Engineer (competitive)
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The Engineer (oftentimes shortened to "engy", "engie", "engi", or "engee") is a situational utility class sometimes used in the standard competitive lineup, valued for his defensive support and area denial capabilities.
Contents
Information
Health
Class | Health | Overheal | Quick-Fix Overheal |
---|---|---|---|
Scout | 125 | 185 | 158 |
With the Sandman equipped | 110 | 165 | 139 |
Soldier | 200 | 300 | 251 |
With the Battalion's Backup equipped | 220 | 330 | 276 |
Pyro | 175 | 260 | 220 |
Demoman | 175 | 260 | 220 |
With weapon slot boots equipped | 200 | 300 | 251 |
With a head-taking melee weapon equipped with 0 heads | 150 | 225 | 189 |
With a head-taking melee weapon equipped with 1 head | 165 | 245 | 208 |
With a head-taking melee weapon equipped with 2 heads | 180 | 270 | 226 |
With a head-taking melee weapon equipped with 3 heads | 195 | 290 | 245 |
With a head-taking melee weapon with 4 or more heads | 210 | 315 | 264 |
With weapon slot boots and a head-taking melee weapon equipped with 0 heads | 175 | 260 | 220 |
With weapon slot boots and a head-taking melee weapon equipped with 1 head | 190 | 285 | 239 |
With weapon slot boots and a head-taking melee weapon equipped with 2 heads | 205 | 305 | 258 |
With weapon slot boots and a head-taking melee weapon equipped with 3 heads | 220 | 330 | 276 |
With weapon slot boots and a head-taking melee weapon equipped with 4 or more heads | 235 | 350 | 295 |
Heavy | 300 | 450 | 376 |
Under the effects of the Dalokohs Bar or Fishcake | 350 | 500† | 426 |
With the Fists of Steel equipped | 300 | 390 | 346 |
With the Fists of Steel equipped and while under the effects of the Dalokohs Bar or Fishcake | 350 | 440 | 396 |
Engineer | 125 | 185 | 158 |
With the Gunslinger equipped | 150 | 225 | 189 |
Medic | 150 | 225 | 189 |
With the Vita-Saw equipped | 140 | 210 | 176 |
Sniper | 125 | 185 | 158 |
Spy | 125 | 185 | 158 |
With the Big Earner equipped | 100 | 150 | 126 |
With Conniver's Kunai equipped | 70 | 105 | 89 |
Maximum overheal from Conniver's Kunai backstabs | N/A | 210 | N/A |
†Theoretical value. Overheal does not exceed 150% of the classes' maximum health.
Speed
Condition | Normal | Backward | Crouched | Swimming | ||||||||
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Engineer |
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Hauling a building |
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Weapons
The Engineer uses his PDA Build and Destroy tools to construct buildings to help his team. He uses his melee Wrenches to upgrade, repair, and re-stock them.
Weapon | Notes / Special abilities |
---|---|
Standard Primary PDA Construction PDA |
Allows the player to place the Sentry Gun, Dispenser, and both Teleporters in the world. |
Standard Secondary PDA Destruction PDA |
Allows the player to destroy his Sentry Gun, Dispenser, and both Teleporters. |
Melee
Note that all the Engineer's melee weapons are capable of building, repairing and upgrading buildings, as well as removing Sappers.
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Stock Wrench |
N/A | N/A | Base: 65 Crit: 195 |
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Unlock Necro Smasher |
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Promotional Prinny Machete |
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Distributed Golden Wrench |
Limited item from the Engineer Update. Killed enemies freeze into solid Australium statues (purely cosmetic feature). | ||||
Distributed Saxxy |
Limited item from the Replay Update. Killed enemies freeze into solid Australium statues (purely cosmetic feature). | ||||
Distributed Golden Frying Pan |
Limited item from the Two Cities Update. Killed enemies freeze into solid Australium statues (purely cosmetic feature). | ||||
Unlock Gunslinger |
N/A | N/A | Base: 65 Crit: 195 |
Replaces standard Sentry Gun with Combat Mini-Sentry Gun.
Increases maximum health by 25 points. | |
Craft Southern Hospitality |
N/A | N/A | Base: 65 Crit: 195 Bleeding: |
On hit: causes opponent to bleed for 5 seconds. +20% fire vulnerability. | |
Craft Jag |
N/A | N/A | Base: 49 Crit: 146 |
Construction hit speed boost increased by 30%. +15% faster firing speed. | |
Craft Eureka Effect |
N/A | N/A | Base: 65 Crit: 195 |
Press reload key to either teleport to your spawn area or teleporter exit. -50% metal cost when constructing or upgrading teleporters. |
Buildings
Building | Stats | Functions | Special |
---|---|---|---|
Sentry Gun |
Build Time: 10s Metal Cost: 130 Scrap Return: 60 |
Fires bullets at 4|8|8 per second for 16 damage each (Mini-Crit 22). Rocket packs fire once per 5 sec for ~100 damage (Mini-Crit ~135). Holds 100|120|145 bullets and 0|0|20 rocket packs. |
Can Mini-Crit if target is Jarate'd or Engineer is Banner Buffed. Can hit its owner if he gets in line of fire. |
Combat Mini-Sentry |
Build Time: 2.5s Metal Cost: 100 Scrap Return: 28 |
Fires bullets at 4 per second for 8 damage each (Mini-Crit 11). | Can Mini-Crit if target is Jarate'd or Engineer is Banner Buffed. Can hit its owner if he gets in line of fire. Cannot be repaired or upgraded, but can be reloaded. |
Dispenser |
Build Time: 20s Metal Cost: 100 Scrap Return: 50 |
Heals for 10|15|20 health per second. Dispenses 20|30|40 ammo per second. Stocks 40|50|60 Metal every 5s, holding up to 400 Metal. |
Dispenses to disguised enemy Spies (even cloaked ones). |
Teleporter |
Build Time: 20s Metal Cost: 125 Scrap Return: 60 |
Provides one teleport every 10|5|3 seconds. | Can be upgraded from either side, but destroying either side resets level to 1. Sappers are placed and applied to both simultaneously. Can be taken by enemy Spies (which can telefrag). |
Damages and times are approximate and determined by community testing.
Usage
The dynamic gameplay of competitive Team Fortress 2 on 5-CP maps makes the Engineer, with his need for time to set up his buildings and slow move speed less than useful. On the flip side of things, Engineers' usefulness increases dramatically on attack/defend maps such as Gravel Pit, due to his Sentry Gun's ability to counter the opposing team's Scouts. Because the enemy team's two Soldiers and Demomen are very capable of destroying an Engineer's buildings, Sentry Guns are usually considered temporary measures to stall an enemy team. Using a Sentry to aid a defense is very useful for buying time, which is essential for defenders on maps played in the Stopwatch format.
Common Tactics
When building their Sentry Guns, Engineers must keep in mind the fact that they are mainly building it to ward off jumping Soldiers or Demomen and to take the brunt of the enemy Ubercharge. An aware Soldier or Demoman will have little trouble destroying buildings. Sentry Guns should be placed in a location relatively safe from pipes and rockets spammed from afar, but useful against any enemies who try to flank or try to capture the point.
Engineers need to keep a look out for Spies who can easily destroy their buildings. The Teleporter is an important building, it negates part of the defending teams longer respawn time by allowing them to quickly get to the point and defend it, without it, each loss that the defending team takes is harder to replace and weakens their grip on the point.
The Dispenser is also important, not only does it allow players to quickly and easily replenish used ammo, the Medic can also hide within the Dispenser if a Scout attacks. Though this might not get rid of the damage completely, it will reduce it and give the Medic's team mates longer to kill the intruder.
5-CP Push Strategies
When Engineers are used in 5-CP matches, they are usually used to defend the final point of 5-CP maps, preventing back-capping by Scouts, as well as stalling the enemy Soldiers. The main idea behind using a Sentry Gun is that the enemy team will have to focus on killing it before they can attack anything else, this can give you the time to build up an Ubercharge and push against the enemy now that they have used their Ubercharge.
An aware enemy Demoman, however, will easily dispatch the Engineer's Sentry Gun with sticky bombs on most maps, meaning that the Engineer will need a great deal of support from his team simply to keep his Sentry up. Outside of the last point, Engineers rarely see play, due to his Buildings' slow haul speed and the need to keep up with the rest of the team.
Attack-Defend Strategies
One of the most significant uses of the Engineer in competitive play is on Attack/Defend maps. Setup time allows the Engineer to build his base up without being harassed by the enemy team. This makes starting off the map with one Engineer a popular choice for defending teams. Because competitive Attack/Defend maps are played with the Stopwatch format, Engineers will want their Sentry Guns to stall the enemy team for as long as possible. While it is important to actively participate in the defense of control points, a level 3 Sentry Gun is not as disposable as it is in other game-types, due to its effectiveness against enemy Scouts. Thus, it is important to keep a Sentry up for as long as possible, providing a safe zone where teammates need not fear attack from enemy Scouts.
Capture-the-Flag Strategies
In a Capture-the-flag game, Scouts are valuable, as they are able to pick up the intelligence and run off unharmed. They are fast and agile enough to avoid prolonged combat with their enemies, and for this reason, a team will generally need to be able to counter any attack on the Intelligence by Scouts. The Engineer is thus used at the beginning of most Capture-the-flag games, and sent to their teams' Intelligence room to build. The large distance between the Intelligence room and the enemy's spawn room gives the Engineer time to set up a base and stall an enemy attack on the intelligence with a level 3 Sentry Gun. The Sentry is effective against incoming Scouts, and, with enough support, can become the cornerstone of a successful defense of the Intelligence room.
See also
- Engineer weapons (competitive)
- Buildings (competitive)
- Defense (competitive)
- Engineer
- Buildings
- Classes (competitive)
- Standard competitive lineup
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