Difference between revisions of "Anti-Engineer strategy"

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(Frontier Justice)
(quality control)
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==General==
 
==General==
*The Engineer should always be in high priority when you are considering whom to kill. A team with a functional sentry can be deadly.
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*Engineers are high priority targets. A team without a Sentry Gun or Dispenser is at a disadvantage.
*It's always best to disconnect and isolate the Engineer from his buildings to prevent him to repair or upgrade his buildings.
 
*As a Sniper, it is easier to bodyshot the Engineer then go for a headshot. A fully charged bodyshot will kill in one hit, granted the Engineer is not overhealed. You can easily do this when he's upgrading or repairing his Sentry Gun.
 
*As a Spy, you are the one the Engineer looks for, so try to use stealth instead of deceit.
 
  
 
== Weapon Specific ==
 
== Weapon Specific ==
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===[[Frontier Justice]]===
 
===[[Frontier Justice]]===
 
{{Icon weapon|weapon=Frontier Justice|icon-size=100x100px}}
 
{{Icon weapon|weapon=Frontier Justice|icon-size=100x100px}}
*Kill the Engineer before getting rid of his Sentry Gun to prevent him from getting Revenge Crits.
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*An Engineer that dies before his Sentry Gun will not receive his Revenge Crits.
  
 
=== [[Pistol]] / [[Lugermorph]] ===
 
=== [[Pistol]] / [[Lugermorph]] ===
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===[[Wrangler]]===
 
===[[Wrangler]]===
 
{{Icon weapon|weapon=Wrangler|icon-size=100x100px}}
 
{{Icon weapon|weapon=Wrangler|icon-size=100x100px}}
*The Wrangler protects the sentry from 60% of the damage you can inflict, so instead, try to kill the Engineer
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*The Wrangler shield provides the Sentry Gun with 60% damage reduction. Killing the Engineer will remove the shield.
*The Engineer with rely heavily on mobility and hiding, so try to sneak up behind him due to the disabled auto-aiming of the Sentry Gun.
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*Engineers using the Wrangler suffer from tunnel-vision. This makes them vulnerable to attacks from the side and rear.
*When the laser is not pointed at you or the sentry is currently deactivated, you can quickly lay in a powerful hit on the sentry before the Engineer can repair it.
 
  
 
===[[Wrench]] / [[Golden Wrench]]===
 
===[[Wrench]] / [[Golden Wrench]]===
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===[[Gunslinger]]===
 
===[[Gunslinger]]===
 
{{Icon weapon|weapon=Gunslinger|icon-size=100x100px}}
 
{{Icon weapon|weapon=Gunslinger|icon-size=100x100px}}
*Try to avoid getting him too often to counter the Gunslinger's three-punch combo.
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*The Gunslinger must chain hits rapidly for the three-punch combo to take effect. If the Engineer misses, the combo will cancel out.
  
 
===[[Southern Hospitality]]===
 
===[[Southern Hospitality]]===
 
{{Icon weapon|weapon=Southern Hospitality|icon-size=100x100px}}
 
{{Icon weapon|weapon=Southern Hospitality|icon-size=100x100px}}
 
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*Engineers are more susceptible to burn damage when using the Southern Hospitality
*The 20% vulnerability to fire makes the Pyro a dangerous enemy to Engineer.
 
  
 
===[[Jag]]===
 
===[[Jag]]===
 
{{Icon weapon|weapon=Jag|icon-size=100x100px}}
 
{{Icon weapon|weapon=Jag|icon-size=100x100px}}
*This has reduced damage, but you still have to look out for Crits.
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*The Jag has reduced melee damage, but is still capable of critical damage.
  
 
==Buildings==
 
==Buildings==
*Engineers will automatically vocalize when their buildings are being sapped. Use this as a signal and kill the Engineer.
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*Engineers will often leave their buildings in search of metal, giving the enemy team an opportunity to destroy them.
*An Übercharge can swiftly destroy any Engineer nests, but be prepared to face [[knockback]] from their Sentry Guns.
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*Engineers will automatically vocalize when their buildings are being sapped. This cue can encourage a push from the enemy team.
*When faced with an unprotected base, what to destroy is dependent on the map and situation. Dispensers can easily supply the entire team on small maps like [[Turbine]] or for the defending team on [[Dustbowl]], but destroying the offense's teleporter on [[Gold Rush]] will make enemy reinforcements slow for a while.
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*Buildings will go down faster if damaged while being sapped.
*If the area is clear of other Sentry Guns, pulling out the Revolver and shooting a sapped building can assist the Electro Sapper in taking it down faster.
 
  
 
===Sentry Guns===
 
===Sentry Guns===
*As a Spy, disguise as an enemy class, preferably an Engineer or Pyro, and approach the Sentry Gun. Sap it beforehand and then backstab the Engineer.
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*Sentry Guns are the highest priority when deciding which building to destroy.
*If the Engineer's back is exposed, one can quickly stab the Engineer and sap the Sentry Gun. This is called a stab-n-sap.
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*An Engineer behind his Sentry Gun is protected from splash damage at the front, but can easily be damaged by splash damage to the side.
*As a Soldier, keep at a distance and fire rockets at the sentry to create hassle for the Engineer.
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*Sentry Guns can be damaged from around corners without having a chance to (fully) lock on to the attacker.
*Use Splash damage to try and kill the Engineer from behind his buildings. This may be difficult if he has a Dispenser feeding him health.
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*Engineers that switch to their shotgun or pistol to dispose of Stickies placed at the base of their buildings leave them vulnerable to damage.
*As a Pyro, you can easily take down a sentry at a corner if you hide behind it.
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*Sentry Guns are slow to turn. If approached from a blind spot, the enemy can run around the gun while meleeing it without taking damage.
*To dispose of Engineers out of reach, sap their Sentry Gun, then follow up with a Revolver shot to the Engineer, then sap, and repeat.
 
*As a Demoman, drop two or three stickies before detonating them for a guaranteed destruction of the Sentry Gun. If the sentry is wrangled, try to wait until the shield goes down, or it will take at least twice as many stickies.
 
*As a Demoman, it is sometimes quicker and easier to take down enemy Sentry Guns using the Grenade Launcher than the Stickybomb Launcher.
 
*Sentry Guns are slow to turn. If you approach from a blindspot, you can run around the gun while meleeing it. Be careful, though. Run too far ahead, and the gun will rotate the other way around and kill you.
 
  
 
===Dispenser===
 
===Dispenser===
*As a Sniper, snipe enemy Dispensers to deny the enemy Engineers metal to maintain their buildings.
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*Dispensers are vulnerable to being destroyed, as Engineers are often preoccupied with repairing their Sentry Guns. This slows building maintenance.
 +
*Dispensers are the second highest priority when facing a defensive team.
  
 
===Teleporter===
 
===Teleporter===
*While it's fun (and sometimes the best option) to melee an unguarded teleporter exit, beware of [[telefrag]]s.
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*Teleporters that won't go down are most likely being repaired from the other side. Out-damage the repair rate to successfully destroy them.
*While disguised as an enemy or cloaked, a Spy can use enemy Teleporters.
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*Teleporters are the second highest priority when facing an offensive team.
*With a disguise on, sap enemy Teleporter entrances, then stand over them. If you are lucky, when the Electro Sapper is removed, you will go through and telefrag the Engineer.
 
  
 
==See also==
 
==See also==
 
*[[Engineer strategy]]
 
*[[Engineer strategy]]
 
*[[Community Engineer strategy]]
 
*[[Community Engineer strategy]]
*[[Sentry Gun]]s
+
*[[Sentry Gun]]
 
*[[Engineer match-ups]]
 
*[[Engineer match-ups]]
 
*[[Team strategy]]
 
*[[Team strategy]]

Revision as of 22:39, 28 December 2010

Did ze Fräuleins have zeir Mittelschmerz?
The Medic
Engineerhumiliation.png

The Engineer has a sturdy built, but a poor amount of health. He is average at self-defense, requiring the firepower of his Sentry Guns and assistance from his Dispensers.

General

  • Engineers are high priority targets. A team without a Sentry Gun or Dispenser is at a disadvantage.

Weapon Specific

A list of useful tidbits about the Engineer's weaponry, and how to best counter them.

Shotgun

Item icon Shotgun.png

Frontier Justice

Item icon Frontier Justice.png

  • An Engineer that dies before his Sentry Gun will not receive his Revenge Crits.

Pistol / Lugermorph

Item icon Pistol.pngItem icon Lugermorph.png

Wrangler

Item icon Wrangler.png

  • The Wrangler shield provides the Sentry Gun with 60% damage reduction. Killing the Engineer will remove the shield.
  • Engineers using the Wrangler suffer from tunnel-vision. This makes them vulnerable to attacks from the side and rear.

Wrench / Golden Wrench

Item icon Wrench.pngItem icon Golden Wrench.png

Gunslinger

Item icon Gunslinger.png

  • The Gunslinger must chain hits rapidly for the three-punch combo to take effect. If the Engineer misses, the combo will cancel out.

Southern Hospitality

Item icon Southern Hospitality.png

  • Engineers are more susceptible to burn damage when using the Southern Hospitality

Jag

Item icon Jag.png

  • The Jag has reduced melee damage, but is still capable of critical damage.

Buildings

  • Engineers will often leave their buildings in search of metal, giving the enemy team an opportunity to destroy them.
  • Engineers will automatically vocalize when their buildings are being sapped. This cue can encourage a push from the enemy team.
  • Buildings will go down faster if damaged while being sapped.

Sentry Guns

  • Sentry Guns are the highest priority when deciding which building to destroy.
  • An Engineer behind his Sentry Gun is protected from splash damage at the front, but can easily be damaged by splash damage to the side.
  • Sentry Guns can be damaged from around corners without having a chance to (fully) lock on to the attacker.
  • Engineers that switch to their shotgun or pistol to dispose of Stickies placed at the base of their buildings leave them vulnerable to damage.
  • Sentry Guns are slow to turn. If approached from a blind spot, the enemy can run around the gun while meleeing it without taking damage.

Dispenser

  • Dispensers are vulnerable to being destroyed, as Engineers are often preoccupied with repairing their Sentry Guns. This slows building maintenance.
  • Dispensers are the second highest priority when facing a defensive team.

Teleporter

  • Teleporters that won't go down are most likely being repaired from the other side. Out-damage the repair rate to successfully destroy them.
  • Teleporters are the second highest priority when facing an offensive team.

See also