Difference between revisions of "Basic Engineer strategy"

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The [[Engineer]] is a fragile class with weaker weapons, but he has the unique ability to construct [[Buildings]]. [[Teleporters]] send his teammates to the front lines, [[Sentry Gun]]s ward off enemies, and [[Dispensers]] heal and supply ammunition to his teammates.
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The [[Engineer]] has the unique ability to construct [[Buildings]]. Although he possesses a weaker set of weapons, his [[Sentry Gun]] is more than enough to fend off multiple enemies. His [[Teleporter]] system sends teammates to the front lines while his [[Dispenser]] heals and supplies ammunition. After constructing a building, he can pick up and [[haul]] it to a new location. Proper placement of his buildings can easily decide a game. The Engineer and his buildings will frequently be targeted by [[Demoman|Demomen]] and [[Spy|Spies]]; a well-timed enemy [[ÜberCharge]] can quickly ruin all of his hard work. However, it is most important that the Engineer survives, so that he can continue to make new buildings. A good Engineer will place his buildings in strategic locations and not be afraid to get his hands dirty to defend them.
  
== General ==
 
  
* Hitting [[Buildings]] with the [[Wrench]] will cause them to build twice as fast. This effect stacks with each additional Engineer striking the building.
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==Primary Weapons==
 
 
* You can pack up and carry fully constructed Buildings to new locations.  This is called "[[Buildings#Hauling|Hauling]]".
 
 
 
* If you are hauling a Building and encounter an enemy, put your Building down and fight!  If you die while carrying it, the building will be lost no matter what.
 
 
 
* You can rotate the placement of a Building while the blueprint is out. Changing a [[Sentry Gun]]'s direction allows you to place them in corners and other odd spots. Rotating a [[Teleporter exit]] affects the direction one faces when exiting.
 
 
 
* Switching to a different melee weapon at a [[Respawn#Areas|Resupply Locker]] will destroy all Buildings you own, even if you are switching between the [[Wrench]] and the [[Southern Hospitality]].
 
 
 
* Don't build right on top of other Engineers.  If you're all in one place, one [[Demoman]] or ÜberCharged [[Pyro]] can kill everything at the same time!
 
 
 
* Stay alive!  While your Buildings are important to yourself and your team, you are more important.  Your Buildings are sitting ducks without you, and you can always make more Buildings if you live.
 
 
 
* Be aware!  It's easy to focus too hard on building, but you should be ready at a moment's notice to whack a [[Spy]] or shoot a foe. 
 
 
 
* Kill the Spy!  He can place [[Sappers]] instantly, but your Wrench swings slowly and would still require two hits.  Kill him first and save your Buildings afterward.
 
 
 
* A [[Pyro]] with a [[Homewrecker]] is your very best friend.  He can ignite Spies, blow back projectiles with his [[airblast]], and knock off enemy Sappers in a single blow.
 
 
 
== Weapon Specific ==
 
A list of useful tidbits about the Engineer's tools.
 
  
 
=== [[Shotgun]] ===
 
=== [[Shotgun]] ===
 
{{Icon weapon|weapon=Shotgun|icon-size=100x100px}}
 
{{Icon weapon|weapon=Shotgun|icon-size=100x100px}}
* The Shotgun is a powerful primary weapon.  At mid-range it has the same spread and damage as a Scattergun.  The only difference is that at close range the damage boost is much smaller.
 
  
* The Shotgun is more useful than the Frontier Justice whenever you need to deal more damage over time. Because you aren't metering out hard-earned criticals, you can fire indiscriminately.
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The Shotgun is a deceptively powerful weapon at close to medium range. Use it to defend yourself and scare off enemies that your Sentry Gun cannot attack. Choose the Shotgun over the Frontier Justice if you need to deal more damage over time.
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=== [[Frontier Justice]] ===
 
=== [[Frontier Justice]] ===
 
{{Icon weapon|weapon=Frontier Justice|icon-size=100x100px}}
 
{{Icon weapon|weapon=Frontier Justice|icon-size=100x100px}}
* The Frontier Justice has a clip size of only 3, so marksmanship is key.
 
  
* Even doing Critical damage, you still have to contend with a Shotgun's spread, so make sure you're close enough to do maximum damage.
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Barring magazine size, the Frontier Justice is statistically identical to the Shotgun. Equip the [[Pistol]] so that you can conserve your Revenge crits. You only have three shots, so aim carefully. If you are the one that destroys your own Sentry Gun, you will still receive Revenge crits.
  
* Whenever you move your Sentry Gun up, consider destroying it to give yourself the Revenge Crits.  You can always build a new one at the new location.
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==Secondary Weapons==
 
 
* Use your Revenge Crits carefully.  You don't want to fire them into a [[Dead Ringer]] Spy or waste them on a nearly dead foe!
 
 
 
* Revenge Crits allow you to make offensive pushes.  Use Combat Mini-Sentry Guns to build criticals while delivering short-term Sentry support.
 
  
 
=== [[Pistol]] / [[Lugermorph]] ===
 
=== [[Pistol]] / [[Lugermorph]] ===
 
{{Icon weapon|weapon=Pistol|icon-size=100x100px}} {{Icon weapon|weapon=Lugermorph|icon-size=100x100px}}
 
{{Icon weapon|weapon=Pistol|icon-size=100x100px}} {{Icon weapon|weapon=Lugermorph|icon-size=100x100px}}
* Pistol bullets are surprisingly lethal at close range.  Each one can deal somewhere between 10 and 15 damage per hit, and you have a tremendous supply.  Don't be afraid to fire and keep firing.
 
  
* Watch for retreating enemies and tag them with Pistol fire. An enemy that is falling back is usually injured, so you're likely to bring them down.
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You have a tremendous supply of Pistol bullets, so feel free to spam them at any enemies. Its effectiveness at medium range makes it combo well with [[Sentry gun|Combat Mini-Sentry Guns]].
  
* The Pistol's effectiveness at mid-range makes it a reliable weapon to use in conjunction with the [[Gunslinger]]'s [[Sentry gun|Combat Mini-Sentry Guns]].
 
  
 
=== [[Wrangler]] ===
 
=== [[Wrangler]] ===
 
{{Icon weapon|weapon=Wrangler|icon-size=100x100px}}
 
{{Icon weapon|weapon=Wrangler|icon-size=100x100px}}
* If you use the [[Wrangler]] to aim your Sentry Gun, remember that you cannot switch weapons to repair it without disabling it for three seconds.  Considering asking another Engineer on your team to repair and reload your Sentry Gun while you Wrangle it.
 
  
* With the Wrangler, you can fire your Sentry Gun at enemies outside of the Gun's normal range.
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Use the Wrangler to give your [[Sentry Gun]] extra staying power and allow it to attack enemies outside its normal range. Don't be afraid to allow your Sentry Gun to function normally; its AI is more aware and accurate than you are. By firing at yourself, you can [[Sentry jump]] to unusual locations.
  
* Don't be afraid to use your Gun as a regular Sentry despite the [[Wrangler]].  It's more aware and accurate than you, even if isn't as tough or damaging.
 
  
* You can also use the Wrangler to prevent your Sentry Gun from being distracted by invulnerable enemies such as Scouts using [[Bonk! Atomic Punch]] or ÜberCharged Medics.
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==Melee Weapons==
  
* The Wrangler's shield can be used to defend the Sentry from a distance, even if you can't see the enemy or fire back.
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=== [[Wrench]] / [[Golden Wrench]] ===
 
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{{Icon weapon|weapon=Wrench|icon-size=100x100px}}  {{Icon weapon|weapon=Golden Wrench|icon-size=100x100px}}
* The Wrangler makes you and your Sentry Gun much more vulnerable to flanking.
 
 
 
* Be careful of making Sentry Guns in locations that are only useful if you Wrangle them but will otherwise be too far away to see much action.
 
  
* It is possible to use both the bullets and rockets from your Sentry Gun to propel yourself across the map. This is known as [[Sentry jumping]].
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Hitting buildings with your Wrench will cause them to build twice as fast. When using the Wrench, the game prioritizes repairing buildings over melee combat. If you attack an enemy Spy next to a friendly structure, you will hit the building instead of him. Use your [[Shotgun]] to dispatch nearby foes instead.
  
=== [[Wrench]] / [[Golden Wrench]] ===
 
{{Icon weapon|weapon=Wrench|icon-size=100x100px}}  {{Icon weapon|weapon=Golden Wrench|icon-size=100x100px}}
 
* The game prioritizes repairing buildings over melee combat when using the Wrench.  This means that if there is an enemy Spy next to a friendly structure, you may find that you will hit the building instead of him.  Step back a bit or switch to your [[Shotgun]] if this happens.
 
  
 
=== [[Gunslinger]] ===
 
=== [[Gunslinger]] ===
 
{{Icon weapon|weapon=Gunslinger|icon-size=100x100px}}
 
{{Icon weapon|weapon=Gunslinger|icon-size=100x100px}}
* Psychology works to your advantage.  Most enemies fire at the Mini-Sentry first, giving you a chance to fight back.
 
  
* Avoid idle Mini-Sentry Guns. They are so cheap and fast-building that purely defensive positions are a waste of their potential.
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The additional health the Gunslinger grants makes you a viable attacking force; use your [[Shotgun]] and [[Pistol]] to complement Mini-Sentry fire. The offensive playstyle complements the occasional Revenge crits you'll receive for your Frontier Justice.
  
* Pick up the fallen weapons from dead players.  Each one is a free Mini-Sentry.
 
 
* It is almost always faster and cheaper to demolish and rebuild a Mini-Sentry than it is to reload it.  Also, you'll load up any Revenge Crits that it may have earned.
 
 
* When using the Gunslinger, surprise can be powerful. Place Sentry Guns in ambush positions to help while your team pushes.
 
  
 
=== [[Southern Hospitality]] ===
 
=== [[Southern Hospitality]] ===
 
{{Icon weapon|weapon=Southern Hospitality|icon-size=100x100px}}
 
{{Icon weapon|weapon=Southern Hospitality|icon-size=100x100px}}
* The Southern Hospitality does a great deal more damage than the Wrench, making it nearly as versatile.  Use it unless the enemy team has extremely aggressive Pyros.
 
  
* While not a common occurrence on some maps, be very careful of ÜberCharged Pyros. They will destroy your Sentry nest easily because fire is not blocked by Buildings.
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You're probably going to die if a Pyro corners you anyway, so the fire vulnerability is negligible. The [[bleed]] effect the Southern Hospitality afflicts is useful for tracking down [[cloak]]ed Spies.
  
* The Southern Hospitality will make it easier to track down cloaked Spies. A hit of your Wrench will cause them to bleed, making it much easier to track them as they retreat.
 
  
 
=== [[Jag]] ===
 
=== [[Jag]] ===
 
{{Icon weapon|weapon=Jag|icon-size=100x100px}}
 
{{Icon weapon|weapon=Jag|icon-size=100x100px}}
* The Jag is a good alternative to the Gunslinger.  Haul upgraded Sentry Guns and hit them for an extremely rapid deployment, or build a new Sentry at a forward location.
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* Rebuild Dispensers and Teleporters rapidly at new locations. With the Jag, you can establish a new nest very quickly.
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The Jag will let you establish a new nest of buildings very quickly. Use it to quickly deploy or [[Haul|redeploy]] Sentry Guns at forward locations. It is a weak weapon, so use your [[Shotgun]] against close foes instead.
* The Jag is the least powerful Wrench in combat.  Avoid melee whenever possible, and keep your Shotgun loaded for close range encounters.
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==[[Buildings]]==
 
==[[Buildings]]==
  
A list of useful tidbits about the Engineer's constructions.
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===[[Sentry Gun]]===
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[[File:RED Level 3 Sentry Gun.png|100px|Sentry Gun]]
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Sentry Guns are best used for area denial, not killing. The difference between excellent and average Sentry Gun placement can be very small. When placing a Sentry Gun, note where it can shoot and where the enemy can fire from. Moving it even a few inches can keep it from being picked off by [[Soldier]]s or [[Sniper]]s. Avoid "gimmicky" Sentry positions such as looking down holes in ceilings, in the middle of narrow hallways, or around sharp corners; a Sentry Gun is useless if it can't fire at anyone.
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===Combat Mini-Sentry Gun===
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[[File:Red Mini Sentry.png|100px|Combat Mini-Sentry Gun]]
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Mini-Sentries are cheap to deploy, so don't hesitate to place them out in the open as distractions; players tend to fire at them before you. They are far less useful when placed in defensive positions, where their reduced firepower won't be able to fight enemies off.
  
 
===[[Dispenser]]===
 
===[[Dispenser]]===
 
[[File:Lvl3dispenser.png|100px|Dispenser]]
 
[[File:Lvl3dispenser.png|100px|Dispenser]]
* Dispensers are key to holding positions for long periods.  Where Medics and map pickups fail, Dispensers will carry the weight.  A level 3 Dispenser heals many people rapidly and refills their ammo.
 
  
* They can be used to block enemies in narrow corridors.
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A Dispenser is typically the first building you want to construct. Placing Dispensers in forward locations will keep teammates healthy and allow them to hold an area for a long period of time. You can hop on your own Dispenser to climb to inaccessible places.
  
* You can hop on your own Dispenser and climb up to inaccessible places.
 
 
* They give you a regenerating supply of metal for your Buildings.
 
  
 
===[[Teleporter]]===
 
===[[Teleporter]]===
 
[[File:Telespin.png|100px|Teleporter]]
 
[[File:Telespin.png|100px|Teleporter]]
* Inform your team!  Tell them where it is and where it goes.
 
 
* Build Teleporters often, but be aware that the Teleporter Exit's placement will change your team's strategy.  Poor placement can draw your defenders away or concentrate your teammates in a poor offensive position.  Placing a Teleporter far behind the enemy spawn may seem clever, but you'll often lose if your whole team comes through!
 
 
* They are crucial for most [[Attack/Defend]] and [[Payload]] maps.
 
 
===[[Sentry Gun]]===
 
[[File:RED Level 3 Sentry Gun.png|100px|Sentry Gun]]
 
* The difference between an excellent placement and an average one can sometimes be very small.  Even a few inches can make the difference between a rock solid defense and an exposed Sentry Gun.  Look where the Sentry shoots and where the enemy can fire from.
 
 
 
* Avoid "gimmicky" Sentry positions such as looking down holes in ceilings, in the middle of narrow hallways, or around sharp corners.  They'll score kills, but they're generally easy to destroy.  These are best used for Combat Mini-Sentry Guns, which are disposable.
 
 
* Sentry Guns are best for area denial, not killing.  You want to keep the enemy from pressuring your team, while your team keeps the enemy from pressuring your Sentry Gun.
 
  
== See also ==
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Always have a Teleporter system active, even if the distance covered is short. Be aware that the Teleporter Exit's placement can impact the flow of battle; sending teammates to poor locations will weaken both your offense and defense. Use Teleporters to help a steady tide of reinforcements reach the front lines.
*[[Community Engineer strategy]]
 
*[[Engineer match-ups]]
 
*[[Team strategy]]
 
  
  

Revision as of 23:43, 11 March 2011

The Engineer has the unique ability to construct Buildings. Although he possesses a weaker set of weapons, his Sentry Gun is more than enough to fend off multiple enemies. His Teleporter system sends teammates to the front lines while his Dispenser heals and supplies ammunition. After constructing a building, he can pick up and haul it to a new location. Proper placement of his buildings can easily decide a game. The Engineer and his buildings will frequently be targeted by Demomen and Spies; a well-timed enemy ÜberCharge can quickly ruin all of his hard work. However, it is most important that the Engineer survives, so that he can continue to make new buildings. A good Engineer will place his buildings in strategic locations and not be afraid to get his hands dirty to defend them.


Primary Weapons

Shotgun

Item icon Shotgun.png

The Shotgun is a deceptively powerful weapon at close to medium range. Use it to defend yourself and scare off enemies that your Sentry Gun cannot attack. Choose the Shotgun over the Frontier Justice if you need to deal more damage over time.


Frontier Justice

Item icon Frontier Justice.png

Barring magazine size, the Frontier Justice is statistically identical to the Shotgun. Equip the Pistol so that you can conserve your Revenge crits. You only have three shots, so aim carefully. If you are the one that destroys your own Sentry Gun, you will still receive Revenge crits.

Secondary Weapons

Pistol / Lugermorph

Item icon Pistol.png Item icon Lugermorph.png

You have a tremendous supply of Pistol bullets, so feel free to spam them at any enemies. Its effectiveness at medium range makes it combo well with Combat Mini-Sentry Guns.


Wrangler

Item icon Wrangler.png

Use the Wrangler to give your Sentry Gun extra staying power and allow it to attack enemies outside its normal range. Don't be afraid to allow your Sentry Gun to function normally; its AI is more aware and accurate than you are. By firing at yourself, you can Sentry jump to unusual locations.


Melee Weapons

Wrench / Golden Wrench

Item icon Wrench.png Item icon Golden Wrench.png

Hitting buildings with your Wrench will cause them to build twice as fast. When using the Wrench, the game prioritizes repairing buildings over melee combat. If you attack an enemy Spy next to a friendly structure, you will hit the building instead of him. Use your Shotgun to dispatch nearby foes instead.


Gunslinger

Item icon Gunslinger.png

The additional health the Gunslinger grants makes you a viable attacking force; use your Shotgun and Pistol to complement Mini-Sentry fire. The offensive playstyle complements the occasional Revenge crits you'll receive for your Frontier Justice.


Southern Hospitality

Item icon Southern Hospitality.png

You're probably going to die if a Pyro corners you anyway, so the fire vulnerability is negligible. The bleed effect the Southern Hospitality afflicts is useful for tracking down cloaked Spies.


Jag

Item icon Jag.png

The Jag will let you establish a new nest of buildings very quickly. Use it to quickly deploy or redeploy Sentry Guns at forward locations. It is a weak weapon, so use your Shotgun against close foes instead.


Buildings

Sentry Gun

Sentry Gun

Sentry Guns are best used for area denial, not killing. The difference between excellent and average Sentry Gun placement can be very small. When placing a Sentry Gun, note where it can shoot and where the enemy can fire from. Moving it even a few inches can keep it from being picked off by Soldiers or Snipers. Avoid "gimmicky" Sentry positions such as looking down holes in ceilings, in the middle of narrow hallways, or around sharp corners; a Sentry Gun is useless if it can't fire at anyone.

Combat Mini-Sentry Gun

Combat Mini-Sentry Gun

Mini-Sentries are cheap to deploy, so don't hesitate to place them out in the open as distractions; players tend to fire at them before you. They are far less useful when placed in defensive positions, where their reduced firepower won't be able to fight enemies off.

Dispenser

Dispenser

A Dispenser is typically the first building you want to construct. Placing Dispensers in forward locations will keep teammates healthy and allow them to hold an area for a long period of time. You can hop on your own Dispenser to climb to inaccessible places.


Teleporter

Teleporter

Always have a Teleporter system active, even if the distance covered is short. Be aware that the Teleporter Exit's placement can impact the flow of battle; sending teammates to poor locations will weaken both your offense and defense. Use Teleporters to help a steady tide of reinforcements reach the front lines.