Difference between revisions of "Engineer weapons (competitive)"

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(Fixed the information about the widowmaker)
(Cleanup.)
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{{competitive}}
 
{{competitive}}
{{update}}
 
  
The '''Engineer''' is a utility class that rarely sees a lot of use in the competitive format. However, when he does it's normally with a level 3 Sentry Gun and Dispenser. Even though he has quite a lot of unlocks the Engineer will normally use the vanilla setup because it accomplishes what he needs to do, area denial.  
+
The '''Engineer''' is a utility class that rarely sees a lot of use in the competitive format. The Engineer is strongest on maps where the enemy is confined to one key route, such as Attack/Defend or Payload maps.
  
 
==Primary Weapon==
 
==Primary Weapon==
The Engineer's primary weapon is the shotgun, a weapon used by other classes as a secondary weapon. This means the Engineer is very ineffective as a combat class, however, any situation requiring an Engineer involves holding back a push from the opposing team, and the Engineer needs to maintain his buildings properly, giving him little time to use his primary and secondary weapons.
+
 
 +
The Engineer's primary weapons are shotguns, which deal some damage, but not enough to take on higher-health classes.
  
 
===The Shotgun===
 
===The Shotgun===
 +
 
[[File:Shotgun IMG.png| 100px|right]]
 
[[File:Shotgun IMG.png| 100px|right]]
The shotgun is used by four of the nine classes, however, only the Engineer carries the shotgun in his primary slot. The high number of pellets makes it effective at close range, but the high pellet spread makes it far less effective at medium to long range. It is a decent weapon to use against enemies who are distracted by trying to take down your sentry, your team's medic, or classes with higher damage output. It provides a the standard amount of bullet knockback, which is enough to change the course of a Pilljumping Demoman or Rocketjumping soldier
+
 
 +
The stock Shotgun deals consistant short and medium range damage, and can quickly remove stickybombs, the main danger for engineers.
 +
 
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
Line 18: Line 21:
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Shotgun]] <br>[[Image:Shotgun IMG.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Shotgun]] <br>[[Image:Shotgun IMG.png|70x39px]]
| style="background-color:#FFF4CC;" | Point-Blank: 90 <br>512u: 6/hit, avg 6 hits <br>1024u+: 3/hit
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 18/hit (max 180) <br>Point-Blank Mini-Crit: 121 <br>512u+ Mini-Crit: 8/hit
+
* '''Point-Blank:''' 90
| style="background-color:#FFF4CC;" | Attack: 0.625s <br>Reload Start: 1.0s <br>Reload More: 0.5s
+
* '''512 units:''' 6/hit, avg 6 hits
| style="background-color:#FFF4CC;" | Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).<br>
+
* '''Over 1024 units:''' 3/hit
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical: 18/hit (max 180)
 +
* '''Point-Blank Mini-crit:''' 121
 +
* '''Over 512 units Mini-crit:''' 8/hit
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.625s
 +
* '''Reload Start:''' 1.0s
 +
* '''Reload More:''' 0.5s
 +
| style="background-color:#FFF4CC;" |
 +
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
 
|}
 
|}
 
<br>
 
<br>
 +
 
===The Frontier Justice===
 
===The Frontier Justice===
 +
 
[[File:Red Frontier Justice.png| 100px|right]]
 
[[File:Red Frontier Justice.png| 100px|right]]
The Frontier Justice isn't seen much in competitive play as the Engineer's default shotgun. Usually, when an engineer's sentry gun is taken down, he himself is also taken down and any revenge crits are reset. The smaller clip size also detracts from the Engineer's ability to deal out damage in defense of a Control Point.
+
 
 +
The Frontier Justice, often abbreviated FJ, provides guaranteed crits for kills and assists earned by the engineers sentry gun. It has a halved clip size, but pairs well with the Gunslinger for disposable, cheap mini-sentries.
 +
 
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
Line 35: Line 52:
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Frontier Justice]] <br>[[Image:Red Frontier Justice.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Frontier Justice]] <br>[[Image:Red Frontier Justice.png|70x39px]]
| style="background-color:#FFF4CC;" | Point-Blank: 90 <br>512u: 6/hit, avg 6 hits <br>1024u+: 3/hit
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 18/hit (max 180) <br>Point-Blank Mini-Crit: 121 <br>512u+ Mini-Crit: 8/hit
+
* '''Point-Blank:''' 90
| style="background-color:#FFF4CC;" | Attack: 0.625s <br>Reload Start: 1.0s <br>Reload More: 0.5s
+
* '''512 units:''' 6/hit, avg 6 hits
| 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.
+
* '''Over 1024 units:''' 3/hit
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 18/hit (max 180)
 +
* '''Point-Blank Mini-crit:''' 121
 +
* '''512 units Mini-crit:''' 8/hit
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.625s
 +
* '''Reload Start:''' 1.0s
 +
* '''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.
 +
*  Gains revenge crits based on Sentry Gun kills.
 +
** Earns one critical hit per assist kill.
 +
** Earns two critical hits per kill.
 
|}
 
|}
 
<br>
 
<br>
  
 
===The Widowmaker===
 
===The Widowmaker===
 +
 
[[File:Backpack Widowmaker.png| 100px|right]]
 
[[File:Backpack Widowmaker.png| 100px|right]]
  
The Widowmaker has no extra functionality compared to the Shotgun in competitive play, because by the time the engineer's shotgun comes into use, the engineer has to be concerned with maintaining his buildings with the metal he does have. The Widowmaker does have the disadvantage of more easily running out of ammunition, leaving the engineer both defenseless and without the ability to maintain his buildings.
+
The Widowmaker allows the Engineer to circumvent reloading by using metal for ammo while granting him metal equal to damage dealt. The Engineer can use this to gain a quick metal boost to upgrade his buildings.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Widowmaker]] <br>[[Image:Backpack Widowmaker.png|140x78px]]
 
! style="background-color:#FFF4CC;" | [[Widowmaker]] <br>[[Image:Backpack Widowmaker.png|140x78px]]
| style="background-color:#FFF4CC;" | Point-Blank: 90 <br>512u: 6/hit, avg 6 hits <br>1024u+: 3/hit
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 18/hit (max 180) <br>Point-Blank Mini-Crit: 121 <br>512u+ Mini-Crit: 8/hit
+
* '''Point-Blank:''' 90
| style="background-color:#FFF4CC;" | Attack: 0.625s  
+
* '''512 units:''' 6/hit, avg 6 hits
 +
* '''Over 1024 units:''' 3/hit
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 18/hit (max 180)
 +
* '''Point-Blank Mini-crit:''' 121
 +
* '''Over 512 units Mini-crit:''' 8/hit
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.625s  
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
 
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
* Damage dealt is returned as metal
+
* Damage dealt is returned as metal.
* No reload necessary
+
* Uses 30 metal per shot as ammo.
* Uses metal as ammo (30 metal per shot)
+
* Deals identical damage ot the shotgun.
 
|}
 
|}
 
<br>
 
<br>
 +
 +
===Pomsom 6000===
 +
 +
[[File:Backpack Pomsom 6000.png| 100px|right]]
 +
 +
'''Note: The Pomsom 6000 is banned in most leagues for acquisition time.'''
  
 
===Primary Weapon Usage===
 
===Primary Weapon Usage===
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The Pistol is the Engineer's default secondary weapon, it has a large amount of ammo and it is good at medium to long range. This means that it complements the Shotgun's small range and means that the Engineer has an effective weapon for all ranges. The Pistol is also particularly effective at harassing fleeing enemies; combined with the fact that it fires and reloads quickly, it can do a fair amount of damage assuming that you can aim it.
 
The Pistol is the Engineer's default secondary weapon, it has a large amount of ammo and it is good at medium to long range. This means that it complements the Shotgun's small range and means that the Engineer has an effective weapon for all ranges. The Pistol is also particularly effective at harassing fleeing enemies; combined with the fact that it fires and reloads quickly, it can do a fair amount of damage assuming that you can aim it.
  
The [[Lugermorph]] is a reskin of the Pistol, and therefore has the same stats as the Pistol.
+
The [[Lugermorph]] has the same stats as the Pistol.
 +
 
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
Line 84: Line 129:
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Pistol]] <br>[[Image:Pistol.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Pistol]] <br>[[Image:Pistol.png|70x39px]]
| style="background-color:#fffae7;" | Point-Blank: 22 <br>512u: 15 <br>1024u+: 8
+
| style="background-color:#FFF4CC;" |
| style="background-color:#fffae7;" | Critical: 45 <br>Point-Blank Mini-Crit: 30 <br>512u+ Mini-Crit: 20
+
* '''Point-Blank:''' 22
| style="background-color:#fffae7;" | Attack: 0.125s <br>Reload: 1.36s
+
* '''512 units:''' 15
| style="background-color:#fffae7;" | If unfired in the past 1.25 seconds, shot has perfect accuracy.
+
* '''Over 1024 units:''' 8
 +
| style="background-color:#FFF4CC;" |
 +
* Critical:''' 45
 +
* '''Point-Blank Mini-crit:''' 30
 +
* '''Over 512 units Mini-crit:''' 20
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.125s
 +
* '''Reload:''' 1.36s
 +
| style="background-color:#FFF4CC;" |
 +
* If unfired in the past 1.25 seconds, the next shot has perfect accuracy.
 
|}
 
|}
 
<br>
 
<br>
 +
 
===The Wrangler===
 
===The Wrangler===
'''Note: The Wrangler is banned in nearly all of the leagues apart from the UGC Highlander league.
+
 
 +
'''Note: The Wrangler is banned most leagues.'''
 +
 
 
[[File:RED Wrangler.png| 100px|right]]
 
[[File:RED Wrangler.png| 100px|right]]
The Wrangler allows the Engineer to take manual control of his Sentry Gun, it also gives the Sentry Gun a protective shield that absorbs a lot of the damage that the Sentry Gun might take. This means that not even eight stickies can take out a wrangled Sentry Gun, this, along with the unlimited range of the Wrangler, is the reason that it's banned in most leagues.
+
 
 +
The Wrangler allows the Engineer to take control of his Sentry Gun, determining what it fires, when it fires, and where it fires. It can fire at an overall faster rate than normal, and shields the sentry from 2/3 of incoming damage. When it is switched out of being active, it will de-activate the sentry for 3 seconds, leaving it shielded for that time.
 +
 
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
Line 102: Line 161:
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Wrangler]] <br>[[Image:RED Wrangler.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Wrangler]] <br>[[Image:RED Wrangler.png|70x39px]]
| style="background-color:#fffae7;" | N/A
+
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#fffae7;" | N/A
+
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#fffae7;" | Sentry Down Time: 3s
+
| style="background-color:#FFF4CC;" |
| 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.
+
* '''Sentry Down Time:''' 3s
 +
| style="background-color:#FFF4CC;" |
 +
* Directly controllable by the Engineer.
 +
** Aims at point player is viewing.
 +
*** Will aim at location "through walls" if unable to be seen directly.
 +
*** Aim has slight lock-on.
 +
** Primary fire fires bullets, secondary fires rockets.
 +
* Shields the Sentry Gun from 2/3 of incoming damage while active, including Sentry down time.
 +
* Doubles rate of bullet fire, and increases the rate of rocket fire.
 
|}
 
|}
 
<br>
 
<br>
 +
 
===The Short Circuit===
 
===The Short Circuit===
 +
 
[[File:Backpack Short Circuit.png| 150px|right]]
 
[[File:Backpack Short Circuit.png| 150px|right]]
  
The Short Circuit destroys projectiles upon firing, making it perfect for defending your Sentry. However, it is very weak against players, dealing only around 5 damage, making the Short Circuit only useful for defensive Engineers who stay with their Sentries. Even then, there must be a continuous supply of metal (preferably a Dispenser), as it uses metal for ammo.
+
The Short Circuit destroys airborne and placed projectiles en masse. It requires 35 ammo per shot, and deals only five damage to players, making it ineffective offensively.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Short Circuit]] <br>[[Image:Backpack Short Circuit.png|140x78px]]
+
! style="background-color:#FFF4CC;" | [[Short Circuit]] <br>[[Image:Backpack Short Circuit.png|140x78px]]
| style="background-color:#fffae7;" | Point-Blank: 5
+
| style="background-color:#FFF4CC;" |
| style="background-color:#fffae7;" | Mini-Crit: 7
+
* '''Point-Blank:''' 5
| style="background-color:#fffae7;" | Attack: ≈0.8s
+
| style="background-color:#FFF4CC;" |
| style="background-color:#fffae7;" |  
+
* '''Mini-crit:''' 7
* On firing, it generates an electrical field that destroys projectiles and deals 4-6 damage.
+
| style="background-color:#FFF4CC;" |
* No reloading necessary
+
* '''Attack:''' ≈0.8s
* Uses metal for ammo (35 per shot)
+
| style="background-color:#FFF4CC;" |  
* No random crits
+
* On firing, it generates an electrical field that destroys projectiles and deals 5 damage to nearby players.
 +
* No reloading necessary.
 +
* Uses metal for ammo (35 per shot).
 +
* No random crits.
 
|}
 
|}
 
<br>
 
<br>
 +
 
===Secondary Weapon Usage===
 
===Secondary Weapon Usage===
Since the Wrangler is banned in the majority of leagues, it comes down to the Pistol and the Short Circuit. The Pistol is for those who worry about getting rid of the enemy, and the Short Circuit is for those who wish to protect their Sentry.
+
 
 +
The Wrangler is best suited to 6v6, but is rarely usable due to restrictions. The Short Circuit is highly useful, as it can deny stickybombs, but requires a more passive engineer, and denies the Engineer of a second ranged weapon. The Pistol can help compliment a shotgun for increased ranged damage, or eliminating spies. Most Engineers tend to use the Short Circuit for this reason.
 +
 
 
==Melee Weapons==
 
==Melee Weapons==
 +
 +
The Engineer's melee weapons determine key characteristics about his Sentry Gun. All of them can upgrade Dispensers, and increase construction rates by 90% by hitting buildings which are being upgraded or built. Damage removes sappers in two hits, and repairs/reloads Sentry Guns.
  
 
===The Wrench===
 
===The Wrench===
 +
 
[[File:Wrench IMG.png| 100px|right]]
 
[[File:Wrench IMG.png| 100px|right]]
As the default melee weapon, the Wrench has no advantages or disadvantages, it is used to speed up the construction of buildings and it can also be used to attack nearby enemy Spies.
 
  
The [[Golden Wrench]] is a reskin of the Wrench, and therefore has the same stats as the Wrench.
+
The stock Wrench can build Sentry Guns that can be upgraded to level three.
 +
 
 +
The [[Golden Wrench]] has the same stats as the Wrench.
 +
The [[Eureka Effect]] has the same stats as the Wrench, except it cannot haul buildings. Instead, alt-fire teleports the Engineer back to spawn with full ammo and health.
 +
 
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
Line 149: Line 230:
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Wrench]] <br>[[Image:Wrench IMG.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Wrench]] <br>[[Image:Wrench IMG.png|70x39px]]
| style="background-color:#FFF4CC;" | Melee: 65
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 195 <br>Mini-Crit: 88
+
* '''Melee:''' 65
| style="background-color:#FFF4CC;" | Attack: 0.8s
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Hitting friendly buildings increases build speed by 100%. <br>Damages [[Sappers]], upgrades [[Buildings]], and resupplies [[Sentry Guns]].
+
* '''Critical:''' 195
 +
* '''Mini-crit:''' 88
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
 +
| style="background-color:#FFF4CC;" |
 +
* Builds a Sentry Gun.
 +
** Level 1:
 +
*** Has 150 points of health.
 +
*** Fires at 4 shots per second.
 +
*** Deals 16 damage per shot.
 +
*** Costs 130 metal.
 +
** Level 2:
 +
*** Has 180 points of health.
 +
*** Fires at 8 shots per second.
 +
*** Deals 16 damage per shot.
 +
*** Costs 200 additional metal to upgrade to this level.
 +
** Level 3:
 +
*** Has 216 points of health.
 +
*** Fires at 8 shots per second and rockets every 3 seconds.
 +
*** Deals 16 damage per shot, and 53-150 per rocket.
 +
*** Costs 200 additional metal to upgrade to this level.
 +
 
 
|}
 
|}
 
<br>
 
<br>
 +
 
===The Southern Hospitality===
 
===The Southern Hospitality===
 +
 
[[File:Southern Hospitality.png| 100px|right]]
 
[[File:Southern Hospitality.png| 100px|right]]
This wrench causes enemies to bleed when they are hit with it, consequently it is rather useful against enemy Spies as bleeding temporarily disables their cloak and causes it to flicker whenever they try to use it. It gives the Engineer and his team a better chance of catching the Spy. The downside of The Southern Hospitality is that it gives the player a 20% vulnerability to fire. This isn't that bad because in a competitive game it is vary rare to see an enemy pyro being used at the same time as an engineer is.  
+
 
 +
The Southern Hospitality functions identically to the stock Wrench with regards to buildings, it simply deals bleeding damage on hit at the cost of increased damage from fire. It also cannot randomly crit.
 +
 
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
Line 166: Line 272:
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Southern Hospitality]] <br>[[Image:Southern Hospitality.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Southern Hospitality]] <br>[[Image:Southern Hospitality.png|70x39px]]
| style="background-color:#FFF4CC;" | Melee: 65 <br>Bleed Hit: 4
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical Melee: 195 <br>Mini-Crit Melee: 88 <br>Mini-Crit Bleed: 5
+
* '''Melee:''' 65
| style="background-color:#FFF4CC;" | Attack: 0.8s <br>Bleed Hit: 0.5s <br>Bleed Duration: 6.0s
+
* '''Bleeding damage:''' 8/second (total 40)
| style="background-color:#FFF4CC;" | Hitting friendly buildings increases build speed by 100%. <br>Damages [[Sappers]], upgrades [[Buildings]], and resupplies [[Sentry Guns]].<br>Inflicts [[Bleeding]] on hit; total bleed damage 48 (Mini-Crit 60). <br>Increases fire vulnerability by 20% while equipped.
+
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 195
 +
* '''Mini-crit:''' 88
 +
* '''Mini-crit Bleeding:''' 10.4/sec (total 54)
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
 +
| style="background-color:#FFF4CC;" |
 +
* Increases fire vulnerability by 20%.
 +
* Builds sentries identically to the stock Wrench.
 
|}
 
|}
 
<br>
 
<br>
 +
 
===The Jag===
 
===The Jag===
 +
 
[[File:Jag.png| 100px|right]]
 
[[File:Jag.png| 100px|right]]
The Jag speeds up the construction of buildings, this comes at the cost of reduced melee damage, this isn't too much of a problem because in a competitive game the Engineer doesn't use melee as much, his primary and secondary weapons are a lot better at dealing damage.
+
 
 +
The Jag provides 30% faster building, upgrading, and deploying times, at the cost of reduced melee damage.
 +
 
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
Line 183: Line 301:
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[The Jag]] <br>[[Image:Jag.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[The Jag]] <br>[[Image:Jag.png|70x39px]]
| style="background-color:#FFF4CC;" | Melee: 49<br>
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical Melee: 146 <br>Mini-Crit Melee: 56-76<br>
+
* '''Melee: 49'''
| style="background-color:#FFF4CC;" | Attack: 0.8s<br>
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Hitting friendly buildings increases build speed by 100%. <br>Damages [[Sappers]], upgrades [[Buildings]], and resupplies [[Sentry Guns]].<br>30% faster construction rate. <br>Melee damage is reduced by 25%.
+
* '''Critical:''' 146
 +
* '''Mini-crit:''' 66
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
 +
| style="background-color:#FFF4CC;" |
 +
* 30% faster construction and deployment rate.
 +
** The construction rate is only 15.8% faster when striking the building (as compared to stock). It is 120% faster when striking than standard building (with stock).
 +
* 25% less melee damage.
 +
* Builds sentries identically to the stock Wrench.
 
|}
 
|}
 
<br>
 
<br>
  
 
===The Gunslinger===
 
===The Gunslinger===
 +
 
[[File:RED Gunslinger.png| 100px|right]]
 
[[File:RED Gunslinger.png| 100px|right]]
The Gunslinger is an unlock that allows the Engineer to deploy smaller, non-upgradeable Sentry Guns which only cost 100 metal instead of the usual 125 metal that a normal level one Sentry Gun requires. The Mini Sentries fire twice as fast however they cannot be repaired when they are damaged. The Gunslinger sees even less use that the normal Engineer in competitive games because the main idea of using an Engineer is that the Sentry Gun will take the full brunt of the opposing Ubercharge, the Mini Sentry doesn't have the health to do this. Instead it uses a different tactic, it is meant to distract and annoy the enemy, it can excel at this as it is hard for Scouts to kill a Mini Sentry if it is deployed in a smart position. For example the window at Badlands middle.
+
 
 +
The Gunslinger provides the Engineer with a smaller, faster turret. It cannot be upgraded, repaired, or sped up in building. The Gunslinger cannot randomly crit, but the third hit of any three-hit combo will be a guaranteed critical hit. It provides the Engineer with an additional 25 health.
 +
 
 +
 
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
Line 201: Line 331:
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Gunslinger]] <br>[[Image:RED Gunslinger.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Gunslinger]] <br>[[Image:RED Gunslinger.png|70x39px]]
| style="background-color:#FFF4CC;" | Melee: 65
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 195 <br>Mini-Crit: 88
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* '''Melee:''' 65
| style="background-color:#FFF4CC;" | Attack: 0.8s
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| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Hitting friendly buildings increases build speed by 100%. <br>Damages [[Sappers]], upgrades [[Buildings]], and resupplies [[Sentry Guns]].<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.
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* '''Critical:''' 195
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* '''Mini-crit:''' 88
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| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
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| style="background-color:#FFF4CC;" |
 +
* Builds a Mini-Sentry as opposed to a Sentry Gun.
 +
** Has 100 points of health.
 +
** Fires at 6 shots per second.
 +
** Deals 8 damage per shot.
 +
** Costs 100 metal.
 +
** Cannot be upgraded or repaired. Can be reloaded.
 
|}
 
|}
 
<br>
 
<br>
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===Melee Weapon Usage===
 
===Melee Weapon Usage===
The normal Wrench is the most widely used because it doesn't have any disadvantages, the extra construction speed given by the Jag is nice but it isn't really required. Having said that though, all of the other wrenches can be used and it's down to personal preference at the end of the day and also depending on whether it's banned or not.
+
 
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The stock Wrench provides solid melee damage with a normal Sentry Gun. The Southern Hospitality is viable if a Pyro is not likely. The Jag is useful if the Engineer is capable of dealing with spies without melee. The Gunslinger pairs well with the Frontier Justice for quick Sentry Deployment and critical hits. However, it fails to have quite the strength of a level 3 sentry gun. The Eureka effect is rarely useful, as the Engineer isn't a class which tends to rebuild, if his gear goes down he switches classes. The Jag is a popular option, but in case of melee necessity, the stock Wrench is a solid favorite.
  
 
== See also ==
 
== See also ==

Revision as of 01:50, 22 February 2012

This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.

The Engineer is a utility class that rarely sees a lot of use in the competitive format. The Engineer is strongest on maps where the enemy is confined to one key route, such as Attack/Defend or Payload maps.

Primary Weapon

The Engineer's primary weapons are shotguns, which deal some damage, but not enough to take on higher-health classes.

The Shotgun

Shotgun IMG.png

The stock Shotgun deals consistant short and medium range damage, and can quickly remove stickybombs, the main danger for engineers.

Weapon Damage Critical hits|Critical Damage Function Times Special
Shotgun
Shotgun IMG.png
  • Point-Blank: 90
  • 512 units: 6/hit, avg 6 hits
  • Over 1024 units: 3/hit
  • Critical: 18/hit (max 180)
  • Point-Blank Mini-crit: 121
  • Over 512 units Mini-crit: 8/hit
  • Attack: 0.625s
  • Reload Start: 1.0s
  • Reload More: 0.5s


The Frontier Justice

Red Frontier Justice.png

The Frontier Justice, often abbreviated FJ, provides guaranteed crits for kills and assists earned by the engineers sentry gun. It has a halved clip size, but pairs well with the Gunslinger for disposable, cheap mini-sentries.

Weapon Damage Critical hits|Critical Damage Function Times Special
Frontier Justice
Red Frontier Justice.png
  • Point-Blank: 90
  • 512 units: 6/hit, avg 6 hits
  • Over 1024 units: 3/hit
  • Critical: 18/hit (max 180)
  • Point-Blank Mini-crit: 121
  • 512 units Mini-crit: 8/hit
  • Attack: 0.625s
  • Reload Start: 1.0s
  • Reload More: 0.5s
  • Affected by fixed weapon spread (1 extra pellet at center).
    Has half the clip size of the Shotgun.
    Can fire Revenge Crits upon a Sentry Gun's destruction.
  • Gains revenge crits based on Sentry Gun kills.
    • Earns one critical hit per assist kill.
    • Earns two critical hits per kill.


The Widowmaker

Backpack Widowmaker.png

The Widowmaker allows the Engineer to circumvent reloading by using metal for ammo while granting him metal equal to damage dealt. The Engineer can use this to gain a quick metal boost to upgrade his buildings.

Weapon Damage Critical hits|Critical Damage Function Times Special
Widowmaker
Backpack Widowmaker.png
  • Point-Blank: 90
  • 512 units: 6/hit, avg 6 hits
  • Over 1024 units: 3/hit
  • Critical: 18/hit (max 180)
  • Point-Blank Mini-crit: 121
  • Over 512 units Mini-crit: 8/hit
  • Attack: 0.625s
  • Affected by fixed weapon spread (1 extra pellet at center).
  • Damage dealt is returned as metal.
  • Uses 30 metal per shot as ammo.
  • Deals identical damage ot the shotgun.


Pomsom 6000

Note: The Pomsom 6000 is banned in most leagues for acquisition time.

Primary Weapon Usage

The Shotgun is the best choice, simply because you don't have to reload as often as you do with the Frontier Justice. As well as the more frequent reloading, it's very unlikely that you will get, or be able to use the Revenge Crits. The Widowmaker is out of its place, as the Shotgun is only really for enemies out of the Sentry's range, and the Widowmaker is not efficient without a sufficient metal source.

Secondary Weapons

The Engineer only has three choices and one of them, The Wrangler is banned in the vast majority of leagues, this leaves the Engineer with the Pistol and the Short Circuit.

The Pistol

Pistol.png

The Pistol is the Engineer's default secondary weapon, it has a large amount of ammo and it is good at medium to long range. This means that it complements the Shotgun's small range and means that the Engineer has an effective weapon for all ranges. The Pistol is also particularly effective at harassing fleeing enemies; combined with the fact that it fires and reloads quickly, it can do a fair amount of damage assuming that you can aim it.

The Lugermorph has the same stats as the Pistol.

Weapon Damage Critical hits|Critical Damage Function Times Special
Pistol
Pistol.png
  • Point-Blank: 22
  • 512 units: 15
  • Over 1024 units: 8
  • Critical: 45
  • Point-Blank Mini-crit: 30
  • Over 512 units Mini-crit: 20
  • Attack: 0.125s
  • Reload: 1.36s
  • If unfired in the past 1.25 seconds, the next shot has perfect accuracy.


The Wrangler

Note: The Wrangler is banned most leagues.

RED Wrangler.png

The Wrangler allows the Engineer to take control of his Sentry Gun, determining what it fires, when it fires, and where it fires. It can fire at an overall faster rate than normal, and shields the sentry from 2/3 of incoming damage. When it is switched out of being active, it will de-activate the sentry for 3 seconds, leaving it shielded for that time.

Weapon Damage Critical hits|Critical Damage Function Times Special
Wrangler
RED Wrangler.png
N/A N/A
  • Sentry Down Time: 3s
  • Directly controllable by the Engineer.
    • Aims at point player is viewing.
      • Will aim at location "through walls" if unable to be seen directly.
      • Aim has slight lock-on.
    • Primary fire fires bullets, secondary fires rockets.
  • Shields the Sentry Gun from 2/3 of incoming damage while active, including Sentry down time.
  • Doubles rate of bullet fire, and increases the rate of rocket fire.


The Short Circuit

Backpack Short Circuit.png

The Short Circuit destroys airborne and placed projectiles en masse. It requires 35 ammo per shot, and deals only five damage to players, making it ineffective offensively.

Weapon Damage Critical hits|Critical Damage Function Times Special
Short Circuit
Backpack Short Circuit.png
  • Point-Blank: 5
  • Mini-crit: 7
  • Attack: ≈0.8s
  • On firing, it generates an electrical field that destroys projectiles and deals 5 damage to nearby players.
  • No reloading necessary.
  • Uses metal for ammo (35 per shot).
  • No random crits.


Secondary Weapon Usage

The Wrangler is best suited to 6v6, but is rarely usable due to restrictions. The Short Circuit is highly useful, as it can deny stickybombs, but requires a more passive engineer, and denies the Engineer of a second ranged weapon. The Pistol can help compliment a shotgun for increased ranged damage, or eliminating spies. Most Engineers tend to use the Short Circuit for this reason.

Melee Weapons

The Engineer's melee weapons determine key characteristics about his Sentry Gun. All of them can upgrade Dispensers, and increase construction rates by 90% by hitting buildings which are being upgraded or built. Damage removes sappers in two hits, and repairs/reloads Sentry Guns.

The Wrench

Wrench IMG.png

The stock Wrench can build Sentry Guns that can be upgraded to level three.

The Golden Wrench has the same stats as the Wrench. The Eureka Effect has the same stats as the Wrench, except it cannot haul buildings. Instead, alt-fire teleports the Engineer back to spawn with full ammo and health.

Weapon Damage Critical hits|Critical Damage Function Times Special
Wrench
Wrench IMG.png
  • Melee: 65
  • Critical: 195
  • Mini-crit: 88
  • Attack: 0.8s
  • Builds a Sentry Gun.
    • Level 1:
      • Has 150 points of health.
      • Fires at 4 shots per second.
      • Deals 16 damage per shot.
      • Costs 130 metal.
    • Level 2:
      • Has 180 points of health.
      • Fires at 8 shots per second.
      • Deals 16 damage per shot.
      • Costs 200 additional metal to upgrade to this level.
    • Level 3:
      • Has 216 points of health.
      • Fires at 8 shots per second and rockets every 3 seconds.
      • Deals 16 damage per shot, and 53-150 per rocket.
      • Costs 200 additional metal to upgrade to this level.


The Southern Hospitality

Southern Hospitality.png

The Southern Hospitality functions identically to the stock Wrench with regards to buildings, it simply deals bleeding damage on hit at the cost of increased damage from fire. It also cannot randomly crit.

Weapon Damage Critical hits|Critical Damage Function Times Special
Southern Hospitality
Southern Hospitality.png
  • Melee: 65
  • Bleeding damage: 8/second (total 40)
  • Critical: 195
  • Mini-crit: 88
  • Mini-crit Bleeding: 10.4/sec (total 54)
  • Attack: 0.8s
  • Increases fire vulnerability by 20%.
  • Builds sentries identically to the stock Wrench.


The Jag

Jag.png

The Jag provides 30% faster building, upgrading, and deploying times, at the cost of reduced melee damage.

Weapon Damage Critical hits|Critical Damage Function Times Special
The Jag
Jag.png
  • Melee: 49
  • Critical: 146
  • Mini-crit: 66
  • Attack: 0.8s
  • 30% faster construction and deployment rate.
    • The construction rate is only 15.8% faster when striking the building (as compared to stock). It is 120% faster when striking than standard building (with stock).
  • 25% less melee damage.
  • Builds sentries identically to the stock Wrench.


The Gunslinger

RED Gunslinger.png

The Gunslinger provides the Engineer with a smaller, faster turret. It cannot be upgraded, repaired, or sped up in building. The Gunslinger cannot randomly crit, but the third hit of any three-hit combo will be a guaranteed critical hit. It provides the Engineer with an additional 25 health.


Weapon Damage Critical Damage Function Times Special
Gunslinger
RED Gunslinger.png
  • Melee: 65
  • Critical: 195
  • Mini-crit: 88
  • Attack: 0.8s
  • Builds a Mini-Sentry as opposed to a Sentry Gun.
    • Has 100 points of health.
    • Fires at 6 shots per second.
    • Deals 8 damage per shot.
    • Costs 100 metal.
    • Cannot be upgraded or repaired. Can be reloaded.


Melee Weapon Usage

The stock Wrench provides solid melee damage with a normal Sentry Gun. The Southern Hospitality is viable if a Pyro is not likely. The Jag is useful if the Engineer is capable of dealing with spies without melee. The Gunslinger pairs well with the Frontier Justice for quick Sentry Deployment and critical hits. However, it fails to have quite the strength of a level 3 sentry gun. The Eureka effect is rarely useful, as the Engineer isn't a class which tends to rebuild, if his gear goes down he switches classes. The Jag is a popular option, but in case of melee necessity, the stock Wrench is a solid favorite.

See also