Engineer weapons (competitive)

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Revision as of 15:30, 16 February 2012 by Trjr (talk | contribs) (Major fixes and updates detailing the use of specific weapons in competetive play)
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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 Some or all info may be outdated.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. 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.

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 Shotgun

Shotgun IMG.png

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

Weapon Damage Critical hits|Critical Damage Function Times Special
Shotgun
Shotgun IMG.png
Point-Blank: 90
512u: 6/hit, avg 6 hits
1024u+: 3/hit
Critical: 18/hit (max 180)
Point-Blank Mini-Crit: 121
512u+ 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).


The Frontier Justice

Red Frontier Justice.png

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.

Weapon Damage Critical hits|Critical Damage Function Times Special
Frontier Justice
Red Frontier Justice.png
Point-Blank: 90
512u: 6/hit, avg 6 hits
1024u+: 3/hit
Critical: 18/hit (max 180)
Point-Blank Mini-Crit: 121
512u+ 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.


The Widowmaker

Backpack Widowmaker.png

The Widowmaker has no extra functionality compared to the Shotgun in competitive play, because by the time the engineer's shotgun comes into use

Weapon Damage Critical hits|Critical Damage Function Times Special
Widowmaker
Backpack Widowmaker.png
Point-Blank: 90
512u: 6/hit, avg 6 hits
1024u+: 3/hit
Critical: 18/hit (max 180)
Point-Blank Mini-Crit: 121
512u+ Mini-Crit: 8/hit
Attack: 0.625s
  • Affected by fixed weapon spread (1 extra pellet at center).
  • Damage dealt is returned as metal
  • No reload necessary
  • Uses metal as ammo (30 metal per shot)


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 is a reskin of the Pistol, and therefore has the same stats as the Pistol.

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


The Wrangler

Note: The Wrangler is banned in nearly all of the leagues apart from the UGC Highlander league.

RED Wrangler.png

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.

Weapon Damage Critical hits|Critical Damage Function Times Special
Wrangler
RED Wrangler.png
N/A N/A Sentry Down Time: 3s Banned or restricted in most leagues.
Allows Engineers to directly control their Sentry Guns.
Doubles Sentry Gun rate of fire and improves missile launch rate at Level 3.
Shield provides Sentry 66% damage reduction and remains during down time.


The Short Circuit

Backpack Short Circuit.png

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.

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 4-6 damage.
  • No reloading necessary
  • Uses metal for ammo (35 per shot)
  • No random crits


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.

Melee Weapons

The Wrench

Wrench IMG.png

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.

Weapon Damage Critical hits|Critical Damage Function Times Special
Wrench
Wrench IMG.png
Melee: 65 Critical: 195
Mini-Crit: 88
Attack: 0.8s Hitting friendly buildings increases build speed by 100%.
Damages Sappers, upgrades Buildings, and resupplies Sentry Guns.


The Southern Hospitality

Southern Hospitality.png

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.

Weapon Damage Critical hits|Critical Damage Function Times Special
Southern Hospitality
Southern Hospitality.png
Melee: 65
Bleed Hit: 4
Critical Melee: 195
Mini-Crit Melee: 88
Mini-Crit Bleed: 5
Attack: 0.8s
Bleed Hit: 0.5s
Bleed Duration: 6.0s
Hitting friendly buildings increases build speed by 100%.
Damages Sappers, upgrades Buildings, and resupplies Sentry Guns.
Inflicts Bleeding on hit; total bleed damage 48 (Mini-Crit 60).
Increases fire vulnerability by 20% while equipped.


The Jag

Jag.png

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.

Weapon Damage Critical hits|Critical Damage Function Times Special
The Jag
Jag.png
Melee: 49
Critical Melee: 146
Mini-Crit Melee: 56-76
Attack: 0.8s
Hitting friendly buildings increases build speed by 100%.
Damages Sappers, upgrades Buildings, and resupplies Sentry Guns.
30% faster construction rate.
Melee damage is reduced by 25%.


The Gunslinger

RED Gunslinger.png

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.

Weapon Damage Critical Damage Function Times Special
Gunslinger
RED Gunslinger.png
Melee: 65 Critical: 195
Mini-Crit: 88
Attack: 0.8s Hitting friendly buildings increases build speed by 100%.
Damages Sappers, upgrades Buildings, and resupplies Sentry Guns.
Grants the Engineer an additional 25 Max health.
Allows the Engineer to build Mini-Sentry Guns instead of normal Sentry Guns.
Three consecutive hits results in a guaranteed Critical hit on the third strike.


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.

See also