Difference between revisions of "Anti-Engineer strategy"

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| class="small" align="center" valign="center" style="padding:0.5em" | [[File:Lvl1dispenser.png|100px|Dispenser]]<br>[[Dispenser]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[File:Lvl1dispenser.png|100px|Dispenser]]<br>[[Dispenser]]
 
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*Dispensers are vulnerable to being destroyed, as Engineers are often preoccupied with repairing their Sentry Guns. This slows building maintenance.
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*Dispensers are easier to destroy than other buildings, as Engineers are often preoccupied with repairing their Sentry Gun.
*Dispensers are the second highest priority when facing a defensive team, as Teleporters aren't as useful due to the proximity of the spawn.
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*If destroying a Sentry Gun isn't possible, destroying a Dispenser can make it more difficult for an Engineer to maintain his Sentry gun.
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*Dispensers have the second highest priority when destroying an Engineer nest. Teleporters aren't as useful due to the proximity of the spawn, especially when the other team is on defense.
 
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| class="small" align="center" valign="center" style="padding:0.5em" | [[File:RED Teleporter.png|100px|Teleporters]]<br>[[Teleporter]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[File:RED Teleporter.png|100px|Teleporters]]<br>[[Teleporter]]
 
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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. Alternatively, if there seems to be no risk, wait for a few seconds to bait the Engineer into doing something else, then destroy it.
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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.
*Teleporters are the second highest priority when facing an offensive team, as they keep the opponents' respawning players at the front lines.
 
 
*Beware of [[telefrag]]s when attacking a teleporter exit.
 
*Beware of [[telefrag]]s when attacking a teleporter exit.
*On some maps, Engineers like to use "dummy" Teleporters as an early warning system. If you see a teleporter in an unusual place (especially if it is inactive), you may want to leave it alone to avoid dropping the element of surprise.
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*On some maps, Engineers like to use "dummy" Teleporters as an early warning system. If you see a teleporter in an unusual place (especially if it is inactive), you may want to leave it alone to avoid losing the element of surprise.
 
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Revision as of 01:05, 5 January 2011

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

The Engineer is a defensive class. He is has mediocre weapons and low health, relying on his Sentry Gun for firepower and his Dispenser and Teleporter to aid his teammates.

General

Attributes Anti-Engineer Strategy
Engineer emblem RED.png Role
  • Engineers are high priority targets. A team without a Sentry Gun or Dispenser is at a disadvantage.
  • His Sentry Gun is quite vulnerable when you stay out of its range and the Engineer is not there to protect it.
  • An Engineer away from his Sentry Gun is far less useful, so if you take down an Engineer away from the main front, the enemy is probably trying to keep his buildings alive. Use this opportunity to destroy the buildings.
Leaderboard class medic.png Health
  • The Engineer has very little health compared to most other classes. Away from his Sentry Gun, he has little to defend himself. Use this to your advantage.
Leaderboard class scout.png Speed
  • The Engineer runs at the same speed as the Pyro, the Sniper, and the Spy. If he's out in the open, he shouldn't be too hard to kill.
Leaderboard class soldier.png Power
  • The Engineer is a mediocre fighter without his Sentry Gun. Work as a team and he should be dispatched in no time.

Weapon Specific

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

Primary Weapons

Weapon Anti-Engineer Strategy
Item icon Shotgun.png
Shotgun
  • Shotguns have a wider spread the further you are from your target, so avoid aggravating an Engineer at close range. Engage the Engineer at a distance, preferably out in the open or away from his buildings, where you have the advantage.
Item icon Frontier Justice.png
Frontier Justice
  • An Engineer that dies before his Sentry Gun is destroyed will not receive the Revenge Crits given by the Frontier Justice.

Secondary Weapons

Weapon Anti-Engineer Strategy
Item icon Pistol.pngItem icon Lugermorph.png
Pistol / Lugermorph
  • This is the Engineer's only ranged weapon, and it doesn't do much damage. Try to keep some distance between you and the Engineer wielding this weapon.
  • The Engineer has over 200 rounds available for his Pistol when at max ammo capacity.
Item icon Wrangler.png
Wrangler
  • The Wrangler shield provides the Sentry Gun with 66% damage reduction. Killing the Engineer will remove the shield and disable the Sentry Gun for a few seconds, making it vulnerable to attacks.
  • Engineers using the Wrangler often don't check their backs. Try flanking the Engineer and killing him to disable his Sentry Gun.

Melee Weapons

Weapon Anti-Engineer Strategy
Item icon Wrench.pngItem icon Golden Wrench.png
Wrench / Golden Wrench
  • This weapon is primarily used if you surprise him in his sentry nest. Use a primary weapon and you should have the advantage.
Item icon Gunslinger.png
Gunslinger
  • The Gunslinger must connect three times to score a Critical hit. Avoid getting hit multiple times in a row by an Engineer wielding the Gunslinger.
Item icon Southern Hospitality.png
Southern Hospitality
  • Engineers are more susceptible to burn damage when using the Southern Hospitality.
Item icon Jag.png
Jag
  • The Jag has reduced melee damage, but is still capable of Critical hits.

Buildings

Set Anti-Engineer Strategy
Sentry Guns
Sentry Guns
  • Sentry Guns are the highest priority building when deciding which 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.
  • Low level Sentry Guns are slow to turn. If approaching the gun from a blind spot, you can run around the gun, damaging it without taking damage yourself.
  • A full-health, level 3 Sentry Gun cannot be destroyed in one hit by anything other than a cluster of stickybombs. Coordinate your attacks with your teammates' to destroy it faster than it can be repaired.
Dispenser
Dispenser
  • Dispensers are easier to destroy than other buildings, as Engineers are often preoccupied with repairing their Sentry Gun.
  • If destroying a Sentry Gun isn't possible, destroying a Dispenser can make it more difficult for an Engineer to maintain his Sentry gun.
  • Dispensers have the second highest priority when destroying an Engineer nest. Teleporters aren't as useful due to the proximity of the spawn, especially when the other team is on defense.
Teleporters
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.
  • Beware of telefrags when attacking a teleporter exit.
  • On some maps, Engineers like to use "dummy" Teleporters as an early warning system. If you see a teleporter in an unusual place (especially if it is inactive), you may want to leave it alone to avoid losing the element of surprise.

See also