工程師對應的敵手
兵種 | 戰略 | ||
---|---|---|---|
工程師 |
vs | 偵察兵 |
在獨自一人時,偵察兵是個極具威脅性的兵種。
偵察兵有很多點和你相似:同樣的彈著區和相似的武器。 但偵察兵速度快、敏捷、能跳得很高和很難打中他...很顯然你並不能。 試著拉開距離,並在閃躲雙管散彈槍的子彈時用自己的散彈槍反擊。 如果你使用機械槍手的話,放置一個迷你戰鬥步哨就可提供你立擊的火力支援或分散偵察兵的注意,殺掉他或是選擇逃走。 最好避免和有經驗的偵查兵對戰,因為他們能用雙管散彈槍對你造成比散彈槍更大的傷害。 不過你如果在步哨防禦槍附近的話,情況就會不一樣了,因為步哨防禦槍可以輕鬆地把來犯的偵察兵撲殺掉。 雖然偵察兵躲不掉步哨的子彈(拜見偵察兵video?那只是影片...),在一定的距離下他們還是能在步哨對準他們前找到掩護。 這種狀況可以在擺放步哨在正確位置下解決。如果放在小房間或轉角處,就能擋住偵察兵,使他必須要另尋支援。 使用Bonk! 原子擊的偵察兵會是個威脅,他們可以用無敵的那段時間跑到你或者是補給器後面,造成步哨把你殺死、甚至會因為補給器阻擋了視線而不攻擊。只要專心等到偵察兵無敵效用一退去時立刻幹掉他以去掉不必要的麻煩。 偵察兵使用原子擊時,很可能是個誘敵戰術,造成你的步哨轉向去攻擊他,讓其他敵方趁機摧毀你的步哨。 如果你有牧馬遙控器,你可以手動瞄準那些攻擊你步哨的敵人,讓他們的誘敵戰術失效。 |
工程師 |
vs | 火箭兵 |
獨自一人遇到火箭兵時,除非他深受重傷到你可以一槍殺死的地步,否則請避免跟他戰鬥。逃跑或是引誘他到步哨的射程內會是較安全的做法。
保護步哨時請注意:火箭兵能連續發射他們的火箭發射器毀掉你的建築,甚至是在很遠、很遠、很遠的距離摧毀你的步哨。 隨時維修你的步哨,也請讓自己待在步哨後面以盡量避免火箭的爆炸傷害。如果可以的話,在步哨攻擊火箭兵時一起用散彈槍或手槍攻擊他。 拿著"直擊火箭"的火箭兵威脅比較大,因為他們能一發就把你炸死,兩發就能毀掉一台完全升級、完好的步哨。 要步哨撐過兩發"直擊火箭"火箭的轟炸,是不太可能的。在這種"直擊火箭"火箭發射器轟炸的情況下,你最好請求你的隊友的支援,使火箭兵比較沒辦法打中你,因為爆炸範圍小的"直接命中"需要更精準的瞄準。 |
工程師 |
vs | 噴火兵 |
當只有你一人時,隨時待在敵方噴火兵的火焰噴射器射程外,然後用你的散彈槍轟走她,或是遠距離時用手槍更適合。但是,如果你已架設了步哨防禦槍,它能在噴火兵衝到你面前時把她打趴在地上。試著不要在淺的轉角架設步哨,因為這樣噴火兵就能在射擊範圍外輕鬆燒爆它。同時也要記得:一個厲害的噴火兵可以在火焰攻擊時同時繞著步哨以躲避攻擊,再把你一起燒死而毫髮無傷。所以只要噴火兵的火焰噴射器進不去你的步哨範圍內,她應該不成威脅。當然,嚴重燒傷時,記得要撤退去使用你的補給器補血。
噴火兵的家庭防衛者值得一提,因為它損害建築物的值,比其他任何肉搏武器都還要高2倍。只要噴火兵在沒死的情況下能成功進到你步哨附近,它可以在最多2次揮擊之內毀掉任何建築。 |
工程師 |
vs | 爆破兵 |
如同火箭兵,爆破兵會對工程師和他的步哨造成很大的威脅。他們可以在射距外投擲一堆黏彈和榴彈,能夠一下子就能把你和步哨防禦槍炸掉。黏彈尤其是極具致命性,它比榴彈更能掌握著地點。想要避免這點,就盡量別把步哨放置在轉角或是明顯的地方。至於用槍擊破黏彈,雖然可行,但建議你別這麼做,因為在你好不容易打掉一、兩個時,敵方爆破兵早就炸死你了。如果一個爆破兵正想要用黏彈炸會你的布哨,請用你的散彈槍攻擊他。並且嘗試在近距離和他戰鬥直到他用盡他的黏彈。在一對一的戰鬥中,保持在中距離,用你的散彈槍邊旋轉邊攻擊。另外,如果你在一個不能清除黏彈也不能攻擊到炸彈兵的位置時,請搬起你的布哨然後快跑!
If they have a shield instead of stickies, they are less threatening to your Sentry Gun. The Targe will only protect them from level 3 Sentry Gun rockets. Take note of Demomen using the charge to bypass your Sentry Gun and hide behind something where they can lob grenades at you and your Sentry Gun. |
Engineer |
vs | Heavy |
A Heavy/zh-hant can use the high rate of fire from his Minigun to destroy a level one Sentry Gun, and even take out higher level Sentry Guns when paired up with a Medic. To remedy this, stick with your Sentry Gun and keep it well repaired until it takes out the Heavy, and hopefully his Medic partner as well. Some Heavies may try to shoot at your Sentry Gun while remaining safely around a corner, if this is the case, just keep it repaired until he runs out of ammo, then go at him with your Shotgun or Pistol (if he has the Sandvich equipped instead of his Shotgun, he will be almost completely helpless as long as you keep out of range of his Fists). If they are ÜberCharge/zh-hantd, do your best to keep your Sentry Gun repaired until the charge wears off. Your best bet is to use your Sentry Gun as a shield as you repair it with a nearby supply of metal. Coordinate with teammates to push the Heavy back with explosions or Compression blasts. Due to the Heavy's slow move speed, it will take him a while to move back, giving you more time to repair. If it is clear that you cannot save your Sentry Gun, it's better to run, and live to fight another day. In a one-on-one encounter, it is best to flee, as a Heavy will likely mow you down before you can take him out with your Shotgun. On the other hand you could be able to win against a Heavy after he mowed down your Sentry Gun if you have the Frontier Justice equipped as long as he isn't being healed by a Medic and you got enough Sentry Gun kills. |
Engineer |
vs | Engineer |
Usually taking out other Engineers is a job for your other teammates. It is very rare to find yourself in a one-on-one encounter with an enemy Engineer/zh-hant, though it can happen in Sudden Death or Arena mode. You can try to blast him with your Shotgun before he can take you down with his, but more often than not you will both have Sentry Guns and also Dispensers up that prevent this sort of quick resolution. Usually this matchup comes down to how well you manage your buildings. If your Sentry Gun is destroyed and the enemy's is still functional, you're usually in big trouble. Try to use a Scout corner creeping Pistol strategy on your enemy's Sentry Gun if it is unattended. Your enemy will respond by either repairing using metal from his Dispenser, or attacking your Sentry Gun in turn. If the latter, then it's a race! If he repairs, it might be possible to continue shooting until he runs out of metal from his Dispenser, but this might take awhile. If this doesn't seem to be working, consider picking up and moving your Sentry Gun to a position where it can surprise your foe or even hit him while he repairs his own Sentry Gun. Since this match-up is often a stalemate, be as proactive and unpredictable as possible to try to force your opponent to make a mistake, but be careful of losing patience and making one yourself!
The various Engineer unlockable weapons can add a lot of variation to this scenario. Revenge Crits from the Frontier Justice can be used to quickly finish an enemy Engineer even if he is being guarded by a Sentry Gun -- remember if your enemy is the last person left alive on his team killing him will end the round and shut down his Sentry Gun. If your opponent is using Combat Mini-Sentry Guns, try moving your Level 2 or 3 Sentry Gun and unloading it in range of the mini-Sentry and then tanking it a little with your self and repairing as needed. Due to its low damage, you can beat a mini-Sentry with a regular Sentry Gun in this way, forcing your opponent back or even killing him. Going up against Wrangler users can be tough, as they can often prevent you from killing their Sentry Guns through "corner creeping" however there are some weaknesses you can exploit. The lack of auto-targeting means you might be able to sneak into range of the Engineer himself without him noticing you. If you can get close enough, finish him with Revenge Crits! Finally, always remember the Revenge Crits of your opponent. Don't get caught by surprise! |
Engineer |
vs | Medic |
Medic/zh-hants, alone, are cannon fodder for your Sentry Gun, but when using an ÜberCharge, they can spell danger for an Engineer. Simply keep your Sentry Gun repaired until the charge wears off and it will hopefully take out the Medic. Sentry Guns have very high pushing power, but a Medic can go in front of his patient to take up the push back and allow his patient to finish the Sentry Gun off. Should the Über-team come close enough to put you or your Sentry Gun in terminal danger, bail out immediately and prepare to rebuild when the action dies down. In a one-on-one fight, avoid their Syringe Gun/zh-hant shots and Bonesaw/zh-hant while blasting away with your Shotgun. |
Engineer |
vs | Sniper |
With the Engineer update, Sniper become the second greatest threat to Engineers, due to the fact that when the Sentry Gun is on auto, it is rare for a Sniper/zh-hant to be in range of your Sentry Gun to be killed by it. This is especially true on more open maps, where he can stay out of range while damaging your Sentry Gun (or you if you are using Wrangler) with either a charged Sniper Rifle/zh-hant shots or Huntsman.
Thus, it is very important to stay with your Sentry Gun and help it unpack. When using an auto Sentry Gun, and it is certain that even the Sniper will be in range of the Sentry Gun, it's best to stay with with it and keep it repaired. If you have a Wrangler, use its shield to your advantage, and keep shoot firing at the Sniper to disrupte his shot while keeping yourself mobile. If you are using a Combat Mini-Sentry Gun, either use it as a distraction, or use the wrangler; feel free to use the Pistol to give yourself extras shots. At close range, blast the Sniper with your Shotgun or your melee, while avoiding his Kukri/zh-hant/Tribalman's Shiv/zh-hant and Submachine Gun/zh-hant shots. The Level 3 Sentry Gun provides modest cover from headshots, but at times you benefit most from setting up in a spot safe from Sniper fire. Be sure to alert your team when a Sniper targets your Sentry Gun. Lastly, you can use your Pistol if your not under any other threat. When you are in an attack advantage position, be sure to keep flanking the Sniper nests/battlements with Wrangler to minimize a Sniper threat. |
Engineer |
vs | Spy |
The Spy is the Natural predator of the Engineer. Engies really, really hate Spies. A skilled Spy/zh-hant in disguise and his Electro Sapper/zh-hants can act to counter you, but as long as your teammates are around you and you're alert, they shouldn't pose as great a threat as they would do. Spy-check anyone coming within range of your Sentry Gun, and listen carefully for the decloaking sound that Spies make. If a Spy places Sappers on your equipment, your top priority is to remove the Spy, either by yelling to your teammates for help or blasting him a few times with the Shotgun. When he saps your Sentry Gun, you can expect he'll attempt to backstab you to prevent you from removing it, as by the time you respawn, your buildings have a slim chance of still being around (unless an Engie or Pyro buddy saves them). Try to position yourself so that you can see the Spy as you are whacking the Electro Sapper. If you can see him, he can't backstab you. If you prevent him from backstabbing you long enough, help will have likely arrived. When the Spy is no longer a threat, remove the Electro Sapper immediately (by hitting it with your Wrench/zh-hant) to prevent further damage and repair. Be warned that a Spy can sap faster than you can repair, so if you don't take him out, he will eventually destroy your equipment. To prevent surprise stab-saps, it's useful to glance over your shoulder between Wrench-swings as you build or repair one of your buildings If a Spy saps a structure when you're too far to save it, inform your teammates and keep your guard. Remember that the Spy is much less effective when your team is actively pursuing him. Never stand on, or even near your Teleporters, even when you need to whack off an Electro Sapper, Spy's can telefrag you and sap the rest of your stuff. Ask a Pyro to protect your buildings as the Pyro is the best Spy Checker you can have. |