Difference between revisions of "Anti-Engineer strategy"
m (Auto: WordFilter(Sentry Guns/Sentries(?!\s+Gun) → Sentry Guns) (Review RC#2873342)) |
(This should summarize the Pomson's weaknesses and counterplay clearly.) |
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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 | + | * The Pomson 6000 is a weak weapon if you can catch the Engineer alone. The weapon must be reloaded often, and its projectiles fire slowly, move slowly, and deal weak damage. |
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* The Pomson 6000's projectiles drain abilities that are effective against his buildings, draining the [[Medic]]'s [[ÜberCharge]] and [[Spy]]'s [[Cloak]]. Medics and Spies should look out for this weapon. | * The Pomson 6000's projectiles drain abilities that are effective against his buildings, draining the [[Medic]]'s [[ÜberCharge]] and [[Spy]]'s [[Cloak]]. Medics and Spies should look out for this weapon. | ||
** At longer distances, the Pomson 6000's projectiles drain less ÜberCharge or Cloak. The Engineer has to put himself in 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 firing range to drain a significant amount. | ||
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* An Engineer will typically use the Pistol for long range harassment. It is a relatively weak weapon, so shrug off the bullets as you make your way towards his buildings. | * An Engineer will typically use the Pistol for long range harassment. It is a relatively weak weapon, so shrug off the bullets as you make your way towards his buildings. | ||
** Unlike the Scout, the Engineer has nearly unlimited Pistol ammunition; don't expect him to run out. | ** Unlike the Scout, the Engineer has nearly unlimited Pistol ammunition; don't expect him to run out. | ||
− | * After | + | * After the Engineer uses up his Shotgun's clip, he may switch to his Pistol to finish you off. Stay vigilant even after he fires his final shot. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Wrangler}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Wrangler}} + '''reskins''' | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Gunslinger}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Gunslinger}} | ||
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− | * Equipping the Gunslinger | + | * Equipping the Gunslinger gives the Engineer an additional 25 base health in exchange for weaker but quicker deploying Combat Mini-Sentry Guns. Expect a Gunslinger Engineer to take on a more offensive role in battle. |
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* Expect to find a Gunslinger Engineer near the front lines, away from his other buildings. If you know where his Dispenser and Teleporter are, they may be easier to destroy. | * Expect to find a Gunslinger Engineer near the front lines, away from his other buildings. If you know where his Dispenser and Teleporter are, they may be easier to destroy. | ||
− | * | + | * Combat Mini-Sentry Guns are much weaker at area-denial, but a Gunslinger Engineer can deploy them quickly at close range. They have respectable firepower when combined with the Engineer's Shotgun. |
+ | * When fighting a Gunslinger Engineer, you are forced to choose between two targets. Take out the Mini-Sentry with one hit before it fully constructs, as it starts with only 50 health, or move out of its line of fire. | ||
+ | * An Engineer chasing an enemy with his bare Gunslinger will try utilizing the Gunslinger's triple-hit combo. If he threatens to land the third, critical hit, create distance so he will have to switch weapons. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Southern Hospitality}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Southern Hospitality}} |
Revision as of 05:38, 2 January 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 |
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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; Medics should not use the Kritzkrieg against a Sentry Gun.
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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