Difference between revisions of "Anti-Engineer strategy"
Qwertyxp2000 (talk | contribs) (→Primary weapons: Rescue Ranger projectile speed is okay, but its damage is a bit meagre) |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}} + '''reskins''' | ||
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− | * The Shotgun, while powerful at close range, is not as powerful as the primary weapons of other classes. For comparison, the Shotgun is merely the secondary weapon the [[Soldier]], [[Pyro]], and [[Heavy]]. | + | * The Shotgun, while powerful at close range, is not as powerful as the primary weapons of other classes. For comparison, the Shotgun is merely the secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]]. |
* The Shotgun is only effective at close to medium range. Move erratically to reduce its accuracy. | * The Shotgun is only effective at close to medium range. Move erratically to reduce its accuracy. | ||
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* The Frontier Justice gains guaranteed critical hits after the Engineer's Sentry Gun is destroyed, depending on accumulated kills and assists. Not dying to his Sentry Gun denies him this bonus. | * The Frontier Justice gains guaranteed critical hits after the Engineer's Sentry Gun is destroyed, depending on accumulated kills and assists. Not dying to his Sentry Gun denies him this bonus. | ||
− | * After destroying an Engineer's Sentry Gun, he may seek vengeance with the Frontier Justice. He is still a frail combatant and can be defeated before he | + | * After destroying an Engineer's Sentry Gun, he may seek vengeance with the Frontier Justice. He is still a frail combatant and can be defeated before he shoots you. |
* Consider killing the Engineer before his Sentry Gun; the Frontier Justice cannot store revenge crits while he is dead. | * Consider killing the Engineer before his Sentry Gun; the Frontier Justice cannot store revenge crits while he is dead. | ||
* In combat, treat the Frontier Justice like the Shotgun. It has a low clip size of three, harshly punishing the Engineer for missing. | * In combat, treat the Frontier Justice like the Shotgun. It has a low clip size of three, harshly punishing the Engineer for missing. | ||
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* The Widowmaker drains the Engineer's metal supply for each shot, but replenishes it when he deals damage. Dodge his shots and force him to switch weapons. | * The Widowmaker drains the Engineer's metal supply for each shot, but replenishes it when he deals damage. Dodge his shots and force him to switch weapons. | ||
* Collect all nearby ammo pickups and destroy the Engineer's Dispenser to deny his metal supply. | * Collect all nearby ammo pickups and destroy the Engineer's Dispenser to deny his metal supply. | ||
− | * The Widowmaker gains a 10% damage bonus if you are his Sentry Gun's target. Avoid | + | * The Widowmaker gains a 10% damage bonus if you are his Sentry Gun's target. Avoid taking on him and his Sentry Gun at once. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pomson 6000}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Pomson 6000}} | ||
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− | * The Pomson 6000 is a weak weapon if you can catch the Engineer alone. The weapon must be reloaded often | + | * The Pomson 6000 is a weak weapon if you can catch the Engineer alone. The weapon must be reloaded often and its projectiles are slow and weak. |
− | * The Pomson 6000's projectiles drain abilities that are effective against his buildings, draining the [[Medic]]'s [[ÜberCharge]] and [[Spy]]'s [[Cloak]]. | + | * The Pomson 6000's projectiles drain abilities that are effective against his buildings, draining the [[Medic]]'s [[ÜberCharge]] and [[Spy]]'s [[Cloak]]. Take care not to have your abilities drained before a crucial push. |
** At longer distances, the Pomson 6000's projectiles drain less ÜberCharge or Cloak. The Engineer has to put himself in your firing range to drain a significant amount. | ** At longer distances, the Pomson 6000's projectiles drain less ÜberCharge or Cloak. The Engineer has to put himself in your firing range to drain a significant amount. | ||
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* The Engineer can teleport his buildings towards him using his Rescue Ranger if he maintains a line of sight. Carrying a building by any means will mark him for death, giving you an opportunity to kill him and destroy his building. | * The Engineer can teleport his buildings towards him using his Rescue Ranger if he maintains a line of sight. Carrying a building by any means will mark him for death, giving you an opportunity to kill him and destroy his building. | ||
* Harass the Engineer to force him to take cover, preventing long range repairs or haulings. | * Harass the Engineer to force him to take cover, preventing long range repairs or haulings. | ||
− | * | + | * You can potentially outdamage the Rescue Ranger's repair rate, especially once the Engineer needs to reload. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Panic Attack|}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Panic Attack|}} |
Revision as of 20:15, 23 October 2021
“ | Did ze Fräuleins have zeir Mittelschmerz?
Click to listen
— The Medic
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” |
The Engineer is a defensive support class who primarily helps his team by constructing various buildings. The bulk of his firepower comes from his Sentry Gun, which is capable of fighting almost any enemy head-on when fully upgraded. For utility, his Dispenser keeps his team supplied, while a Teleporter system saves travel time from spawn to the front lines. Generally, an Engineer will build a "base", consisting of a Sentry Gun, Dispenser, and Teleporter Exit, that acts as a rallying point for his team. His buildings are extremely useful for either helping his team advance or holding a strategic position. By himself, however, the Engineer has mediocre weapons and little health, although he has a few loadout options that drastically enhance his solo combat capabilities, such as the Gunslinger and Southern Hospitality.
Contents
General
Attributes | Anti-Engineer strategy |
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Role |
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Health |
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Speed |
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Power |
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Weapon-specific
Primary weapons
Weapon | Anti-Engineer strategy |
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Shotgun + reskins |
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Frontier Justice + reskins |
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Widowmaker |
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Pomson 6000 |
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Rescue Ranger |
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Panic Attack |
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Secondary weapons
Weapon | Anti-Engineer strategy |
---|---|
Pistol + reskins |
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Wrangler + reskins |
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Short Circuit |
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Melee weapons
Weapon | Anti-Engineer strategy |
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Wrench + reskins |
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Gunslinger |
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Southern Hospitality |
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Jag |
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Eureka Effect |
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Buildings
Buildings are unaffected by critical hits, including those from sources like the Soldier's Buff Banner and Medic's Kritzkrieg.
Building | Anti-Engineer strategy |
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Sentry Gun |
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Dispenser |
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Teleporter |
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Combat Mini-Sentry Gun |
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See also
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