Difference between revisions of "Engineer (competitive)"

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[[Image:Engineer.png|375px|right]]
 
[[Image:Engineer.png|375px|right]]
 
{{Competitive|generic=Engineer}}
 
{{Competitive|generic=Engineer}}
{{update}}
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The '''Engineer''' (oftentimes shortened to "'''engy'''", "'''engie'''", or "'''engee'''") is a situational [[Standard competitive lineup#Utility|utility]] class sometimes used in the [[standard competitive lineup]], valued for his defensive support and area denial capabilities.
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The '''Engineer''' (oftentimes shortened to "'''engy'''", "'''engie'''", "'''engi'''", or misspelled to "'''engine'''") is a situational [[Standard competitive lineup#Utility|utility]] class sometimes used in the [[standard competitive lineup]], valued for his defensive support and area denial capabilities as-well as being able to keep the maximum amount of pressure on the enemy team with his [[teleporters]].
  
 
== Information ==
 
== Information ==
 
=== Health ===
 
=== Health ===
{| class="wikitable grid"
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{{Class health pack and overheal table|overheal|engineer=yes}}
! class="header" | Health State
 
! class="header" | Max Health
 
! class="header" | Overheal Max
 
! class="header" | Pill Bottle
 
! class="header" | First Aid Tin
 
|-
 
! style="background-color:#FFF4CC;" | Normal
 
| style="background-color:#FFF4CC;" | '''125''' hit points
 
| style="background-color:#FFF4CC;" | '''185''' hit points
 
| style="background-color:#FFF4CC;" | '''+26''' hit points
 
| style="background-color:#FFF4CC;" | '''+63''' hit points
 
|-
 
! style="background-color:#fffae7;" | [[Engineer weapons (competitive)#Gunslinger|Gunslinger]]-equipped
 
| style="background-color:#fffae7;" | '''150''' hit points
 
| style="background-color:#fffae7;" | '''225''' hit points
 
| style="background-color:#fffae7;" | '''+31''' hit points
 
| style="background-color:#fffae7;" | '''+75''' hit points
 
|}
 
  
 
=== Speed ===
 
=== Speed ===
{| class="wikitable grid"
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{{class speed table|Engineer}}
! class="header" | Movement State
 
! class="header" | Running
 
! class="header" | Backpedaling
 
! class="header" | Swimming
 
! class="header" | Crouching
 
|-
 
! style="background-color:#fffae7;" | Normal
 
| style="background-color:#fffae7;" | '''100%''' (300 u/s)
 
| style="background-color:#fffae7;" | '''90%''' (270 u/s)
 
| style="background-color:#fffae7;" | '''80%''' (240 u/s)
 
| style="background-color:#fffae7;" | '''33.33%''' (100 u/s)
 
|-
 
! style="background-color:#FFF4CC;" | [[Buildings (competitive)|Building]]-carrying
 
| style="background-color:#FFF4CC;" | '''75%''' (225 u/s)
 
| style="background-color:#FFF4CC;" | '''67.5%''' (202.5 u/s)
 
| style="background-color:#FFF4CC;" | '''60%''' (180 u/s)
 
| style="background-color:#FFF4CC;" | '''25%''' (75 u/s)
 
|}
 
''Speeds written in "u/s" refer to in-game units per second. When running in a certain direction causes slowness, rapidly switching between diagonals usually improves speed.''
 
 
 
 
=== Weapons ===
 
=== Weapons ===
:''Main article: [[Engineer weapons (competitive)]]''
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{{main|Engineer weapons (competitive)}}
{| class="wikitable grid"
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The Engineer uses his PDA Build and Destroy tools to construct buildings to help his team. He uses his melee Wrenches to upgrade, repair, and re-stock them.
! class="header" | #
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{| class="wikitable grid" width="100%"  
! class="header" | Weapon
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! class="header" width="25%" | Weapon
! class="header" | Damage
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! class="header" width="75%" | Notes / Special abilities
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Special
 
 
|-
 
|-
! style="background-color:#FFF4CC;" rowspan="3" | 1
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! {{icon item|PDA Build|100px}}<br /><small>'''Standard'''<br />'''Primary PDA'''</small><br />[[Construction PDA]]
! style="background-color:#FFF4CC;" | [[Engineer weapons (competitive)#Shotgun|Shotgun]] <br>[[Image:Shotgun IMG.png|link=Engineer weapons (competitive)#Shotgun|70x39px]]
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|
| style="background-color:#FFF4CC;" | Point-Blank: 90 <br>512u: 6/hit, avg 6 hits <br>1024u+: 3/hit
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{{Info}}Allows the player to place the Sentry Gun, Dispenser, and both Teleporters in the world.
| style="background-color:#FFF4CC;" | Critical: 18/hit (max 180) <br>Point-Blank Mini-Crit: 121 <br>512u+ Mini-Crit: 8/hit
 
| style="background-color:#FFF4CC;" | Attack: 0.625s <br>Reload Start: 1.0s <br>Reload More: 0.5s
 
| style="background-color:#FFF4CC;" | Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
 
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Engineer weapons (competitive)#Frontier Justice|Frontier Justice]] <br>[[Image:Red Frontier Justice.png|link=Engineer weapons (competitive)#Frontier Justice|70x39px]]
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! {{icon item|PDA Destroy|100px}}<br /><small>'''Standard'''<br />'''Secondary PDA'''</small><br />[[Destruction PDA]]
| style="background-color:#FFF4CC;" | Point-Blank: 90 <br>512u: 6/hit, avg 6 hits <br>1024u+: 3/hit
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|
| style="background-color:#FFF4CC;" | Critical: 18/hit (max 180) <br>Point-Blank Mini-Crit: 121 <br>512u+ Mini-Crit: 8/hit
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{{Info}}Allows the player to destroy his Sentry Gun, Dispenser, and both Teleporters.
| style="background-color:#FFF4CC;" | Attack: 0.625s <br>Reload Start: 1.0s <br>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.
 
|-
 
! style="background-color:#FFF4CC;" | [[Engineer weapons (competitive)#Widowmaker|Widowmaker]] <br>[[Image:Widowmaker.png|link=Engineer weapons (competitive)#Widowmaker|70x39px]]
 
| style="background-color:#FFF4CC;" | Point-Blank: 90 <br>512u: 6/hit, avg 6 hits <br>1024u+: 3/hit
 
| style="background-color:#FFF4CC;" | Critical: 18/hit (max 180) <br>Point-Blank Mini-Crit: 121 <br>512u+ Mini-Crit: 8/hit
 
| style="background-color:#FFF4CC;" | Attack: 0.625s
 
| style="background-color:#FFF4CC;" | Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).<br>Uses Metal for ammo. Each shot takes 30 metal.<br>Grants metal based on damage done.
 
|-
 
! style="background-color:#fffae7;" rowspan="3" | 2
 
! style="background-color:#fffae7;" | [[Engineer weapons (competitive)#Pistol|Pistol]] <br>[[Image:Pistol.png|link=Engineer weapons (competitive)#Pistol|70x39px]]
 
| style="background-color:#fffae7;" | Point-Blank: 22 <br>512u: 15 <br>1024u+: 8
 
| style="background-color:#fffae7;" | Critical: 45 <br>Point-Blank Mini-Crit: 30 <br>512u+ Mini-Crit: 20
 
| style="background-color:#fffae7;" | Attack: 0.125s <br>Reload: 1.36s
 
| style="background-color:#fffae7;" | If unfired in the past 1.25 seconds, shot has perfect accuracy.
 
|-
 
! style="background-color:#fffae7;" | [[Engineer weapons (competitive)#Wrangler|Wrangler]] <br>[[Image:RED Wrangler.png|link=Engineer weapons (competitive)#Wrangler|70x39px]]
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | Sentry Down Time: 3s
 
| 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.
 
|-
 
! style="background-color:#ffae7;" | [[Engineer weapons (competitive)#Short Circuit|Short Circuit]] <br>[[Image:RED Short Circuit.png|link=Engineer weapons (competitive)#Short Circuit|70x39px]]
 
| style="background-color:#ffae7;" | Point-Blank: 5
 
| style="background-color:#ffae7;" | Mini-crit: 7
 
| style="background-color:#ffae7;" | Attack: ≈.8s
 
| style="background-color:#ffae7;" | Destroys airborne or placed projectiles.<br>Uses metal for ammo, 35 per shot.<br>Does not randomly crit.
 
|-
 
! style="background-color:#FFF4CC;" rowspan="4" | 3
 
! style="background-color:#FFF4CC;" | [[Engineer weapons (competitive)#Wrench|Wrench]] <br>[[Image:Wrench IMG.png|link=Engineer weapons (competitive)#Pistol|70x39px]]
 
| style="background-color:#FFF4CC;" | Melee: 65
 
| style="background-color:#FFF4CC;" | Critical: 195 <br>Mini-Crit: 88
 
| style="background-color:#FFF4CC;" | Attack: 0.8s
 
| style="background-color:#FFF4CC;" | Hitting friendly buildings increases build speed by 100%. <br>Damages [[Spy weapons (competitive)#Electro Sapper|Sappers]], upgrades [[Buildings (competitive)|buildings]], and resupplies [[buildings (competitive)#Sentry Gun|Sentry Gun]]s.
 
|-
 
! style="background-color:#FFF4CC;" | [[Engineer weapons (competitive)#Gunslinger|Gunslinger]] <br>[[Image:RED Gunslinger.png|link=Engineer weapons (competitive)#Gunslinger|70x39px]]
 
| style="background-color:#FFF4CC;" | Melee: 65
 
| style="background-color:#FFF4CC;" | Critical: 195 <br>Mini-Crit: 88
 
| style="background-color:#FFF4CC;" | Attack: 0.8s
 
| style="background-color:#FFF4CC;" | Hitting friendly buildings increases build speed by 100%. <br>Damages [[Spy weapons (competitive)#Electro Sapper|Sappers]], upgrades [[Buildings (competitive)|buildings]], and resupplies [[buildings (competitive)#Sentry Gun|Sentry Gun]]s.<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.
 
|-
 
! style="background-color:#FFF4CC;" | [[Engineer weapons (competitive)#Southern Hospitality|Southern Hospitality]] <br>[[Image:Southern Hospitality.png|link=Engineer weapons (competitive)#Southern Hospitality|70x39px]]
 
| style="background-color:#FFF4CC;" | Melee: 65 <br>Bleed Hit: 4
 
| style="background-color:#FFF4CC;" | Critical Melee: 195 <br>Mini-Crit Melee: 88 <br>Mini-Crit Bleed: 5
 
| style="background-color:#FFF4CC;" | Attack: 0.8s <br>Bleed Hit: 0.5s <br>Bleed Duration: 6.0s
 
| style="background-color:#FFF4CC;" | Hitting friendly buildings increases build speed by 100%. <br>Damages [[Spy weapons (competitive)#Electro Sapper|Sappers]], upgrades [[Buildings (competitive)|buildings]], and resupplies [[buildings (competitive)#Sentry Gun|Sentry Gun]]s.<br>Inflicts [[Bleeding]] on hit; total bleed damage 48 (Mini-Crit 60). <br>Increases fire vulnerability by 20% while equipped.
 
|-
 
! style="background-color:#FFF4CC;" | [[Engineer weapons (competitive)#Jag|Jag]] <br>[[Image:Jag.png|link=Engineer weapons (competitive)#Jag|70x39px]]
 
| style="background-color:#FFF4CC;" | Melee: 49
 
| style="background-color:#FFF4CC;" | Critical Melee: 146 <br>Mini-Crit Melee: 66
 
| style="background-color:#FFF4CC;" | Attack: 0.8s
 
| style="background-color:#FFF4CC;" | Hitting friendly buildings increases build speed by 100%. <br>Damages [[Spy weapons (competitive)#Electro Sapper|Sappers]], upgrades [[Buildings (competitive)|buildings]], and resupplies [[buildings (competitive)#Sentry Gun|Sentry Gun]]s.<br>30% faster construction rate. <br>Melee damage is reduced by 25%.
 
|-
 
! style="background-color:#fffae7;" rowspan="1" | -
 
! style="background-color:#fffae7;" | [[Buildings (competitive)|Buildings]] <br>[[Image:Toolboxengineer cropped.png|link=Buildings (competitive)|70x39px]]
 
| style="background-color:#fffae7;" | [[Engineer (competitive)#Buildings|See below.]]
 
| style="background-color:#fffae7;" | See below.
 
| style="background-color:#fffae7;" | See below.
 
| style="background-color:#fffae7;" | All buildings have 150|180|216 health (levels 1|2|3). <br>Hits from and against buildings are unaffected by damage ramp-up and fall-off. <br>Buildings are immune to Crits and Mini-Crits.
 
 
|}
 
|}
:''"u" stands for "units of distance." "+" stands for "or more." "s" stands for "seconds." "Reload Start" refers to how long it takes for 1 ammo to be reloaded after beginning to reload, and "Reload More" refers to how long it takes for each additional ammo to reload after the first. Damages and times are approximate and determined by community testing.
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{{class weapons table engineer melee}}
 
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=== Buildings ===
==== Buildings ====
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{{main|Buildings (competitive)}}
:''Main article: [[Buildings (competitive)]]''
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Buildings (competitive)#Sentry Gun|Sentry Gun]] <br>[[Image:Lvl3sentry.png|link=Buildings (competitive)#Sentry gun|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Buildings (competitive)#Sentry Gun|Sentry Gun]] <br>[[Image:Lvl3sentry.png|link=Buildings (competitive)#Sentry gun|70x39px]]
| style="background-color:#FFF4CC;" | Build Time: 10s <br>Metal Cost: 120M <br>Scrap Return: 60M
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| style="background-color:#FFF4CC;" | Build Time: 10s <br>Metal Cost: 130 <br>Scrap Return: 60
 
| style="background-color:#FFF4CC;" | Fires bullets at 4|8|8 per second for 16 damage each (Mini-Crit 22). <br>Rocket packs fire once per 5 sec for ~100 damage (Mini-Crit ~135). <br>Holds 100|120|145 bullets and 0|0|20 rocket packs.
 
| style="background-color:#FFF4CC;" | Fires bullets at 4|8|8 per second for 16 damage each (Mini-Crit 22). <br>Rocket packs fire once per 5 sec for ~100 damage (Mini-Crit ~135). <br>Holds 100|120|145 bullets and 0|0|20 rocket packs.
 
| style="background-color:#FFF4CC;" | Can Mini-Crit if target is [[Sniper weapons (competitive)#Jarate|Jarate'd]] or Engineer is [[Soldier weapons (competitive)#Buff Banner|Banner Buffed]]. <br>Can hit its owner if he gets in line of fire.
 
| style="background-color:#FFF4CC;" | Can Mini-Crit if target is [[Sniper weapons (competitive)#Jarate|Jarate'd]] or Engineer is [[Soldier weapons (competitive)#Buff Banner|Banner Buffed]]. <br>Can hit its owner if he gets in line of fire.
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Buildings (competitive)#Combat Mini Sentry|Combat Mini-Sentry]] <br>[[Image:Red Mini Sentry.png|link=Buildings (competitive)#Combat Mini Sentry Gun|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Buildings (competitive)#Combat Mini Sentry|Combat Mini-Sentry]] <br>[[Image:Red Mini Sentry.png|link=Buildings (competitive)#Combat Mini Sentry Gun|70x39px]]
| style="background-color:#FFF4CC;" | Build Time: 2.5s <br>Metal Cost: 100M <br>Scrap Return: 28M
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| style="background-color:#FFF4CC;" | Build Time: 2.5s <br>Metal Cost: 100 <br>Scrap Return: 0
 
| style="background-color:#FFF4CC;" | Fires bullets at 4 per second for 8 damage each (Mini-Crit 11).
 
| style="background-color:#FFF4CC;" | Fires bullets at 4 per second for 8 damage each (Mini-Crit 11).
| style="background-color:#FFF4CC;" | Can Mini-Crit if target is [[Sniper weapons (competitive)#Jarate|Jarate'd]] or Engineer is [[Soldier weapons (competitive)#Buff Banner|Banner Buffed]]. <br>Can hit its owner if he gets in line of fire. <br>Cannot be repaired or upgraded, but can be reloaded.
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| style="background-color:#FFF4CC;" | Can Mini-Crit if target is [[Sniper weapons (competitive)#Jarate|Jarate'd]] or Engineer is [[Soldier weapons (competitive)#Buff Banner|Banner Buffed]]. <br>Can hit its owner if he gets in line of fire. <br>Can be repaired and reloaded, but not upgraded.
 
|-
 
|-
 
! style="background-color:#fffae7;" | [[Buildings (competitive)#Dispenser|Dispenser]] <br>[[Image:Lvl2dispenser.png|link=Buildings (competitive)#Dispenser|70x39px]]
 
! style="background-color:#fffae7;" | [[Buildings (competitive)#Dispenser|Dispenser]] <br>[[Image:Lvl2dispenser.png|link=Buildings (competitive)#Dispenser|70x39px]]
| style="background-color:#fffae7;" | Build Time: 20s <br>Metal Cost: 100M <br>Scrap Return: 50M
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| style="background-color:#fffae7;" | Build Time: 20s <br>Metal Cost: 100 <br>Scrap Return: 50
| style="background-color:#fffae7;" | Heals for 10|15|20 health/s. <br>Dispenses 20|30|40% ammo/s. <br>Stocks 40|50|60 [[Metal]] every 5s, holding up to 400 Metal.
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| style="background-color:#fffae7;" | Heals for 10|15|20 health per second. <br>Dispenses 20|30|40 ammo per second. <br>Stocks 40|50|60 [[Metal]] every 5s, holding up to 400 Metal.
 
| style="background-color:#fffae7;" | Dispenses to [[disguise]]d enemy [[Spy|Spies]] (even [[cloaked]] ones).
 
| style="background-color:#fffae7;" | Dispenses to [[disguise]]d enemy [[Spy|Spies]] (even [[cloaked]] ones).
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Buildings (competitive)#Teleporter|Teleporter]] <br>[[Image:Telespin.png|link=Buildings (competitive)#Teleporter|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Buildings (competitive)#Teleporter|Teleporter]] <br>[[Image:Telespin.png|link=Buildings (competitive)#Teleporter|70x39px]]
| style="background-color:#FFF4CC;" | Build Time: 20s <br>Metal Cost: 130M <br>Scrap Return: 60M
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| style="background-color:#FFF4CC;" | Build Time: 20s <br>Metal Cost: 50 <br>Scrap Return: 60
 
| style="background-color:#FFF4CC;" | Provides one teleport every 10|5|3 seconds.
 
| style="background-color:#FFF4CC;" | Provides one teleport every 10|5|3 seconds.
 
| style="background-color:#FFF4CC;" | Can be upgraded from either side, but destroying either side resets level to 1. <br>Sappers are placed and applied to both simultaneously. <br>Can be taken by enemy Spies (which can [[telefrag]]).
 
| style="background-color:#FFF4CC;" | Can be upgraded from either side, but destroying either side resets level to 1. <br>Sappers are placed and applied to both simultaneously. <br>Can be taken by enemy Spies (which can [[telefrag]]).
 
|}
 
|}
:''"s" stands for "seconds." "M" stands for "[[Metal]]." Damages and times are approximate and determined by community testing.
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Damages and times are approximate and determined by community testing.
  
 
== Usage ==
 
== Usage ==
The dynamic gameplay of competitive Team Fortress 2 on 5-CP maps makes the Engineer, with his need for time to set up his buildings and slow move speed less than useful. On the flip side of things, Engineers' usefulness increases dramatically on attack/defend maps such as [[Gravel Pit]], due to his Sentry Gun's ability to counter the opposing team's [[Scout (competitive)|Scouts]]. Because the enemy team's two [[Soldier (competitive)|Soldiers]] and [[Demoman (competitive)|Demomen]] are very capable of destroying an Engineer's buildings, Sentry Guns are usually considered temporary measures to stall an enemy team. Using a Sentry to aid a defense is very useful for buying time, which is essential for defenders on maps played in the Stopwatch format.
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The dynamic gameplay of competitive Team Fortress 2 on 5-CP maps makes the Engineer, with his need for time to set up his buildings and slow move speed less than useful. On the flip side of things, Engineers' usefulness increases dramatically on Attack/Defend maps such as [[Gravel Pit (competitive)|Gravel Pit]], due to his [[Sentry Gun]]'s ability to counter the opposing team's [[Scout (competitive)|Scouts]]. Because the enemy team's two [[Soldier (competitive)|Soldiers]] and single [[Demoman (competitive)|Demoman]] are very capable of destroying an Engineer's buildings, Sentry Guns are usually considered temporary measures to stall an enemy team. Using a Sentry Gun to aid a defense is very useful for buying time, which is essential for defenders on maps played in the [[Standard competitive format#Stopwatch|Stopwatch]] format.
  
 
=== Common Tactics ===
 
=== Common Tactics ===
When building their [[Sentry Gun]]s, Engineers must keep in mind the fact that they are mainly building it to ward off jumping Soldiers or Demomen and to take the brunt of the enemy Ubercharge. An aware Soldier or Demoman will have little trouble destroying buildings. Sentry Guns should be placed in a location relatively safe from pipes and rockets spammed from afar, but useful against any enemies who try to flank or try to capture the point.
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When building their [[Sentry Gun]]s, Engineers must keep in mind the fact that they are mainly building it to ward off jumping Soldiers or Demomen and to take the brunt of the enemy ÜberCharge. An aware Soldier or Demoman will have little trouble destroying buildings. Sentry Guns should be placed in a location relatively safe from pipes and rockets spammed from afar, but useful against any enemies who try to flank or try to capture the point.
  
 
Engineers need to keep a look out for Spies who can easily destroy their buildings. The Teleporter is an important building, it negates part of the defending teams longer respawn time by allowing them to quickly get to the point and defend it, without it, each loss that the defending team takes is harder to replace and weakens their grip on the point.  
 
Engineers need to keep a look out for Spies who can easily destroy their buildings. The Teleporter is an important building, it negates part of the defending teams longer respawn time by allowing them to quickly get to the point and defend it, without it, each loss that the defending team takes is harder to replace and weakens their grip on the point.  
  
The Dispenser is also important, not only does it allow players to quickly and easily replenish used ammo, the Medic can also hide within the dispenser if a Scout attacks. Whilst this might not get rid of the damage completely, it will reduce it and give the Medic's team mates longer to kill the intruder.
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The Dispenser is also important, not only does it allow players to quickly and easily replenish used ammo, the Medic can also hide within the Dispenser if a Scout attacks. Though this might not get rid of the damage completely, it will reduce it and give the Medic's team mates longer to kill the intruder.
  
=== 5-CP Push Strategies ===
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=== Standard Control Point Push Strategies ===
When Engineers are used in 5-CP matches, they are usually used to defend the final point of 5-CP maps, preventing back-capping by Scouts, as well as stalling the enemy Soldiers. The main idea behind using a Sentry Gun is that the enemy team will have to focus on killing it before they can attack anything else, this can give you the time to build up an Ubercharge and push against the enemy now that they have used their Ubercharge.
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When Engineers are used in Control Point matches, they are usually used to defend the final point within the teams' base, preventing back-capping by Scouts, as well as stalling the enemy Soldiers and Demoman. The main idea behind using a Sentry Gun is that the enemy team will have to focus on killing it before they can attack anything else, this can give the Medic time to build up an ÜberCharge and push forward.
  
An aware enemy Demoman, however, will easily dispatch the Engineer's Sentry Gun with sticky bombs on most maps, meaning that the Engineer will need a great deal of support from his team simply to keep his Sentry up. Outside of the last point, Engineers rarely see play, due to his [[Building]]s' slow haul speed and the need to keep up with the rest of the team.
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An aware enemy Demoman, however, will easily dispatch the Engineer's Sentry Gun with relative ease using either the [[Grenade Launcher]] or [[Stickybomb Launcher]]. Outside of the last point, Engineers rarely see play, due to his [[Building]]s' slow haul speed and the need to keep up with the rest of the team.
  
=== Attack-Defend Strategies ===
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=== Attack/Defend Strategies ===
 
One of the most significant uses of the Engineer in competitive play is on Attack/Defend maps. [[Setup time]] allows the Engineer to build his base up without being harassed by the enemy team. This makes starting off the map with one Engineer a popular choice for defending teams. Because competitive Attack/Defend maps are played with the Stopwatch format, Engineers will want their Sentry Guns to stall the enemy team for as long as possible. While it is important to actively participate in the defense of [[Control Point (Objective)|control point]]s, a level 3 Sentry Gun is not as disposable as it is in other game-types, due to its effectiveness against enemy Scouts. Thus, it is important to keep a Sentry up for as long as possible, providing a safe zone where teammates need not fear attack from enemy Scouts.
 
One of the most significant uses of the Engineer in competitive play is on Attack/Defend maps. [[Setup time]] allows the Engineer to build his base up without being harassed by the enemy team. This makes starting off the map with one Engineer a popular choice for defending teams. Because competitive Attack/Defend maps are played with the Stopwatch format, Engineers will want their Sentry Guns to stall the enemy team for as long as possible. While it is important to actively participate in the defense of [[Control Point (Objective)|control point]]s, a level 3 Sentry Gun is not as disposable as it is in other game-types, due to its effectiveness against enemy Scouts. Thus, it is important to keep a Sentry up for as long as possible, providing a safe zone where teammates need not fear attack from enemy Scouts.
  
=== Capture-the-Flag Strategies ===
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=== 6 vs 6 strategies ===
In a Capture-the-flag game, [[Scout (competitive)|Scouts]] are valuable, as they are able to pick up the [[Capture the Flag#Intelligence|intelligence]] and run off unharmed. They are fast and agile enough to avoid prolonged combat with their enemies, and for this reason, a team will generally need to be able to counter any attack on the Intelligence by Scouts. The Engineer is thus used at the beginning of most Capture-the-flag games, and sent to their teams' Intelligence room to build. The large distance between the Intelligence room and the enemy's spawn room gives the Engineer time to set up a base and stall an enemy attack on the intelligence with a level 3 [[Sentry Gun]]. The Sentry is effective against incoming Scouts, and, with enough support, can become the cornerstone of a successful defense of the Intelligence room.
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When playing Engineer in 6 vs 6 play it is best to play when contesting your team's last point. In this format, it is common that a [[Scout (competitive)|Scout]] switches to a class that is good at defending points such as the Engineer. A good strategy to do is use the [[Gunslinger]] for a quick building, disposable Sentry. When using a level 3 Sentry Gun, it is best to hide it in a position out of your enemies' line of sight.
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== Anti-Engineer Classes ==
 +
[[The Engineer]] is a very stationary class as his buildings are also stationary and normally require the Engineer's attention whether it would be repairing and upgrading, this leaves him very vulnerable as he has his wrench out and he is next to his buildings which are normally under fire.
 +
 
 +
=== The Demoman === 
 +
The [[Demoman]] is probably the biggest threat to an Engineer in nearly every game mode whether it would be [[6v6]] or [[Highlander]], due to this the Engineers will try to make it as hard as possible for the Demoman to destroy their buildings such as being in elevated plat-forms or open areas where the Demoman cannot shoot his sticky-bombs or grenade pipes without being harmed. The reason why the Demoman is such a large threat is due to his ability to deal massive damage and that he can fight in-directly keeping him safe from the Sentry Gun's range, an un-wrangled level 3 Sentry Gun can be destroyed with 3 sticky bombs or less. However, if the Engineer has [[The Wrangler]] and a [[Rescue Ranger]] equipped he can make a Demoman's job much harder as the sentry gains a 66% damage resistance from the shield and the rescue ranger allows the engineer to safely repair his buildings for light damage without being killed by the Demoman's sticky bombs.
 +
 
 +
=== The Sniper ===
 +
The [[Sniper]] excels against still enemies, Engineer's tend to stay still a lot of the time as they are mostly repairing or upgrading their buildings, this leaves the [[Engineer]] vulnerable to [[headshots]], as well the Engineer's [[Hitbox#Hit_detection|hitbox]] on his head is quite large. The Sniper is also capable of dealing large amounts of damage at long distances, allowing the Sniper to evade the Sentry Gun's range and attack the Engineer, the [[Sniper Rifle|Sniper Rifle's]] bullets are also very capable of destroying the Sentry Gun as two fully charged shots on a level 3 Sentry Gun (Without the wrangler buff) is enough to destroy it. However, an Engineer can hide behind the Sentry Gun and using the [[Wrangler]] he can kill the Sniper that would originally be out of range of the Sentry Gun on auto-mode.
 +
 
 +
=== The Soldier ===
 +
The [[Soldier]] similarly to the [[Sniper]], can shoot the Sentry out of it's range and still deal high amounts of damage to it, especially if the [[Direct Hit]] is equipped allowing two shots at any range to destroy a level 3 Sentry Gun that isn't wrangled. Additionally the Soldier can inflict [[splash damage]] to other buildings and the Engineer creating multiple problems for the Engineer. The Soldier can also Rocket Jump to surprise attack the Engineer and kill him leaving his buildings vulnerable. However, the engineer can again use the wrangler to fire at the Soldier from outside of the sentry gun's range, and use the wrangler in combination with the rescue ranger to protect the sentry gun using the shield of the wrangler to give the sentry a 66% damage resistance and the rescue ranger to either begin hauling the gun away or to heal the damage dealt.
 +
 
 +
=== The Spy ===
 +
The [[Spy]] can disguise as enemies and cloak; both prevent the Sentry Gun from targeting the Spy, allowing the Spy to breach the enemies defenses and attack the Engineer when he is alone or vulnerable, skilled Spies can easily backstab the Engineer and sap his Sentry Gun with the [[Sapper]] before it turns around and kills the Spy. Sapped buildings are vulnerable as they slowly take damage until they are destroyed and cannot function. However, the [[Pyro]] can be an excellent Engineer buddy as he can find cloaked and disguised Spies and can remove the sappers from [[buildings]] with certain weapons, thus providing a means of support.
  
== See Also ==
+
== See also ==  
 
* [[Engineer weapons (competitive)]]
 
* [[Engineer weapons (competitive)]]
 
* [[Buildings (competitive)]]
 
* [[Buildings (competitive)]]
* [[Defense (competitive)]]
 
 
* [[Engineer]]
 
* [[Engineer]]
 
* [[Buildings]]
 
* [[Buildings]]

Latest revision as of 19:33, 27 April 2023

Engineer.png
This article is for competitive play, based on the standard community competitive format. For the generic article on this topic, see: Engineer.
The community competitive scene changes frequently. Some or all info may be outdated.

The Engineer (oftentimes shortened to "engy", "engie", "engi", or misspelled to "engine") is a situational utility class sometimes used in the standard competitive lineup, valued for his defensive support and area denial capabilities as-well as being able to keep the maximum amount of pressure on the enemy team with his teleporters.

Information

Health

Class Health Overheal Quick-Fix Overheal
Leaderboard class engineer.png Engineer 125 185 158
With the Gunslinger equipped 150 225 189

Speed

Condition Normal Backward Crouched Swimming
Leaderboard class engineer.png Engineer
100 %
90 %
33 %
80 %
Hauling a building
90 %
81 %
30 %
72 %

Weapons

Main article: Engineer weapons (competitive)

The Engineer uses his PDA Build and Destroy tools to construct buildings to help his team. He uses his melee Wrenches to upgrade, repair, and re-stock them.

Weapon Notes / Special abilities
PDA Build
Standard
Primary PDA

Construction PDA

Pictogram info.png Allows the player to place the Sentry Gun, Dispenser, and both Teleporters in the world.

PDA Destroy
Standard
Secondary PDA

Destruction PDA

Pictogram info.png Allows the player to destroy his Sentry Gun, Dispenser, and both Teleporters.

Melee

Note that all the Engineer's melee weapons are capable of building, repairing and upgrading buildings, as well as removing Sappers.

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Wrench
Stock
Wrench
Killicon wrench.png N/A N/A Base: 65

Crit: 195

Necro Smasher
Unlock
Necro Smasher
Killicon necro smasher.png
Prinny Machete
Promotional
Prinny Machete
Killicon prinny machete.png
Golden Wrench
Distributed
Golden Wrench
Killicon golden wrench.png Limited item from the Engineer Update.

Pictogram info.png Killed enemies freeze into solid Australium statues (purely cosmetic feature).

Saxxy
Distributed
Saxxy
Killicon saxxy.png Limited item from the Replay Update.

Pictogram info.png Killed enemies freeze into solid Australium statues (purely cosmetic feature).

Golden Frying Pan
Distributed
Golden Frying Pan
Killicon golden frying pan.png Limited item from the Two Cities Update.

Pictogram info.png Killed enemies freeze into solid Australium statues (purely cosmetic feature).

Gunslinger
Unlock
Gunslinger
Killicon gunslinger.png N/A N/A Base: 65

Crit: 195

Pictogram info.png Replaces standard Sentry Gun with Combat Mini-Sentry Gun.
Compared to a level one Sentry:
Pictogram plus.png Build speed increased by 150%.
Pictogram plus.png Metal cost is reduced by 23% (total cost of 100 metal).
Pictogram plus.png +35% faster rotation.
Pictogram plus.png +50% faster firing speed.
Pictogram minus.png -33% health.
Pictogram minus.png -50% damage.
Pictogram info.png For more information, go here.

Pictogram plus.png Increases maximum health by 25 points.
Pictogram plus.png Guarantees a Critical hit on a third consecutive punch.
Pictogram minus.png No random Critical hits.

Killicon gunslinger triple punch.png
Southern Hospitality
Craft
Southern Hospitality
Killicon southern hospitality.png N/A N/A Base: 65

Crit: 195

Bleeding:
8 / sec. × 5 secs.

Pictogram plus.png On hit: causes opponent to bleed for 5 seconds.

Pictogram minus.png +20% fire vulnerability.
Pictogram minus.png No random Critical hits.

Jag
Craft
Jag
Killicon jag.png N/A N/A Base: 49

Crit: 146

Pictogram plus.png Construction hit speed boost increased by 30%.

Pictogram plus.png +15% faster firing speed.
Pictogram minus.png -20% slower repair rate.
Pictogram minus.png –25% damage penalty.
Pictogram minus.png –33% damage penalty vs buildings.

Eureka Effect
Craft
Eureka Effect
Killicon eureka effect.png N/A N/A Base: 65

Crit: 195

Pictogram plus.png Press reload key to either teleport to your spawn area or teleporter exit.

Pictogram plus.png -50% metal cost when constructing or upgrading teleporters.
Pictogram minus.png Construction hit speed boost decreased by 50%.
Pictogram minus.png 20% less metal from Dispensers and Pickups.

Buildings

Main article: Buildings (competitive)
Building Stats Functions Special
Sentry Gun
RED Level 3 Sentry Gun.png
Build Time: 10s
Metal Cost: 130
Scrap Return: 60
Fires bullets at 4|8|8 per second for 16 damage each (Mini-Crit 22).
Rocket packs fire once per 5 sec for ~100 damage (Mini-Crit ~135).
Holds 100|120|145 bullets and 0|0|20 rocket packs.
Can Mini-Crit if target is Jarate'd or Engineer is Banner Buffed.
Can hit its owner if he gets in line of fire.
Combat Mini-Sentry
Red Mini Sentry.png
Build Time: 2.5s
Metal Cost: 100
Scrap Return: 0
Fires bullets at 4 per second for 8 damage each (Mini-Crit 11). Can Mini-Crit if target is Jarate'd or Engineer is Banner Buffed.
Can hit its owner if he gets in line of fire.
Can be repaired and reloaded, but not upgraded.
Dispenser
Lvl2dispenser.png
Build Time: 20s
Metal Cost: 100
Scrap Return: 50
Heals for 10|15|20 health per second.
Dispenses 20|30|40 ammo per second.
Stocks 40|50|60 Metal every 5s, holding up to 400 Metal.
Dispenses to disguised enemy Spies (even cloaked ones).
Teleporter
Telespin.png
Build Time: 20s
Metal Cost: 50
Scrap Return: 60
Provides one teleport every 10|5|3 seconds. Can be upgraded from either side, but destroying either side resets level to 1.
Sappers are placed and applied to both simultaneously.
Can be taken by enemy Spies (which can telefrag).

Damages and times are approximate and determined by community testing.

Usage

The dynamic gameplay of competitive Team Fortress 2 on 5-CP maps makes the Engineer, with his need for time to set up his buildings and slow move speed less than useful. On the flip side of things, Engineers' usefulness increases dramatically on Attack/Defend maps such as Gravel Pit, due to his Sentry Gun's ability to counter the opposing team's Scouts. Because the enemy team's two Soldiers and single Demoman are very capable of destroying an Engineer's buildings, Sentry Guns are usually considered temporary measures to stall an enemy team. Using a Sentry Gun to aid a defense is very useful for buying time, which is essential for defenders on maps played in the Stopwatch format.

Common Tactics

When building their Sentry Guns, Engineers must keep in mind the fact that they are mainly building it to ward off jumping Soldiers or Demomen and to take the brunt of the enemy ÜberCharge. An aware Soldier or Demoman will have little trouble destroying buildings. Sentry Guns should be placed in a location relatively safe from pipes and rockets spammed from afar, but useful against any enemies who try to flank or try to capture the point.

Engineers need to keep a look out for Spies who can easily destroy their buildings. The Teleporter is an important building, it negates part of the defending teams longer respawn time by allowing them to quickly get to the point and defend it, without it, each loss that the defending team takes is harder to replace and weakens their grip on the point.

The Dispenser is also important, not only does it allow players to quickly and easily replenish used ammo, the Medic can also hide within the Dispenser if a Scout attacks. Though this might not get rid of the damage completely, it will reduce it and give the Medic's team mates longer to kill the intruder.

Standard Control Point Push Strategies

When Engineers are used in Control Point matches, they are usually used to defend the final point within the teams' base, preventing back-capping by Scouts, as well as stalling the enemy Soldiers and Demoman. The main idea behind using a Sentry Gun is that the enemy team will have to focus on killing it before they can attack anything else, this can give the Medic time to build up an ÜberCharge and push forward.

An aware enemy Demoman, however, will easily dispatch the Engineer's Sentry Gun with relative ease using either the Grenade Launcher or Stickybomb Launcher. Outside of the last point, Engineers rarely see play, due to his Buildings' slow haul speed and the need to keep up with the rest of the team.

Attack/Defend Strategies

One of the most significant uses of the Engineer in competitive play is on Attack/Defend maps. Setup time allows the Engineer to build his base up without being harassed by the enemy team. This makes starting off the map with one Engineer a popular choice for defending teams. Because competitive Attack/Defend maps are played with the Stopwatch format, Engineers will want their Sentry Guns to stall the enemy team for as long as possible. While it is important to actively participate in the defense of control points, a level 3 Sentry Gun is not as disposable as it is in other game-types, due to its effectiveness against enemy Scouts. Thus, it is important to keep a Sentry up for as long as possible, providing a safe zone where teammates need not fear attack from enemy Scouts.

6 vs 6 strategies

When playing Engineer in 6 vs 6 play it is best to play when contesting your team's last point. In this format, it is common that a Scout switches to a class that is good at defending points such as the Engineer. A good strategy to do is use the Gunslinger for a quick building, disposable Sentry. When using a level 3 Sentry Gun, it is best to hide it in a position out of your enemies' line of sight.

Anti-Engineer Classes

The Engineer is a very stationary class as his buildings are also stationary and normally require the Engineer's attention whether it would be repairing and upgrading, this leaves him very vulnerable as he has his wrench out and he is next to his buildings which are normally under fire.

The Demoman

The Demoman is probably the biggest threat to an Engineer in nearly every game mode whether it would be 6v6 or Highlander, due to this the Engineers will try to make it as hard as possible for the Demoman to destroy their buildings such as being in elevated plat-forms or open areas where the Demoman cannot shoot his sticky-bombs or grenade pipes without being harmed. The reason why the Demoman is such a large threat is due to his ability to deal massive damage and that he can fight in-directly keeping him safe from the Sentry Gun's range, an un-wrangled level 3 Sentry Gun can be destroyed with 3 sticky bombs or less. However, if the Engineer has The Wrangler and a Rescue Ranger equipped he can make a Demoman's job much harder as the sentry gains a 66% damage resistance from the shield and the rescue ranger allows the engineer to safely repair his buildings for light damage without being killed by the Demoman's sticky bombs.

The Sniper

The Sniper excels against still enemies, Engineer's tend to stay still a lot of the time as they are mostly repairing or upgrading their buildings, this leaves the Engineer vulnerable to headshots, as well the Engineer's hitbox on his head is quite large. The Sniper is also capable of dealing large amounts of damage at long distances, allowing the Sniper to evade the Sentry Gun's range and attack the Engineer, the Sniper Rifle's bullets are also very capable of destroying the Sentry Gun as two fully charged shots on a level 3 Sentry Gun (Without the wrangler buff) is enough to destroy it. However, an Engineer can hide behind the Sentry Gun and using the Wrangler he can kill the Sniper that would originally be out of range of the Sentry Gun on auto-mode.

The Soldier

The Soldier similarly to the Sniper, can shoot the Sentry out of it's range and still deal high amounts of damage to it, especially if the Direct Hit is equipped allowing two shots at any range to destroy a level 3 Sentry Gun that isn't wrangled. Additionally the Soldier can inflict splash damage to other buildings and the Engineer creating multiple problems for the Engineer. The Soldier can also Rocket Jump to surprise attack the Engineer and kill him leaving his buildings vulnerable. However, the engineer can again use the wrangler to fire at the Soldier from outside of the sentry gun's range, and use the wrangler in combination with the rescue ranger to protect the sentry gun using the shield of the wrangler to give the sentry a 66% damage resistance and the rescue ranger to either begin hauling the gun away or to heal the damage dealt.

The Spy

The Spy can disguise as enemies and cloak; both prevent the Sentry Gun from targeting the Spy, allowing the Spy to breach the enemies defenses and attack the Engineer when he is alone or vulnerable, skilled Spies can easily backstab the Engineer and sap his Sentry Gun with the Sapper before it turns around and kills the Spy. Sapped buildings are vulnerable as they slowly take damage until they are destroyed and cannot function. However, the Pyro can be an excellent Engineer buddy as he can find cloaked and disguised Spies and can remove the sappers from buildings with certain weapons, thus providing a means of support.

See also