Difference between revisions of "Engineer weapons (competitive)"
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===Primary Weapon Usage=== | ===Primary Weapon Usage=== | ||
− | The Shotgun is the best default choice, | + | The Shotgun is the best default choice, because its lack of notable drawbacks makes it useful for nearly any situation. In comparison to the Frontier Justice, you don't have to reload as often, and it does not rely on your metal supply like the Widowmaker. The Frontier Justice's signature revenge crits are powerful game changers that allow you to overpower high health classes in an ambush. It is suitable for Engineers who don't waste their shots as its low clip size can be detrimental in combat. It synergizes well with Gunslinger, as the disposable nature of the Mini-Sentry gun lends itself to easily racking up revenge crits. The Widowmaker is arguably the most powerful Shotgun, as the lack of reload gives you an advantage against most classes in a fire fight. Furthermore, well aimed shots can give you a net gain of metal. Keep in mind however, that the Widowmaker is not efficient without a sufficient metal source and as such, should only be used by Engineers with good aim. |
==Secondary Weapons== | ==Secondary Weapons== |
Revision as of 13:30, 15 October 2012
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 Some or all info may be outdated.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
The stock Shotgun deals consistant short and medium range damage, and can quickly remove stickybombs, the main danger for Engineers.
Weapon | Damage | Critical Damage | Function Times | Special |
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Shotgun |
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The Frontier Justice
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-Sentry Guns.
Weapon | Damage | Critical Damage | Function Times | Special |
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Frontier Justice |
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The Widowmaker
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 Damage | Function Times | Special |
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Widowmaker |
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Pomson 6000
The Pomson 6000 allows the Engineer to deal better with invisible Spies, and to attempt to deter any Medics. It deals strong damage, but has less ammo than the stock Shotgun.
Weapon | Damage | Critical Damage | Function Times | Special |
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Pomson 6000 |
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Primary Weapon Usage
The Shotgun is the best default choice, because its lack of notable drawbacks makes it useful for nearly any situation. In comparison to the Frontier Justice, you don't have to reload as often, and it does not rely on your metal supply like the Widowmaker. The Frontier Justice's signature revenge crits are powerful game changers that allow you to overpower high health classes in an ambush. It is suitable for Engineers who don't waste their shots as its low clip size can be detrimental in combat. It synergizes well with Gunslinger, as the disposable nature of the Mini-Sentry gun lends itself to easily racking up revenge crits. The Widowmaker is arguably the most powerful Shotgun, as the lack of reload gives you an advantage against most classes in a fire fight. Furthermore, well aimed shots can give you a net gain of metal. Keep in mind however, that the Widowmaker is not efficient without a sufficient metal source and as such, should only be used by Engineers with good aim.
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
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 Damage | Function Times | Special |
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Pistol |
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The Wrangler
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 Damage | Function Times | Special |
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Wrangler |
N/A | N/A |
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The Short Circuit
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 Damage | Function Times | Special |
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Short Circuit |
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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
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 Damage | Function Times | Special |
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Wrench |
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The Southern Hospitality
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.
Weapon | Damage | Critical Damage | Function Times | Special |
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Southern Hospitality |
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The Jag
The Jag provides 30% faster building, upgrading, and deploying times, at the cost of reduced melee damage.
Weapon | Damage | Critical Damage | Function Times | Special |
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Jag |
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The Gunslinger
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 |
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Gunslinger |
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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.
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