Difference between revisions of "Engineer match-ups"
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| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.png|100x100px|link=Spy]]<br>[[Spy match-ups|Spy]] | | class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.png|100x100px|link=Spy]]<br>[[Spy match-ups|Spy]] | ||
− | | The Spy is your natural predator. A skilled Spy acts as your counter; his [[disguise]] doesn’t draw your Sentry Gun’s fire while his [[Electro Sapper]]s can be placed on your buildings without breaking the Spy's disguise. Use your Shotgun to [[Spy-check]] anyone that comes within range of your Sentry Gun and listen carefully for the Spy’s [[cloak|decloaking]] sound. If a Spy saps your equipment, you’ll want to eliminate the Spy first, as he can place Sappers faster than you can remove them. To prevent [[backstab]]s as you work, glance over your shoulder between swings of your [[Wrench]] to check for any approaching “teammates.” Having a Pyro teammate ward over your nest also strongly discourages | + | | The Spy is your natural predator. A skilled Spy acts as your counter; his [[disguise]] doesn’t draw your Sentry Gun’s fire while his [[Electro Sapper]]s can be placed on your buildings without breaking the Spy's disguise. Use your Shotgun to [[Spy-check]] anyone that comes within range of your Sentry Gun and listen carefully for the Spy’s [[cloak|decloaking]] sound. If a Spy saps your equipment, you’ll want to eliminate the Spy first, as he can place Sappers faster than you can remove them. To prevent [[backstab]]s as you work, glance over your shoulder between swings of your [[Wrench]] to check for any approaching “teammates.” Having a Pyro teammate ward over your nest also strongly discourages Spies, especially when there's more than one Engineer set up in an area. When clearing Sappers off of [[Teleporter]] Exits, be sure not to be standing on the exit, as Spies can lie waiting to teleport through and [[telefrag]] you once you clear the Electro Sapper. |
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Revision as of 17:02, 29 July 2011
“ | Son, I'm gonna' blow that dumb look right off your stupid face!
— The Engineer on his battle plan
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Class | Strategy | ||
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![]() Engineer |
vs | ![]() Scout |
If you’re alone, a Scout is a dangerous opponent; he’s like you, but faster and armed with a better Shotgun. Pepper him with your Pistol from far away and try to land Shotgun blasts once he inevitably gets up close. Your Sentry Gun and even your Combat Mini-Sentry Gun, however, can track a Scout’s quick movements and completely deny him access to an area. As long as you babysit your Sentry Gun, it is almost impossible for a Scout to take it out, especially if it is placed in a defensive, concealed position. If he uses Bonk! Atomic Punch to distract your Sentry Gun, consider using the Wrangler to manually target other enemies. |
![]() Engineer |
vs | ![]() Soldier |
It is unwise to directly face a Soldier. If you encounter one, try to lead him into your Sentry Gun or simply retreat. A smart Soldier will use his Rocket Launcher to take out your Sentry Gun from outside its range, take cover between shots, or simply target you first. Stay behind your buildings while constantly repairing them and perhaps use the Wrangler to fight back. If you cannot stop a Soldier from attacking your Sentry Gun from range, pick up and haul it to safety. |
![]() Engineer |
vs | ![]() Pyro |
Stay away from the Pyro’s short Flamethrower range and blast away with your Shotgun or Pistol. Your Sentry Gun should be able to mow him down before he gets within range. However, if your Sentry Gun is poorly placed near a corner, a Pyro can use the Flamethrower’s wide spread to take it out from behind the cover. As long as you babysit your Sentry Gun, a Pyro should not be able to circle-strafe it. |
![]() Engineer |
vs | ![]() Demoman |
A Demoman can fire explosive projectiles to attack you and your buildings from behind cover. Multiple Stickybombs, in particular, are capable of destroying your buildings in just one explosion, rendering you unable to repair them. Avoid placing your Sentry Gun out in the open or right around corners, where a Demoman can easily place a carpet of Stickybombs. Rather than sit behind and continuously repair your buildings, take the fight to an aggressive Demoman with your Shotgun at close range. His ranged weapons inflict self-damage, giving you the advantage once you’re near him. Lay down suppressive fire with your Pistol or Wrangler to stop him from continuously bombarding your buildings. If you are overwhelmed, pick up and haul your Sentry Gun away. |
![]() Engineer |
vs | ![]() Heavy |
At point blank range, a Heavy can destroy even a level three Sentry Gun in a one-on-one fight. You’re not likely to survive against a Heavy in direct combat, so stay behind and repair your Sentry Gun as it does your dirty work. As long as the Heavy does not have backup and is not at close range, a level 3 Sentry Gun under constant repair can tank his fire for the full duration of an ÜberCharge. Crouch between your Sentry Gun and Dispenser to minimize the damage you take. Consider using the Wrangler to take advantage of the Heavy’s slow speed and counter his massive firepower. |
![]() Engineer |
vs | ![]() Engineer |
Because of your defensive nature, you’re unlikely to come up against another Engineer unless one of you is moderately aggressive. More often than not, both of you will have a full nest of buildings up that will deter the other from attacking, so leave taking out enemy Engineer buildings to your teammates. If he’s near his Sentry Gun, the best you’ll probably be able to do is harass him at range with your Pistol. In a one-on-one fight, blast him with your Shotgun while avoiding his attacks. In this situation, the Engineer with a Gunslinger and the ability to place Combat Mini-Sentry Guns for quick support will have an extreme advantage. If you are part of an offensive push, hauling your standard Sentry Gun up to a chokepoint can give you zone control against the enemy Engineer. |
![]() Engineer |
vs | ![]() Medic |
A lone Medic is fodder for your Sentry Gun and about even with you if fighting one-on-one. Avoid the shots from his Syringe Gun while blasting away at close range with your Shotgun. A Medic will generally be found with teammates, so it is unlikely that you will have an opportunity to pick him off. The main problem an enemy Medic will present is when he deploys his ÜberCharge on a teammate to take out your Sentry Gun. While invulnerable, he will generally run in front of his patient to draw fire and knock back from the Sentry Gun, allowing his patient to get close and easily destroy it. Crouch between your Sentry Gun and Dispenser while repairing both to minimize the damage you take. Even when using the Wrangler, take the time to hit your Sentry Gun once with your Wrench; the shield will stay active. If you know you have no chance to save your Sentry Gun, bail out and rebuild once the action dies down. |
![]() Engineer |
vs | ![]() Sniper |
The two of you will likely meet away from your Sentry Gun, as Snipers tend to stay out its targeting range. If either of you is approaching the other, harass him with your Pistol from far away. Once you’re close, your Shotgun or Combat Mini-Sentry Gun can make short work of him. A Sniper is most deadly to you on more open maps. A Sentry Gun that is placed in too forward of a position can be easily picked off at a distance. If you use your Pistol or Wrangler to fight back, you’ll end up exposed. In this case, it’s best to just find a more concealed spot for your Sentry Gun; if the Sniper kills you, he is then free to pick off your structures at his leisure. If you’re desperate, use your Sentry Gun as impromptu cover as you continuously repair it. |
![]() Engineer |
vs | ![]() Spy |
The Spy is your natural predator. A skilled Spy acts as your counter; his disguise doesn’t draw your Sentry Gun’s fire while his Electro Sappers can be placed on your buildings without breaking the Spy's disguise. Use your Shotgun to Spy-check anyone that comes within range of your Sentry Gun and listen carefully for the Spy’s decloaking sound. If a Spy saps your equipment, you’ll want to eliminate the Spy first, as he can place Sappers faster than you can remove them. To prevent backstabs as you work, glance over your shoulder between swings of your Wrench to check for any approaching “teammates.” Having a Pyro teammate ward over your nest also strongly discourages Spies, especially when there's more than one Engineer set up in an area. When clearing Sappers off of Teleporter Exits, be sure not to be standing on the exit, as Spies can lie waiting to teleport through and telefrag you once you clear the Electro Sapper. |
See also
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