than a match for you in a strategic sense. Sappers shut down your buildings immediately, leaving them effectively "destroyed" until you remove them. A building that gets Sapped while under fire is typically impossible for a lone Engineer to save.
    • The Spy's ability to disguise himself as any class on either team is also quite bothersome. While wearing a friendly disguise, the Spy has access to your buildings, allowing him to restore health and Cloak from your Dispenser. Note that this also prevents your Sentry Gun from shooting at him until he loses his disguise.
  • Watch for Spies using the Your Eternal Reward. This knife, upon a backstab, allows the Spy to take the form of his victim without dropping his disguise. Spies using it will not hesitate to backstab you or your allies within range of an active Sentry Gun if they get the chance.
  • Spies have the potential to hide anywhere and appear as anyone. As such, you cannot rely solely on your Sentry Gun to protect you. Remain alert at all times and refrain from being stationary even while protecting your position to prevent Ambassador headshots and backstabs. If someone seems suspicious, don't be afraid to Spy-check them.
  • A good Spy will often appear without warning, quickly sap your Sentry Gun, and start attacking you immediately with his Revolver or Knife, especially if you are alone. If you come under attack in this way, worry about the Spy first. A Spy can place Sappers faster than you can remove them and repair your buildings. It is much more important to eliminate the Spy before he causes any more damage. Use your Shotgun or melee weapon to dispatch the trespasser before repairing your buildings.
  • Most of the time, you should save your Dispenser first, as it will break from a Sapper faster than an upgraded Sentry Gun, and regenerating its Metal supply takes a lot of time. If you are staying in the same spot, saving your Dispenser first will always allow you to rebuild much faster because you'll have more Metal available. However, if the Spy has removed his disguise nearby, or there's urgent need for offense, you should save your Sentry Gun first. On some maps, your Teleporter can actually be your most important building as it allows your team to keep a constant stream of reinforcements going. Losing your Teleporter is especially annoying due to the fact that you will lose both ends of it, requiring you to travel all the way to your Spawn to replant your Entrance. If you have sentry-jumped to your location, you may wish to save your teleporter so you can get back. Teleporters take the longest to get destroyed from Sappers, but you should still try to save them. Deciding which Building to save first always depends on the circumstances. Practice is the best guide.
    • In a nest, watch out for Spies with the Red-Tape Recorder. This Sapper will reverse the construction of your buildings, but takes far longer to destroy them. If on the offensive or under fire from enemies, consider saving the Sentry Gun before it downgrades to a level which will allow enemies to easily overwhelm it, then quickly dispatch the Spy.
  • While being in a crowd of your own teammates usually helps you defend against Spies more easily, it can sometimes be difficult to pick out which one of your "teammates" is actually a Spy placing Sappers. Even though placing Sappers will not break a disguise, the disguised Spy will actually move his hand in a "placing" motion at your Building when it does so. This is subtle, but you may be able to use it pick out the Spy in a crowd. If you are letting your team deal with the Spy while you remove Sappers, keep your back to something.
  • A creative Spy will often disguise as an Engineer to try to fool you and your allies into thinking he is an Engineer trying to remove Sappers when he is in fact the one sapping. They may even use the voice command warning about Spies to add to the deception. Watch for teammates who aren't swinging or firing their weapons, as a disguised Spy cannot attack. Even better, Spy-check anyone nearby.
  • If you have revenge crits, try to save some of them for the inevitable Spy attack. Having a glowing Frontier Justice out can be enough on its own to deter a Spy. While it's true that you might waste a shot on a Dead Ringer Spy, don't be afraid to do it. A Spy who feigns death likely won't be attacking you for at least a short duration, giving you time to call for help.
  • Simply standing with your back facing the wall or continuously moving greatly minimizes the Spy's danger to you as it makes it harder for them to instantly kill you. The Spy is therefore forced to attack one of your buildings, which destroys their disguise. In this case, make it your priority to kill the Spy before attending to your buildings.
  • If your building is continually being sapped as you remove the Sapper, attack your Wrench in multiple areas around your building, as a Spy will be distant from you as you swing your Wrench.
  • If a teammate appears to be standing directly on top of you, attack them immediately. Enemy Spies are able to stand on top of you, while teammates cannot.
  • Constantly watch your back and be aware of your surroundings at all times, especially when constructing and upgrading your buildings. While this applies to practically any class, the Engineer should take special care as to not become the victim of a Spy, as it can result in the total loss of all of his buildings, thus forcing them to rebuild from scratch. Spycheck as often as you can by firing at corners, "teammates" and other hiding spots where you think they could be at.
    • However, don't become overly paranoid and stray too far from your equipment. This is what the Spy wants, as he will be able to destroy your gear without interference.
  • If a Spy saps your Teleporter, make sure you are not standing on top of it when you take the Sapper off. Spies often try to get your attention with a Sapper, stand on the entrance, and when you remove it, they go through, telefragging you. They will not lose their disguise with this strategy, making it easy for them to destroy your other buildings once they have telefragged you. To defend against this, make sure you are far enough from the Teleporter that you can still take a Sapper off, but Spies cannot telefrag you.
  • Be aware of trickstabs when you are attacking a Spy, as they can use stairstabs, matadors, cornerstabs, and a variety of other trickstabs to kill you, even if you are aware that they are a Spy. Due to this, it is not advisable to chase a Spy with your Wrench, especially outside of your Sentry Gun's range. Use your primary to kill them, and stay a good distance back. Take corners wide, and do not follow a Spy up a set of stairs if you cannot see him. If you think a Spy will go for a stairstab, start backpedaling down the stairs. The Spy will often jump in front of you, facing forward, which gives you a moment or two to shoot him before he can turn around or defend himself.
    • Alternatively, you can call for your teammates to deal with him instead.
  • The Spy's Revolver has a longer range and less spread than the Engineer's Pistol or Shotgun does, so it is recommended you stay at a medium-range whilst combatting a Spy. At long range, you are susceptible to the Spy's Revolver; At close-range, you are exposed to being backstabbed.

Cooperative Class Strategies

Leaderboard class scout.png Scout

While Engineers cannot do much for a Scout aside from his already inherent roles, a Scout can help out an Engineer immensely just by simply doing what he already does well enough without the Engineer.

  • Scouts can make for serviceable bodyguards when an Engineer is on the move with his buildings, provided that a Pyro is not available. Scout's speed advantage and high burst damage makes keeping any pesky Spies or Demomen at bay while the Engineer sets back up quite the simple task.
  • Scouts are good at getting behind enemy lines and taking out enemy Snipers and Spies, which will make friendly Engineers' lives much easier.
  • Scouts with the Backscatter and/or Mad Milk are fairly effective at spychecking, which can seriously help out allied Engineers.
    • The Boston Basher's and Wrap Assassin's bleed damage will also highlight enemy Spies, though the Wrap Assassin can't do this very often.
  • Scout's version of the Pistol does not come with much ammo, meaning that Dispensers are invaluable when the Scout loses access to it.
  • The Sentry Gun circumvents Scout's biggest weakness: his lack of range. Sentry Guns have a very long and wide radius of damage that they can cover, which gives a Scout an excellent place to fall back on when he needs to retreat.
    • Dispensers also give the Scout a safe spot to recover health after taking too much damage while frequenting the flank routes.

Leaderboard class soldier.png Soldier

Soldiers are one of your best friends when at the frontlines due to his immense power. The potential for protection that a Soldier possesses allows an Engineer to be more liberal with the placement of his Sentry nests.

  • Soldiers are a slow class without rocket jumping, and a fragile one with it. Teleporters reduce the need for rocket jumps, which allows the Soldier to save his health pool for when it is needed most.
  • A Soldier makes a decent bodyguard for an Engineer trying to move his buildings. This is especially true if he has the Disciplinary Action, which will allow the Engineer to get where he's going much more quickly.
  • Soldiers will tend to hang around the front lines, making Dispensers around those areas imperative for a team.
  • Soldiers also are very good at spychecking with their large blast radius on rocket launchers.
  • The Battalion's Backup gives the Engineer much needed resiliency when moving buildings. This is especially useful when the Engineer is using the Rescue Ranger, as the Marked-For-Death attribute when hauling buildings is nullified by the Backup's effects.

Leaderboard class pyro.png Pyro

A Pyro is, overall, an Engineer's best friend when maintaining a defensive hold is imperative.

  • Pyros can airblast projectiles away from friendly Engineer nests, nullifying the advantages Soldiers and Demomen gain against them.
    • Pyros can also deny ÜberCharges, a common response to stubborn Engie nests, by airblasting them away.
    • Neither of the above are as effective with an airblast-disadvantaged flamethrower, such as the Backburner, the Dragon's Fury, and especially the Phlogistinator, which can't airblast at all. The presence of a Dispenser will actually nullify the Backburner's airblast penalty, which merely makes airblasting ammo-inefficient.
  • Pyros (without the Dragon's Fury) are the most consistently efficient Spy-checkers in the game and are overall an absolute nightmare for Spies.
    • By equipping the Homewrecker or Neon Annihilator, a Pyro can remove Sappers from friendly buildings. This is a lower priority than hunting down the Spy who placed the Sappers, however, but is crucial if you end up dying during the skirmish.
  • A Pyro with a flare gun can harass enemy Snipers, making life much easier for friendly Engineers.
  • A Pyro with a shotgun, the Detonator, or the Scorch Shot can destroy stickybombs near the Engineer's buildings.
  • With airblast and a shotgun, a Pyro becomes a very effective bodyguard and escort for Engineers trying to move buildings between new locations.
  • A Sentry Gun can deal large amounts of damage from well outside a Pyro's effective range, allowing the Pyro to not have to worry as much about mid-ranged threats such as Heavies.
  • With a Dispenser active, a Pyro can keep up a constant stream of flames or airblasts, as long as they stay within the Dispenser's range. This is useful in Spychecking or reflecting projectiles, respectively.

Leaderboard class demoman.png Demoman

Demomen and Engineers are two of the best defensive classes in the game. Together, they can create a nigh-impenetrable defense.

  • A Demoman can lay down sticky traps to block off routes enemies might take to evade a Sentry Gun, and vice versa.
  • A Sentry Gun will mow down Pyros and Scouts that could otherwise very easily kill a Demoman.
  • A Teleporter will allow a Demoman to quickly reach the front lines without taking self-damage, while a Dispenser will provide a reliable means for the Demoman to heal self-damage off.
  • A Demoknight can pick off pesky Spies and Snipers to make the Engineer's life easier.
  • Demomen with the Scottish Resistance or Quickiebomb Launcher can destroy the stickybombs of enemy Demomen threatening an Engineer's buildings.
  • Demomen make excellent spycheckers with their stickybombs. Placing a few stickybombs near friendly buildings and waiting for the Engineer to call out a Spy for sapping his buildings will allow a Demoman to shut down a Spy's assault almost instantaneously.

Leaderboard class heavy.png Heavy

Heavy benefits significantly from the buildings that Engineers build. Additionally, the Heavy's presence in and of itself can help an Engineer by diverting attention from a Sentry Gun's placement until it's too late for the enemy.

  • Build Teleporters. A Heavy's single greatest weakness is his low mobility, to the point where he may simply not be able to participate in some crucial fights because he can't get to them in time. Teleporters allow Heavies to reliably reach the front lines quickly and keep the pressure on, which in turn allows you to constantly be on the move with your buildings.
  • If a Heavy stands next to, or in front of your Sentry Gun, he automatically creates a dilemma for the enemy team, since they will need to divert their firepower across both sources of damage, and your combined firepower may be able to stop all opposition short of an ÜberCharge.
  • A Heavy on the move is always in constant danger of being without ammo in his Minigun, since his slow movement speed makes it unlikely he will reach ammo packs before his foes do. This makes the Dispenser a crucial building for Heavies, as they can keep up a literal constant stream of bullets while standing next to it.
    • A Dispenser is also the single most reliable way to keep a Heavy with the Huo-Long Heater from running out of ammo.
  • A Sentry and a Heavy can deal a barrage of damage that is unparalleled by anything other than two Sentry Guns placed next to each other. Place Sentry Guns in areas where your team's Heavy may roam, such as down long hallways, and around corners to capitalize on this and block off any areas that enemies may flood into.

Leaderboard class engineer.png Engineer

While one Engineer on his own is quite powerful, a pair or group of Engies can make for a level of defense that is unrivaled by even the most resilient classes.

  • Coordination with your fellow Engineers is key in combining your buildings effectively. If an Engineer has one chokepoint or area of track covered by a Sentry Gun, move your gear elsewhere on the map to cover any less common routes that the enemy could use to circumvent their Sentry Gun.
  • Having multiple leveled Dispensers in play at once is crucial in extended autonomy. With near-limitless sources of metal placed strategically around the map, Engineers can build and rebuild their destroyed gear much quick, which positively impacts the versatility of your team.
  • If one Engineer dies, the other Engineers can maintain his buildings until he respawns.
    • However, Engineers cannot move a fellow Engineer's buildings, meaning they must abandon them if the necessity arises to move their buildings to meet their team's requirements.
  • Engineers protecting a Control Point will do well to spread their buildings out, lest they become cannon fodder for the Demoman's Stickybombs or the Loch-n-Load.
  • Variety is the spice of life, so choose your weapons accordingly-- having Engineers on your team equip different wrenches and weapons can maximize your effectiveness.
    • The Jag is great at constructing buildings quickly, but not as good at healing them. A second Engineer with a normal wrench, however, can heal the Jag Engie's buildings for him, while the Jag Engineer can upgrade the other Engie's buildings.
    • A Gunslinger Engineer who wants to focus on combat can leave his Dispenser and Teleporters near other Engies. The other Engineers can upgrade and maintain his buildings, while he goes to the front lines with his mini-sentry. On defense, his quick-building mini-sentry can help deny enemy movement for a short while, buying the other Engineers some time to set-up their buildings.
    • A Southern Hospitality Engineer can help in tracking down enemy Spies thanks to the bleed it causes.
    • An Eureka Effect Engineer can help in upgrading buildings if the nest is far from the spawn, thanks to the teleportation ability. The other Engineers can then help construct his buildings faster and protect his Teleporter exit which allows him to teleport back.
    • A few Engineers can use shotguns such as the Widowmaker to help defend buildings from attacks, while others can use the Rescue Ranger to maintain them. A Pomson 6000 Engineer can also help drain away the Cloak of a Spy And ÜberCharge of the Medic, two more classes that can counter the Engineer.
    • Having at least one Engineer with the Short Circuit can help destroy enemy projectiles, countering the Soldier and Demoman, both of which have explosive ordnance that devastate buildings. Wrangler Engineers can help in fighting enemies outside of the range of Sentry Guns as well as holding ground against an enemy assault, while those wielding the Pistol can aid in spychecking, and pester enemies in spots a wrangled Sentry Gun cannot reach.
  • If your fellow Engineer is using a primary weapon that is more suited for support than offense, like the Pomson 6000 or the Rescue Ranger, equip a hitscan primary such as the Shotgun or Frontier Justice. This allows you to be the damage dealer if a situation gets out of hand, and you must fight back without your buildings readily available.
  • Having multiple Engineers on a team allows them to maintain an effective defense; however, after about three Engineers (fewer on small teams), the team starts to suffer from having too few combat classes.

Leaderboard class medic.png Medic

Medics rarely keep company around, or heal their team's Engineers due to the necessity of keeping combat classes alive. Medics take a lot of fire from enemies and are considered a top priority target by Scouts, Snipers and Spies. All of the Engineer's buildings can directly help or protect a Medic who is under fire and allow them to flee with their ÜberCharge percentage unscathed.

  • The Engineer makes for a highly situational ÜberCharge patient due to their slow speed and may only be used as a means of retreat. However, the Engineer's generic weapons are still very capable, and can give the Medic some sort of protection when there are no better-suited classes around.
  • Building Teleporters helps the Medic to reach the front lines (and thus heal teammates and build ÜberCharge) more quickly.
  • Your Dispenser can be invaluable to the fragile Medic in more ways than one. Not only does it allow a Medic to heal off heavy damage incurred while on the front lines, but its hitbox is large enough that a Medic often can hide inside of it, treating it as a sort of secondary armor, to survive their attackers while your teammates or Sentry Gun finish them off.
  • The Kritzkrieg combined with the Widowmaker can allow an Engineer to deal a constant stream of critical damage without the need to reload.
  • A Medic may ÜberCharge an Engie to aid in keeping an important Sentry Gun active for as long as possible. It can also be used to pick up an important building, such as a high-level Dispenser, and save it.
  • Since you are often near your Dispenser anyway, Medics may neglect to heal you, even if they see you wandering around at low health. Don't be afraid to call out for them to get their attention. Since Engineer is a light class, it should not be an issue for them to quickly buff you, and get back to work.

Leaderboard class sniper.png Sniper

Engineers and Snipers do not have much synergy, but still can help cover each others' weaknesses.

  • An allied Sniper is obviously one of the more effective responses to enemy Snipers. Allied Snipers taking out enemy Snipers will allow allied Engineers to breathe much easier and safely place his buildings in areas where a team might not expect them.
  • A Sniper who sits near a Sentry Gun doesn't have to worry about Scouts or Pyros as much, since the Sentry Gun will generally kill these classes long before they can reasonably reach the Sniper.
  • A Sniper with Jarate or the Tribalman's Shiv can help in Spy-checking.
    • The presence of a Jarate Sniper also increases the effectiveness of the Southern Hospitality, as quick extinguishing will nullify the fire vulnerability, and the guaranteed mini-crits are far more useful with spychecking, as the Spy will both visibly bleed and shed yellow droplets, even under cloak. The combined power of your tools may make a Spy reluctant in approaching you at all.
  • The Pomson 6000 and the Short Circuit can light friendly Huntsman arrows on fire.
    • The presence of a Dispenser will counteract the low ammo count of the Huntsman.
  • A Sniper can take out enemy Medics to deny them ÜberCharge, one of the main counters to an Engineer's Sentry nest.

Leaderboard class spy.png Spy

Due to the differing roles of the classes, Spies and Engineers generally don't work together well. However, one can indirectly help the other, even without knowing it.

  • One of the Spy's main goals is to pick apart the enemy lines by taking out Medics, Offense classes, and especially other Engineers to make their team's job easier and safer as they traverse through the map. Engineers benefit from this the most because it allows them set up their buildings without the worry of instant retaliation.
    • Spies can take out enemy Medics to stop ÜberCharges before they happen. They are also a main counter to Snipers, which love to cause headaches for Engineers.
  • The Engineer's Dispenser is an important building to Spies. The building generally stays out of sight, like the Spy himself and therefore allows him to recover from a fight much quicker by retreating to one. This can be a double-edged sword though, since you will be used to see a friendly Spy around, and may think a disguised enemy Spy is your teammate. Constantly spycheck “friendly” Spies that approach your Dispenser and quickly kill them before they cause any more damage.

See also