Difference between revisions of "Engineer weapons (competitive)"

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m (Rescue Ranger: Corrected minor typo, rescue ranger costs 100 metal, not 130)
 
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{{competitive}}
 
{{competitive}}
{{update}}
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{{hatnote|Some Engineer weapons may be banned in your league. For a list of banned weapons, please see the [[Competitive item restrictions#List of restricted items|Weapon Ban List]].}}
  
The '''Engineer''' is a utility class that rarely sees a lot of use in the competitive format. However, when he does it's normally with a level 3 Sentry Gun and Dispenser. Even though he has quite a lot of unlocks the Engineer will normally use the vanilla setup because it accomplishes what he needs to do, area denial.  
+
The '''Engineer''' is a utility class that rarely sees a lot of use in the competitive format. The Engineer is strongest on maps where the enemy is confined to one key route, such as Attack/Defend or Payload maps.
  
 
==Primary Weapon==
 
==Primary Weapon==
The Engineer's primary weapon is shared by other classes, it isn't as powerful as the primary weapon of the Soldier or Heavy for example, however, this doesn't matter so much because attacking the enemy team with his own weapons is an Engineers secondary concern, firstly they need to get a Sentry Gun up to defend the point and possibly a dispenser and teleporter. That is dependent on the map of course.
 
  
===The Shotgun===
+
The Engineer's primary weapons are shotguns, which deal some damage, but not enough to take on higher-health classes.
[[File:Shotgun IMG.png| 100px|right]]
+
 
The Shotgun is shared by four out of the nine classes, however only the Engineer has it as his primary weapon. It's powerful at close range and not so powerful at medium to long range. It is the Engineer's tool against incoming enemies and a good way to deal with Spies as they will be engaging you at close range. It is a good weapon to use when you need to go on the offensive or protect your Medic, whilst not as powerful as the Scattergun, it can still two-shot the lighter classes such as: the Medic, Sniper, Engineer, Scout and Spy if you are close enough. Not only that but you can use it to knock back jumping Soldiers and Demomen, denying them the ability to jump right behind you and your team.
+
===Shotgun===
 +
 
 +
The stock Shotgun deals consistent short and medium range damage, and can quickly remove stickybombs, the main danger for Engineers.
 +
 
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical hits|Critical hits|Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Shotgun]] <br>[[Image:Shotgun IMG.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Shotgun]] <br>{{Item icon|Shotgun}}
| style="background-color:#FFF4CC;" | Point-Blank: 90 <br>512u: 6/hit, avg 6 hits <br>1024u+: 3/hit
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 18/hit (max 180) <br>Point-Blank Mini-Crit: 121 <br>512u+ Mini-Crit: 8/hit
+
* '''Point-Blank:''' 90
| style="background-color:#FFF4CC;" | Attack: 0.625s <br>Reload Start: 1.0s <br>Reload More: 0.5s
+
* '''512 units:''' 6/hit, avg 6 hits
| style="background-color:#FFF4CC;" | Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).<br>
+
* '''Over 1024 units:''' 3/hit
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical: 18/hit (max 180)
 +
* '''Point-Blank Mini-crit:''' 121
 +
* '''Over 512 units Mini-crit:''' 8/hit
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.625s
 +
* '''Reload Start:''' 1.0s
 +
* '''Reload More:''' 0.5s
 +
| style="background-color:#FFF4CC;" |
 +
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
 
|}
 
|}
 
<br>
 
<br>
===The Frontier Justice===
+
Below is a table displaying the availability of the Shotgun in the Global 6v6 Whitelist.
[[File:Red Frontier Justice.png| 100px|right]]
+
{| class="wikitable grid"
This weapon doesn't see much use because when the Sentry Gun goes down the Engineer normally goes down as well, combined with that, the Sentry Gun normally doesn't get many kills so there wouldn't be many Revenge Crits for the Engineer to use. The smaller clip size also makes it harder for the Engineer to defend his buildings because he has to reload twice as much compared to the regular Shotgun. This can be a problem when you are facing a Soldier who can kill you quickly with either two rockets or by bouncing you into the air and shooting you with his Shotgun. Frontier Justice is commonly paired with the Gunslinger as the Mini-Sentry gun is easily destroyed giving the Engineer access to the Revenge Crits.
+
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Shotgun]] <br>{{Item icon|Shotgun}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
 +
 
 +
===Frontier Justice===
 +
 
 +
The [[Frontier Justice]], often abbreviated FJ, provides guaranteed crits for kills and assists earned by the Engineer's [[Sentry Gun]]. It has a halved clip size, but pairs well with the [[Gunslinger]] for disposable, cheap mini-Sentry Guns. The Frontier Justice gives the engineer additional burst damage in exchange for sustained fire.  
 +
 
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical hits|Critical hits|Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Frontier Justice]] <br>[[Image:Red Frontier Justice.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Frontier Justice]] <br>{{Item icon|Frontier Justice}}
| style="background-color:#FFF4CC;" | Point-Blank: 90 <br>512u: 6/hit, avg 6 hits <br>1024u+: 3/hit
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 18/hit (max 180) <br>Point-Blank Mini-Crit: 121 <br>512u+ Mini-Crit: 8/hit
+
* '''Point-Blank:''' 90
| style="background-color:#FFF4CC;" | Attack: 0.625s <br>Reload Start: 1.0s <br>Reload More: 0.5s
+
* '''512 units:''' 6/hit, avg 6 hits
| style="background-color:#FFF4CC;" | Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).<br>Has half the clip size of the Shotgun.<br>Can fire Revenge Crits upon a Sentry Gun's destruction.
+
* '''Over 1024 units:''' 3/hit
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 18/hit (max 180)
 +
* '''Point-Blank Mini-crit:''' 121
 +
* '''512 units Mini-crit:''' 8/hit
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.625s
 +
* '''Reload Start:''' 1.0s
 +
* '''Reload More:''' 0.5s
 +
| style="background-color:#FFF4CC;" |
 +
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).<br>Has half the clip size of the Shotgun.<br>Can fire Revenge Crits upon a Sentry Gun's destruction.
 +
*  Gains revenge crits based on Sentry Gun kills.
 +
** Earns one critical hit per assist kill.
 +
** Earns two critical hits per kill.
 +
** Stores a max of 35 critical hits.
 +
** Stored critical hits are lost upon death.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Frontier Justice in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Frontier Justice]] <br>{{Item icon|Frontier Justice}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
  
===The Widowmaker===
+
===Widowmaker===
[[File:Backpack Widowmaker.png| 100px|right]]
 
  
The Widowmaker is quite useful for Engineers that have upgraded their Dispensers fully, so that metal is easily dispensed, as it uses metal as ammo, and does not require reloading. However, this is a bad idea if the Engineer is away from his buildings, as the cost of a single shot is 30 metal, leaving only 4 shots without additional sources of metal.
+
The [[Widowmaker]] allows the Engineer to circumvent reloading by using metal for ammo while granting him metal equal to damage dealt. The Engineer can use this to gain a quick metal boost to upgrade his buildings.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical hits|Critical hits|Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Widowmaker]] <br>[[Image:Backpack Widowmaker.png|140x78px]]
+
! style="background-color:#FFF4CC;" | [[Widowmaker]] <br>{{Item icon|Widowmaker}}
| style="background-color:#FFF4CC;" | Point-Blank: 90 <br>512u: 6/hit, avg 6 hits <br>1024u+: 3/hit
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 18/hit (max 180) <br>Point-Blank Mini-Crit: 121 <br>512u+ Mini-Crit: 8/hit
+
* '''Point-Blank:''' 90
| style="background-color:#FFF4CC;" | Attack: 0.625s  
+
* '''512 units:''' 6/hit, avg 6 hits
 +
* '''Over 1024 units:''' 3/hit
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 18/hit (max 180)
 +
* '''Point-Blank Mini-crit:''' 121
 +
* '''Over 512 units Mini-crit:''' 8/hit
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.625s  
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
 
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
* Damage dealt is returned as metal
+
* Damage dealt is returned as metal. (Max 60 metal returned.)
* No reload necessary
+
* Uses 30 metal per shot as ammo.
* Uses metal as ammo (30 metal per shot)
+
* Deals identical damage to the Shotgun.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Widowmaker in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Widowmaker]] <br>{{Item icon|Widowmaker}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
 +
 +
===Pomson 6000===
 +
 +
The [[Pomson 6000]] allows the Engineer to deal better with [[Spy|Spies]], and to attempt to deter any Medics. It deals strong damage, but has less ammo than the stock Shotgun. Due to the fact that it removes ÜberCharge from Medics, the Pomson 6000 is banned from use in ESEA.
 +
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Pomson 6000]] <br>{{Item icon|Pomson 6000}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Point-Blank:''' 60  (10 to Buildings)
 +
* '''512 units:''' 48
 +
* '''Over 1024 units:''' 36
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 180
 +
* '''Point-Blank Mini-Crit:''' 81
 +
* '''Over 512 units Mini-crit:''' 65
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
 +
* '''Reload:''' 1.02s (first) 0.53s (consecutive)
 +
| style="background-color:#FFF4CC;" |
 +
* Stocks 4 ammo, but has unlimited ammo.
 +
* On hit: Target loses 20% Cloak or 10% Übercharge, if applicable.
 +
* Cannot be reflected.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Pomson 6000 in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Pomson 6000]] <br>{{Item icon|Pomson 6000}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
 +
 +
===Rescue Ranger===
 +
 +
The [[Rescue Ranger]] permits the Engineer to repair his and his teammates' buildings from a distance, as well as picking up his own buildings from a distance (at a cost of 100 metal, regardless of building or its level). It is useful for extending the life of your Sentry Gun, when repairing it with a Wrench would be dangerous. However, the Rescue Ranger has less reserve ammo, a smaller clip size, and deals significantly less damage than the Shotgun, making it less than effective for the upfront Engineer. Also, the Engineer will be marked for death when hauling his buildings, regardless of the distance between him and his building. Unlike the Shotgun, the Rescue Ranger fires projectiles ("bolts"), which can be deflected via the Pyro's compression blast, but the reflected bolts won't repair the Pyro's teammates' buildings.
 +
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Rescue Ranger]] <br>{{Item icon|Rescue Ranger}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Point-Blank:''' 60
 +
* '''512 units:''' 35
 +
* '''Over 1024 units:''' 18
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 105
 +
* '''Point-Blank Mini-Crit:''' 72
 +
* '''Over 512 units Mini-crit:''' 47
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.625s
 +
* '''Reload:''' 1.0s (first) 0.5s (consecutive)
 +
| style="background-color:#FFF4CC;" |
 +
* Fires projectiles ("bolts") that can repair friendly buildings (maximum 60 health to a building per bolt).
 +
** Reflected bolts do not repair enemy teams' buildings.
 +
** Bolts do not damage Sappers.
 +
* User is marked for death upon picking up a building.
 +
** User can pick up any of his buildings from a distance at a cost of 100 Metal, provided he can point to his buildings with the Rescue Ranger.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Rescue Ranger in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Rescue Ranger]] <br>{{Item icon|Rescue Ranger}}
 +
| style="background-color:#F75D59;" | Banned
 +
|}
 +
<br>
 +
 
===Primary Weapon Usage===
 
===Primary Weapon Usage===
The Shotgun is the best choice, simply because you don't have to reload as often as you do with the Frontier Justice. As well as the more frequent reloading, it's very unlikely that you will get, or be able to use the Revenge Crits. The Widowmaker is out of its place, as the Shotgun is only really for enemies out of the Sentry's range, and the Widowmaker is not efficient without a sufficient metal source.
+
The Shotgun provides the best standard damage. The Frontier Justice allows for surprising critical attacks, but without stored critical hits it weakens the Engineer's damage dealing capacity. The Widowmaker requires metal, and without accuracy will quickly drain your metal supplies. The Pomsom 6000 allows for easier Spy-checking, but deals less up-front damage. The Pomson can be used to reduce medic Übercharge, but it is rare to see an Engineer in such close proximity to a Medic. The Rescue Ranger deals slightly less damage and has fewer ammunition, but can repair friendly buildings, helping the Engineer extend the life of his buildings.
  
 
==Secondary Weapons==
 
==Secondary Weapons==
 +
 
The Engineer only has three choices and one of them, The Wrangler is banned in the vast majority of leagues, this leaves the Engineer with the Pistol and the Short Circuit.
 
The Engineer only has three choices and one of them, The Wrangler is banned in the vast majority of leagues, this leaves the Engineer with the Pistol and the Short Circuit.
  
===The Pistol===
+
===Pistol===
[[File:Pistol.png| 100px|right]]
+
 
The Pistol is the Engineer's default secondary weapon, it has a large amount of ammo and it is good at medium to long range. This means that it complements the Shotgun's small range and means that the Engineer has an effective weapon for all ranges. The Pistol is also particularly effective at harassing fleeing enemies; combined with the fact that it fires and reloads quickly, it can do a fair amount of damage assuming that you can aim it.
+
The [[Pistol]] is the Engineer's default secondary weapon, it has a large amount of ammo and it is good at medium to long range. This means that it complements the Shotgun's small range and means that the Engineer has an effective weapon for all ranges. The Pistol is also particularly effective at harassing fleeing enemies; combined with the fact that it fires and reloads quickly, it can do a fair amount of damage assuming that you can aim it.
 +
 
 +
The [[Lugermorph]] and [[C.A.P.P.E.R]] have the same stats as the Pistol.
  
The [[Lugermorph]] is a reskin of the Pistol, and therefore has the same stats as the Pistol.
 
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical hits|Critical hits|Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Pistol]] <br>[[Image:Pistol.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Pistol]] <br>{{Item icon|Pistol}}
| style="background-color:#fffae7;" | Point-Blank: 22 <br>512u: 15 <br>1024u+: 8
+
| style="background-color:#FFF4CC;" |
| style="background-color:#fffae7;" | Critical: 45 <br>Point-Blank Mini-Crit: 30 <br>512u+ Mini-Crit: 20
+
* '''Point-Blank:''' 22
| style="background-color:#fffae7;" | Attack: 0.125s <br>Reload: 1.36s
+
* '''512 units:''' 15
| style="background-color:#fffae7;" | If unfired in the past 1.25 seconds, shot has perfect accuracy.
+
* '''Over 1024 units:''' 8
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 45
 +
* '''Point-Blank Mini-crit:''' 30
 +
* '''Over 512 units Mini-crit:''' 20
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.125s
 +
* '''Reload:''' 1.36s
 +
| style="background-color:#FFF4CC;" |
 +
* If unfired in the past 1.25 seconds, the next shot has perfect accuracy.
 
|}
 
|}
 
<br>
 
<br>
===The Wrangler===
+
Below is a table displaying the availability of the Pistol in the Global 6v6 Whitelist.
'''Note: The Wrangler is banned in nearly all of the leagues apart from the UGC Highlander league.
+
{| class="wikitable grid"
[[File:RED Wrangler.png| 100px|right]]
+
! class="header" | Weapon
The Wrangler allows the Engineer to take manual control of his Sentry Gun, it also gives the Sentry Gun a protective shield that absorbs a lot of the damage that the Sentry Gun might take. This means that not even eight stickies can take out a wrangled Sentry Gun, this, along with the unlimited range of the Wrangler, is the reason that it's banned in most leagues.
+
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Pistol]] <br>{{Item icon|Pistol}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
 +
 
 +
===Wrangler===
 +
 
 +
The [[Wrangler]] allows the Engineer to take control of his Sentry Gun, determining what it fires, when it fires, and where it fires. In addition, it removes the maximum targeting range of the sentry allowing a much greater field of coverage for the sentry. The Wrangler is the most popular engineer secondary weapon in every league where it isn't banned. It can fire at an overall faster rate than normal, and shields the sentry from 2/3 of incoming damage. When it is switched out of being active, it will de-activate the sentry for 3 seconds, leaving it shielded for that time.
 +
 
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical hits|Critical hits|Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Wrangler]] <br>[[Image:RED Wrangler.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Wrangler]] <br>{{Item icon|Wrangler}}
| style="background-color:#fffae7;" | N/A
+
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#fffae7;" | N/A
+
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#fffae7;" | Sentry Down Time: 3s
+
| style="background-color:#FFF4CC;" |
| style="background-color:#fffae7;" | '''Banned or restricted in most leagues.'''<br>Allows Engineers to directly control their Sentry Guns.<br>Doubles Sentry Gun rate of fire and improves missile launch rate at Level 3.<br>Shield provides Sentry 66% damage reduction and remains during down time.
+
* '''Sentry Down Time:''' 3s
 +
| style="background-color:#FFF4CC;" |
 +
* Directly controllable by the Engineer.
 +
** Aims at point player is viewing.
 +
*** Will aim at location "through walls" if unable to be seen directly.
 +
*** Aim has slight lock-on.
 +
** Primary fire fires bullets, secondary fires rockets.
 +
* Shields the Sentry Gun from 2/3 of incoming damage while active, including Sentry down time.
 +
* Doubles rate of bullet fire, and increases the rate of rocket fire.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Wrangler in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Wrangler]] <br>{{Item icon|Wrangler}}
 +
| style="background-color:#F75D59;" | Banned
 
|}
 
|}
 
<br>
 
<br>
===The Short Circuit===
 
[[File:Backpack Short Circuit.png| 150px|right]]
 
  
The Short Circuit destroys projectiles upon firing, making it perfect for defending your Sentry. However, it is very weak against players, dealing only around 5 damage, making the Short Circuit only useful for defensive Engineers who stay with their Sentries. Even then, there must be a continuous supply of metal (preferably a Dispenser), as it uses metal for ammo.
+
===Short Circuit===
 +
 
 +
The [[Short Circuit]] destroys airborne and placed projectiles en masse. It uses 5 [[metal]] per fire, or 20 in total if a projectile is destroyed. It is an effective counter to [[Soldier|Soldiers]] and [[Demoman|Demomen]] under the effects of the [[Kritzkrieg]].
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical hits|Critical hits|Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Short Circuit]] <br>[[Image:Backpack Short Circuit.png|140x78px]]
+
! style="background-color:#FFF4CC;" | [[Short Circuit]] <br>{{Item icon|Short Circuit}}
| style="background-color:#fffae7;" | Point-Blank: 5
+
| style="background-color:#FFF4CC;" |
| style="background-color:#fffae7;" | Mini-Crit: 7
+
* '''Point-Blank:''' 5
| style="background-color:#fffae7;" | Attack: ≈0.8s
+
| style="background-color:#FFF4CC;" |
| style="background-color:#fffae7;" |  
+
* '''Mini-crit:''' 7
* On firing, it generates an electrical field that destroys projectiles and deals 4-6 damage.
+
| style="background-color:#FFF4CC;" |
* No reloading necessary
+
* '''Attack:''' ≈0.15s
* Uses metal for ammo (35 per shot)
+
| style="background-color:#FFF4CC;" |  
* No random crits
+
* On firing, it generates an electrical field that destroys projectiles and deals 5 damage to enemies in front of the user.
 +
* No reloading necessary.
 +
* Consumes 15 ammo per projectile destroyed.
 +
* Uses metal for ammo.
 +
* Metal cannot be drawn from a dispenser when this weapon is active.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Short Circuit in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Short Circuit]] <br>{{Item icon|Short Circuit}}
 +
| style="background-color:#F75D59;" | Banned
 
|}
 
|}
 
<br>
 
<br>
 +
 
===Secondary Weapon Usage===
 
===Secondary Weapon Usage===
Since the Wrangler is banned in the majority of leagues, it comes down to the Pistol and the Short Circuit. The Pistol is for those who worry about getting rid of the enemy, and the Short Circuit is for those who wish to protect their Sentry.
+
 
 +
The Wrangler is best suited to 6v6, but is rarely usable due to restrictions. The Short Circuit is highly useful, as it can deny stickybombs, but requires a more passive Engineer, and denies the Engineer of a second ranged weapon. The Pistol can help compliment a Shotgun for increased ranged damage, or eliminating Spies. Most Engineers tend to use the Short Circuit for this reason.
 +
 
 
==Melee Weapons==
 
==Melee Weapons==
  
===The Wrench===
+
The Engineer's melee weapons determine key characteristics about his Sentry Gun. All of them can upgrade Dispensers, and increase construction rates by 90% by hitting buildings which are being upgraded or built. Damage removes Sappers in two hits, and repairs/reloads Sentry Guns.
[[File:Wrench IMG.png| 100px|right]]
+
 
As the default melee weapon, the Wrench has no advantages or disadvantages, it is used to speed up the construction of buildings and it can also be used to attack nearby enemy Spies.
+
===Wrench===
 +
 
 +
The stock Wrench can build Sentry Guns that can be upgraded to level three.
 +
 
 +
The [[Golden Wrench]] has the same stats as the Wrench. <br>
 +
The [[Eureka Effect]] has the similar stats to the Wrench, repair and upgrade rates have been decreased. Hitting the reload key will open a menu to teleport the Engineer back to spawn with full ammo and health or to his teleporter exit.
  
The [[Golden Wrench]] is a reskin of the Wrench, and therefore has the same stats as the Wrench.
 
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical hits|Critical hits|Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Wrench]] <br>[[Image:Wrench IMG.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Wrench]] <br>{{Item icon|Wrench}}
| style="background-color:#FFF4CC;" | Melee: 65
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 195 <br>Mini-Crit: 88
+
* '''Melee:''' 65
| style="background-color:#FFF4CC;" | Attack: 0.8s
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Hitting friendly buildings increases build speed by 100%. <br>Damages [[Sappers]], upgrades [[Buildings]], and resupplies [[Sentry Guns]].
+
* '''Critical:''' 195
 +
* '''Mini-crit:''' 88
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
 +
| style="background-color:#FFF4CC;" |
 +
* Builds a Sentry Gun.
 +
** Level 1:
 +
*** Has 150 points of health.
 +
*** Fires at 4 shots per second.
 +
*** Deals 16 damage per shot.
 +
*** Costs 130 metal.
 +
** Level 2:
 +
*** Has 180 points of health.
 +
*** Fires at 8 shots per second.
 +
*** Deals 16 damage per shot.
 +
*** Costs 200 additional metal to upgrade to this level.
 +
** Level 3:
 +
*** Has 216 points of health.
 +
*** Fires at 8 shots per second and rockets every 3 seconds.
 +
*** Deals 16 damage per shot, and 53-150 per rocket.
 +
*** Costs 200 additional metal to upgrade to this level.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Wrench in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Wrench]] <br>{{Item icon|Wrench}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
===The Southern Hospitality===
+
 
[[File:Southern Hospitality.png| 100px|right]]
+
===Southern Hospitality===
This wrench causes enemies to bleed when they are hit with it, consequently it is rather useful against enemy Spies as bleeding temporarily disables their cloak and causes it to flicker whenever they try to use it. It gives the Engineer and his team a better chance of catching the Spy. The downside of The Southern Hospitality is that it gives the player a 20% vulnerability to fire. This isn't that bad because in a competitive game it is vary rare to see an enemy pyro being used at the same time as an engineer is.  
+
 
 +
The [[Southern Hospitality]] functions identically to the stock Wrench with regards to buildings, it simply deals bleeding damage on hit at the cost of increased damage from fire and it cannot inflict random critical hits.
 +
 
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical hits|Critical hits|Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Southern Hospitality]] <br>[[Image:Southern Hospitality.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Southern Hospitality]] <br>{{Item icon|Southern Hospitality}}
| style="background-color:#FFF4CC;" | Melee: 65 <br>Bleed Hit: 4
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical Melee: 195 <br>Mini-Crit Melee: 88 <br>Mini-Crit Bleed: 5
+
* '''Melee:''' 65
| style="background-color:#FFF4CC;" | Attack: 0.8s <br>Bleed Hit: 0.5s <br>Bleed Duration: 6.0s
+
* '''Bleeding damage:''' 8/second (total 40)
| style="background-color:#FFF4CC;" | Hitting friendly buildings increases build speed by 100%. <br>Damages [[Sappers]], upgrades [[Buildings]], and resupplies [[Sentry Guns]].<br>Inflicts [[Bleeding]] on hit; total bleed damage 48 (Mini-Crit 60). <br>Increases fire vulnerability by 20% while equipped.
+
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 195
 +
* '''Mini-crit:''' 88
 +
* '''Mini-crit Bleeding:''' 10.4/sec (total 54)
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
 +
| style="background-color:#FFF4CC;" |
 +
* Increases fire vulnerability by 20%.
 +
* Builds Sentry Guns identically to the stock Wrench.
 
|}
 
|}
 
<br>
 
<br>
===The Jag===
+
Below is a table displaying the availability of the Southern Hospitality in the Global 6v6 Whitelist.
[[File:Jag.png| 100px|right]]
+
{| class="wikitable grid"
The Jag speeds up the construction of buildings, this comes at the cost of reduced melee damage, this isn't too much of a problem because in a competitive game the Engineer doesn't use melee as much, his primary and secondary weapons are a lot better at dealing damage.
+
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Southern Hospitality]] <br>{{Item icon|Southern Hospitality}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
 +
 
 +
===Jag===
 +
 
 +
The [[Jag]] provides 30% faster building, upgrading, and deploying times, at the cost of reduced melee damage. The Jag is used very often in [[Competitive play|competitive play]]. The reduced damage is negligible because an Engineer will most likely be using his shotgun for close quarters combat.  
 +
 
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical hits|Critical hits|Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[The Jag]] <br>[[Image:Jag.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Jag]] <br>{{Item icon|Jag}}
| style="background-color:#FFF4CC;" | Melee: 49<br>
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical Melee: 146 <br>Mini-Crit Melee: 56-76<br>
+
* '''Melee:''' 49
| style="background-color:#FFF4CC;" | Attack: 0.8s<br>
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Hitting friendly buildings increases build speed by 100%. <br>Damages [[Sappers]], upgrades [[Buildings]], and resupplies [[Sentry Guns]].<br>30% faster construction rate. <br>Melee damage is reduced by 25%.
+
* '''Critical:''' 146
 +
* '''Mini-crit:''' 66
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
 +
| style="background-color:#FFF4CC;" |
 +
* 30% faster construction and deployment rate.
 +
** The construction rate is only 15.8% faster when striking the building (as compared to stock). It is 120% faster when striking than standard building (with stock).
 +
* 25% less melee damage.
 +
* Builds Sentry Guns identically to the stock Wrench.
 
|}
 
|}
 
<br>
 
<br>
 +
Below is a table displaying the availability of the Jag in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Jag]] <br>{{Item icon|Jag}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
 +
 +
===Gunslinger===
 +
 +
The [[Gunslinger]] provides the Engineer with the [[Combat Mini-Sentry]]. It cannot be upgraded, repaired, or sped up in building, but its ammo can be refilled. The Gunslinger cannot randomly crit, but the third hit of any three-hit combo will be a guaranteed critical hit. It provides the Engineer with an additional 25 health. The Gunslinger improves an engineer's combat ability, making him much more useful when taking offensive roles.
  
===The Gunslinger===
 
[[File:RED Gunslinger.png| 100px|right]]
 
The Gunslinger is an unlock that allows the Engineer to deploy smaller, non-upgradeable Sentry Guns which only cost 100 metal instead of the usual 125 metal that a normal level one Sentry Gun requires. The Mini Sentries fire twice as fast however they cannot be repaired when they are damaged. The Gunslinger sees even less use that the normal Engineer in competitive games because the main idea of using an Engineer is that the Sentry Gun will take the full brunt of the opposing Ubercharge, the Mini Sentry doesn't have the health to do this. Instead it uses a different tactic, it is meant to distract and annoy the enemy, it can excel at this as it is hard for Scouts to kill a Mini Sentry if it is deployed in a smart position. For example the window at Badlands middle.
 
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
Line 199: Line 468:
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Gunslinger]] <br>[[Image:RED Gunslinger.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Gunslinger]] <br>{{Item icon|Gunslinger}}
| style="background-color:#FFF4CC;" | Melee: 65
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 195 <br>Mini-Crit: 88
+
* '''Melee:''' 65
| style="background-color:#FFF4CC;" | Attack: 0.8s
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Hitting friendly buildings increases build speed by 100%. <br>Damages [[Sappers]], upgrades [[Buildings]], and resupplies [[Sentry Guns]].<br>Grants the Engineer an additional 25 Max health.<br>Allows the Engineer to build Mini-Sentry Guns instead of normal Sentry Guns.<br>Three consecutive hits results in a guaranteed Critical hit on the third strike.
+
* '''Critical:''' 195
 +
* '''Mini-crit:''' 88
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
 +
| style="background-color:#FFF4CC;" |
 +
* Builds a Mini-Sentry as opposed to a Sentry Gun.
 +
** Has 100 points of health.
 +
** Fires at 6 shots per second.
 +
** Deals 8 damage per shot.
 +
** Costs 100 metal.
 +
** Cannot be upgraded or repaired. Can be reloaded.
 +
* +25 health for a total of 150.
 +
** Overheal increased to 225.
 
|}
 
|}
 
<br>
 
<br>
 +
Below is a table displaying the availability of the Gunslinger in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Gunslinger]] <br>{{Item icon|Gunslinger}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
 +
 
===Melee Weapon Usage===
 
===Melee Weapon Usage===
The normal Wrench is the most widely used because it doesn't have any disadvantages, the extra construction speed given by the Jag is nice but it isn't really required. Having said that though, all of the other wrenches can be used and it's down to personal preference at the end of the day and also depending on whether it's banned or not.
 
 
== See also ==
 
* [[Engineer (competitive)]]
 
  
 +
The stock Wrench provides solid melee damage with a normal Sentry Gun. The Southern Hospitality grants bleeding damage for additional Spy-checking at the cost of taking increased fire damage. The Jag provides a key buff for a quick setup with a 30% faster build time. Keep in mind that the Jag requires 3 hits over the normal 2 to kill a Spy. The Gunslinger grants a 25+ health buff and access to Mini-Sentries, which allows for a faster but more temporary setup. The Eureka Effect is highly situational, but allows the Engineer to survive if his nest is compromised.
  
 
{{Class competitive Nav}}
 
{{Class competitive Nav}}
[[Category:Competitive]]
 

Latest revision as of 21:12, 7 December 2021

This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.
Some Engineer weapons may be banned in your league. For a list of banned weapons, please see the Weapon Ban List.

The Engineer is a utility class that rarely sees a lot of use in the competitive format. The Engineer is strongest on maps where the enemy is confined to one key route, such as Attack/Defend or Payload maps.

Primary Weapon

The Engineer's primary weapons are shotguns, which deal some damage, but not enough to take on higher-health classes.

Shotgun

The stock Shotgun deals consistent short and medium range damage, and can quickly remove stickybombs, the main danger for Engineers.

Weapon Damage Critical Damage Function Times Special
Shotgun
Shotgun
  • Point-Blank: 90
  • 512 units: 6/hit, avg 6 hits
  • Over 1024 units: 3/hit
  • Critical: 18/hit (max 180)
  • Point-Blank Mini-crit: 121
  • Over 512 units Mini-crit: 8/hit
  • Attack: 0.625s
  • Reload Start: 1.0s
  • Reload More: 0.5s


Below is a table displaying the availability of the Shotgun in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Shotgun
Shotgun
Allowed


Frontier Justice

The Frontier Justice, often abbreviated FJ, provides guaranteed crits for kills and assists earned by the Engineer's Sentry Gun. It has a halved clip size, but pairs well with the Gunslinger for disposable, cheap mini-Sentry Guns. The Frontier Justice gives the engineer additional burst damage in exchange for sustained fire.

Weapon Damage Critical Damage Function Times Special
Frontier Justice
Frontier Justice
  • Point-Blank: 90
  • 512 units: 6/hit, avg 6 hits
  • Over 1024 units: 3/hit
  • Critical: 18/hit (max 180)
  • Point-Blank Mini-crit: 121
  • 512 units Mini-crit: 8/hit
  • Attack: 0.625s
  • Reload Start: 1.0s
  • Reload More: 0.5s
  • Affected by fixed weapon spread (1 extra pellet at center).
    Has half the clip size of the Shotgun.
    Can fire Revenge Crits upon a Sentry Gun's destruction.
  • Gains revenge crits based on Sentry Gun kills.
    • Earns one critical hit per assist kill.
    • Earns two critical hits per kill.
    • Stores a max of 35 critical hits.
    • Stored critical hits are lost upon death.


Below is a table displaying the availability of the Frontier Justice in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Frontier Justice
Frontier Justice
Allowed


Widowmaker

The Widowmaker allows the Engineer to circumvent reloading by using metal for ammo while granting him metal equal to damage dealt. The Engineer can use this to gain a quick metal boost to upgrade his buildings.

Weapon Damage Critical Damage Function Times Special
Widowmaker
Widowmaker
  • Point-Blank: 90
  • 512 units: 6/hit, avg 6 hits
  • Over 1024 units: 3/hit
  • Critical: 18/hit (max 180)
  • Point-Blank Mini-crit: 121
  • Over 512 units Mini-crit: 8/hit
  • Attack: 0.625s
  • Affected by fixed weapon spread (1 extra pellet at center).
  • Damage dealt is returned as metal. (Max 60 metal returned.)
  • Uses 30 metal per shot as ammo.
  • Deals identical damage to the Shotgun.


Below is a table displaying the availability of the Widowmaker in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Widowmaker
Widowmaker
Allowed


Pomson 6000

The Pomson 6000 allows the Engineer to deal better with Spies, and to attempt to deter any Medics. It deals strong damage, but has less ammo than the stock Shotgun. Due to the fact that it removes ÜberCharge from Medics, the Pomson 6000 is banned from use in ESEA.

Weapon Damage Critical Damage Function Times Special
Pomson 6000
Pomson 6000
  • Point-Blank: 60 (10 to Buildings)
  • 512 units: 48
  • Over 1024 units: 36
  • Critical: 180
  • Point-Blank Mini-Crit: 81
  • Over 512 units Mini-crit: 65
  • Attack: 0.8s
  • Reload: 1.02s (first) 0.53s (consecutive)
  • Stocks 4 ammo, but has unlimited ammo.
  • On hit: Target loses 20% Cloak or 10% Übercharge, if applicable.
  • Cannot be reflected.


Below is a table displaying the availability of the Pomson 6000 in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Pomson 6000
Pomson 6000
Allowed


Rescue Ranger

The Rescue Ranger permits the Engineer to repair his and his teammates' buildings from a distance, as well as picking up his own buildings from a distance (at a cost of 100 metal, regardless of building or its level). It is useful for extending the life of your Sentry Gun, when repairing it with a Wrench would be dangerous. However, the Rescue Ranger has less reserve ammo, a smaller clip size, and deals significantly less damage than the Shotgun, making it less than effective for the upfront Engineer. Also, the Engineer will be marked for death when hauling his buildings, regardless of the distance between him and his building. Unlike the Shotgun, the Rescue Ranger fires projectiles ("bolts"), which can be deflected via the Pyro's compression blast, but the reflected bolts won't repair the Pyro's teammates' buildings.

Weapon Damage Critical Damage Function Times Special
Rescue Ranger
Rescue Ranger
  • Point-Blank: 60
  • 512 units: 35
  • Over 1024 units: 18
  • Critical: 105
  • Point-Blank Mini-Crit: 72
  • Over 512 units Mini-crit: 47
  • Attack: 0.625s
  • Reload: 1.0s (first) 0.5s (consecutive)
  • Fires projectiles ("bolts") that can repair friendly buildings (maximum 60 health to a building per bolt).
    • Reflected bolts do not repair enemy teams' buildings.
    • Bolts do not damage Sappers.
  • User is marked for death upon picking up a building.
    • User can pick up any of his buildings from a distance at a cost of 100 Metal, provided he can point to his buildings with the Rescue Ranger.


Below is a table displaying the availability of the Rescue Ranger in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Rescue Ranger
Rescue Ranger
Banned


Primary Weapon Usage

The Shotgun provides the best standard damage. The Frontier Justice allows for surprising critical attacks, but without stored critical hits it weakens the Engineer's damage dealing capacity. The Widowmaker requires metal, and without accuracy will quickly drain your metal supplies. The Pomsom 6000 allows for easier Spy-checking, but deals less up-front damage. The Pomson can be used to reduce medic Übercharge, but it is rare to see an Engineer in such close proximity to a Medic. The Rescue Ranger deals slightly less damage and has fewer ammunition, but can repair friendly buildings, helping the Engineer extend the life of his buildings.

Secondary Weapons

The Engineer only has three choices and one of them, The Wrangler is banned in the vast majority of leagues, this leaves the Engineer with the Pistol and the Short Circuit.

Pistol

The Pistol is the Engineer's default secondary weapon, it has a large amount of ammo and it is good at medium to long range. This means that it complements the Shotgun's small range and means that the Engineer has an effective weapon for all ranges. The Pistol is also particularly effective at harassing fleeing enemies; combined with the fact that it fires and reloads quickly, it can do a fair amount of damage assuming that you can aim it.

The Lugermorph and C.A.P.P.E.R have the same stats as the Pistol.

Weapon Damage Critical Damage Function Times Special
Pistol
Pistol
  • Point-Blank: 22
  • 512 units: 15
  • Over 1024 units: 8
  • Critical: 45
  • Point-Blank Mini-crit: 30
  • Over 512 units Mini-crit: 20
  • Attack: 0.125s
  • Reload: 1.36s
  • If unfired in the past 1.25 seconds, the next shot has perfect accuracy.


Below is a table displaying the availability of the Pistol in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Pistol
Pistol
Allowed


Wrangler

The Wrangler allows the Engineer to take control of his Sentry Gun, determining what it fires, when it fires, and where it fires. In addition, it removes the maximum targeting range of the sentry allowing a much greater field of coverage for the sentry. The Wrangler is the most popular engineer secondary weapon in every league where it isn't banned. It can fire at an overall faster rate than normal, and shields the sentry from 2/3 of incoming damage. When it is switched out of being active, it will de-activate the sentry for 3 seconds, leaving it shielded for that time.

Weapon Damage Critical Damage Function Times Special
Wrangler
Wrangler
N/A N/A
  • Sentry Down Time: 3s
  • Directly controllable by the Engineer.
    • Aims at point player is viewing.
      • Will aim at location "through walls" if unable to be seen directly.
      • Aim has slight lock-on.
    • Primary fire fires bullets, secondary fires rockets.
  • Shields the Sentry Gun from 2/3 of incoming damage while active, including Sentry down time.
  • Doubles rate of bullet fire, and increases the rate of rocket fire.


Below is a table displaying the availability of the Wrangler in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Wrangler
Wrangler
Banned


Short Circuit

The Short Circuit destroys airborne and placed projectiles en masse. It uses 5 metal per fire, or 20 in total if a projectile is destroyed. It is an effective counter to Soldiers and Demomen under the effects of the Kritzkrieg.

Weapon Damage Critical Damage Function Times Special
Short Circuit
Short Circuit
  • Point-Blank: 5
  • Mini-crit: 7
  • Attack: ≈0.15s
  • On firing, it generates an electrical field that destroys projectiles and deals 5 damage to enemies in front of the user.
  • No reloading necessary.
  • Consumes 15 ammo per projectile destroyed.
  • Uses metal for ammo.
  • Metal cannot be drawn from a dispenser when this weapon is active.


Below is a table displaying the availability of the Short Circuit in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Short Circuit
Short Circuit
Banned


Secondary Weapon Usage

The Wrangler is best suited to 6v6, but is rarely usable due to restrictions. The Short Circuit is highly useful, as it can deny stickybombs, but requires a more passive Engineer, and denies the Engineer of a second ranged weapon. The Pistol can help compliment a Shotgun for increased ranged damage, or eliminating Spies. Most Engineers tend to use the Short Circuit for this reason.

Melee Weapons

The Engineer's melee weapons determine key characteristics about his Sentry Gun. All of them can upgrade Dispensers, and increase construction rates by 90% by hitting buildings which are being upgraded or built. Damage removes Sappers in two hits, and repairs/reloads Sentry Guns.

Wrench

The stock Wrench can build Sentry Guns that can be upgraded to level three.

The Golden Wrench has the same stats as the Wrench.
The Eureka Effect has the similar stats to the Wrench, repair and upgrade rates have been decreased. Hitting the reload key will open a menu to teleport the Engineer back to spawn with full ammo and health or to his teleporter exit.

Weapon Damage Critical Damage Function Times Special
Wrench
Wrench
  • Melee: 65
  • Critical: 195
  • Mini-crit: 88
  • Attack: 0.8s
  • Builds a Sentry Gun.
    • Level 1:
      • Has 150 points of health.
      • Fires at 4 shots per second.
      • Deals 16 damage per shot.
      • Costs 130 metal.
    • Level 2:
      • Has 180 points of health.
      • Fires at 8 shots per second.
      • Deals 16 damage per shot.
      • Costs 200 additional metal to upgrade to this level.
    • Level 3:
      • Has 216 points of health.
      • Fires at 8 shots per second and rockets every 3 seconds.
      • Deals 16 damage per shot, and 53-150 per rocket.
      • Costs 200 additional metal to upgrade to this level.


Below is a table displaying the availability of the Wrench in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Wrench
Wrench
Allowed


Southern Hospitality

The Southern Hospitality functions identically to the stock Wrench with regards to buildings, it simply deals bleeding damage on hit at the cost of increased damage from fire and it cannot inflict random critical hits.

Weapon Damage Critical Damage Function Times Special
Southern Hospitality
Southern Hospitality
  • Melee: 65
  • Bleeding damage: 8/second (total 40)
  • Critical: 195
  • Mini-crit: 88
  • Mini-crit Bleeding: 10.4/sec (total 54)
  • Attack: 0.8s
  • Increases fire vulnerability by 20%.
  • Builds Sentry Guns identically to the stock Wrench.


Below is a table displaying the availability of the Southern Hospitality in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Southern Hospitality
Southern Hospitality
Allowed


Jag

The Jag provides 30% faster building, upgrading, and deploying times, at the cost of reduced melee damage. The Jag is used very often in competitive play. The reduced damage is negligible because an Engineer will most likely be using his shotgun for close quarters combat.

Weapon Damage Critical Damage Function Times Special
Jag
Jag
  • Melee: 49
  • Critical: 146
  • Mini-crit: 66
  • Attack: 0.8s
  • 30% faster construction and deployment rate.
    • The construction rate is only 15.8% faster when striking the building (as compared to stock). It is 120% faster when striking than standard building (with stock).
  • 25% less melee damage.
  • Builds Sentry Guns identically to the stock Wrench.


Below is a table displaying the availability of the Jag in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Jag
Jag
Allowed


Gunslinger

The Gunslinger provides the Engineer with the Combat Mini-Sentry. It cannot be upgraded, repaired, or sped up in building, but its ammo can be refilled. The Gunslinger cannot randomly crit, but the third hit of any three-hit combo will be a guaranteed critical hit. It provides the Engineer with an additional 25 health. The Gunslinger improves an engineer's combat ability, making him much more useful when taking offensive roles.

Weapon Damage Critical Damage Function Times Special
Gunslinger
Gunslinger
  • Melee: 65
  • Critical: 195
  • Mini-crit: 88
  • Attack: 0.8s
  • Builds a Mini-Sentry as opposed to a Sentry Gun.
    • Has 100 points of health.
    • Fires at 6 shots per second.
    • Deals 8 damage per shot.
    • Costs 100 metal.
    • Cannot be upgraded or repaired. Can be reloaded.
  • +25 health for a total of 150.
    • Overheal increased to 225.


Below is a table displaying the availability of the Gunslinger in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Gunslinger
Gunslinger
Allowed


Melee Weapon Usage

The stock Wrench provides solid melee damage with a normal Sentry Gun. The Southern Hospitality grants bleeding damage for additional Spy-checking at the cost of taking increased fire damage. The Jag provides a key buff for a quick setup with a 30% faster build time. Keep in mind that the Jag requires 3 hits over the normal 2 to kill a Spy. The Gunslinger grants a 25+ health buff and access to Mini-Sentries, which allows for a faster but more temporary setup. The Eureka Effect is highly situational, but allows the Engineer to survive if his nest is compromised.