Stratégie communautaire de l'Engineer
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L'Engineer est une Classe unique grace a sa capacité a construire des Bâtiments.Il peut amener ses camarades sur le front rapidement avec les Téléporteurs, créer une puissance Mitrailleuse pour stopper les ennemies et construire des Distributeurs pour soigner et alimenter en munitions ses collègues. Le faible niveau de Santé de l'Engineer et sa relative lenteur le rendent assez dépendant de sa mitrailleuse, de ses autres consructions, et de ses camarades pour le protéger. Bien qu'ils puissent sembler passif, il ne faut pas sous-estimer les Engineers. Un Engineer talentueux peut grandement faciliter pour son équipe la défense d'une zone, le maintient de la pression de l'attaque, et la défense d'objectifs vitaux comme les Points de contrôle et l'Intelligence.
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Sommaire
Général
- Une équipe sans un Engineer compétent est un grand désavantage, surtout en Défense sur les cartes Attaque/Défense.
- Restez toujours proche de vos constructions. Les constructions non surveillées sont particulièrement vulnérables aux Spies,aux Demomen, et aux Soldiers.
- Le téléporteur peut être votre plus importante contribution a la victoire de votre équipe. Si il est correctement placé et défendu, un téléporteur permettra a votre équipe d'effectuer une pression constante sur les adversaires.
- Tous vos bâtiments se construiront plus vite si vous les frapper continuellement avec votre arme de mêlée.
- Vous pouvez monter vos constructions en sécurité,puis, effectuez un clique droit pour les redéployer au front. Vous pouvez aussi transporter des bâtiments a travers les téléporteurs !
- Toutefois, si vous mourrez en transportant un de vos bâtiments, il sera détruit aussi !
- Attention ! En portant un bâtiments, votre vitesse de déplacement sera réduite !
- Un bâtiment qui a été redéployé se re-montera plus vite que la normale, et sans aide de l'Engineer, bien sur, vous pourrez toujours augmenter leur vitesse de construction en les frappant avec votre arme de mêlée. Une fois construit, si le bâtiment a déjà été amélioré au niveau 2 ou 3, il subira les animations du déploiements au niveau 2 ou 3 aussi.
- Vous pouvez aidez les autres Engineer en frappant leurs constructions avec votre arme de mêlée pour accélérer la vitesse de montage, ou réparer les constructions déjà présentes.
- Votre Fusil a pompe et votre pistolet ne sont pas inutiles pour le combat; utilisé les en plus de votre mitrailleuse pour réduire la santé des ennemis.
- Évitez de vous tenir devant votre mitrailleuse. Cela réduit le risque qu'elle vous tire dessus, cela permettra aussi d'éviter de se faire attaquer facilement, car votre mitrailleuse pourra prendre les dégâts a votre place.
- Etant un Engineer, vous pouvez faire mieux qu'uniquement réparer et améliorer vos constructions. Si vous avez du métal, n'hésitez pas a frapper les bâtiments alliés avec votre arme de mélée pour aider vos alliés a les améliorer et les réparer. Surveillez les constructions de votre équipe pour permettre aux autres Engineers de construire des Mitrailleuses, des Distributeurs et des téléporteurs dans d'autres lieux.
- Vous pouvez faire pivoter vos constructions lorsque l'empreinte bleue apparaît (lorsque vous portez une construction) en effectuant un clique-droit. Changer l'orientation de votre Mitrailleuse vous permet de la placer dans des coins ou d'autres endroits insolites. Changer l'orientation d'un téléporteur changera la direction que les joueurs qui auront traversé verront en apparaissant sur votre téléporteur. Une Flèche visible sur l'empreinte bleue vous indiquera l'orientation dans laquelle sera placé le bâtiment. Souvenez vous que la direction dans laquelle les joueurs vont regarder en apparaissant peut leur valoir la vie ou bien la mort ! Faire pivoter un Distributeur n'aura aucun effet sur ses fonctions, mais cela peut vous aider a le placer dans des espaces réduits, ou bien a dissimuler sa position !
- Les Joueurs ennemis, en comptant aussi les Spies déguisés, ne peuvent traverser les constructions qui appartiennent a votre équipe.Vous pouvez utiliser cet effet pour le Spy checking/fr en placants vos constructions dans des endroits réduits, comme des portes ou des couloirs.
- Ce n'est pas une bonne idée de construire vos batiments (en particulier la Mitrailleuse) aux mêmes endroits que vos constructions alliées. Regrouper trop de constructions au même endroit augmente leurs faiblesses face aux explosifs et bien évidemment aux Spy. De plus, souvenez vous que les batiments alliés bloqueront le "Champ de Vision" de la mitrailleuse.
- Si vos bâtiments sont attaqués par des Soliders ou des Demomen, essayez de donner des coup de clé pour réparer entre deux tirs de roquettes ou grenades ennemies pour éviter d'être tué, ou construire votre Mitrailleuse derrière une couverture afin de vous protégee. Si vos bâtiments sont attaqués par plusieurs Soldiers ou Demomen, vos bâtiments sont susceptibles d'être détruites ET vous aussi sans le soutien de Medics, Engineer, ou de Pyros amicaux utilisant le tir d'air comprimé.
- Construiser là où vous pouvez soutenir votre équipe et où votre équipe peut vous aider. Les mitrailleuses fournissent une grande puissance de feu à bout portant, mais elles founissent un super tir d'appui qui est utile pour couvrir vos coéquipiers et de les mouvements de l'ennemi. Ne vous attendez pas à être en mesure de combattre des groupes entiers d'attaque ennemie avec seulement votre Mitrailleuse. Il est très peu probable que quelqu'un de votre propre équipe sera là-bas avec vous pour vous soutenir et sans votre Mitrailleuse dans un endroit plus avancé, les ennemis ont un temps beaucoup plus long pour pénétrer à l'intérieur de votre base et fait des ravages.
- Your best friend is often an allied Pyro. Pyros are excellent for taking care of an Engineer's greatest weaknesses: keeping Spies at bay; destroying Sappers on your buildings with the Homewrecker or Maul; and deflecting incoming rockets, grenades, Stickybombs, and invulnerable enemies. This is also usually beneficial for Pyros, as they often run of ammunition and health spamming their Flamethrower, which a Dispenser can restore, and are poor at mid to long range: an Engineer's forte.
- Setting up a base with a Teleporter, a Dispenser and a Sentry Gun near the front lines after capturing an initial control point can help your team maintain their position. A skilled enemy team can push you right back to your first spawn, forcing you to gain ground again even if you have already captured the first point.
- To make the best use of Setup time, it is important to know ahead of time where effective spots to build are and the best way to set up your buildings the fastest.
Constructions
- Frapper les Constructions avec la Clé aura pour effet de doubler leur vitesse habituelle de construction. Cet effet s'amplifiera à chaque Engineer supplémentaire qui viendra frapper la construction avec sa clé.
- S'accroupir avec un saut vous permettra de vous poser sur vos constructions.
- Le clic droit de la souris vous permet de porter les constructions terminées et de les transporter à un nouvel endroit pour les redéployer. Cette technique est appelée "redéploiement". si vous transportez une constructions pour la redéployer vous vous déplacerez plus lentement (légèrement plus lentement qu'un Heavy) et vous serez incapable d'utiliser vos armes. De plus si vous êtes tué pendant le transport de votre construction, elle sera détruite.
- Une construction redéployée se met en place plus rapidement qu'a la normale, même sans votre aide, mais vous pouvez toujours rendre le déploiement encore plus rapide en la frappant avec votre arme de mélée. Une fois en place, si votre construction a été augmentée au préalable au niveau 2 ou 3, elle subira les animations d'augmentation de niveaux. Vous ne pouvez pas augmenter le niveaux, ou accélérer la mise en place de votre construction pendant ces animations (votre arme de mêlée fera un son plus aigu si vous frappez la construction pendant une animation].
- Avec le Crochet équipé, frapper une construction aura pour effet d'accélérer encore plus son redéploiement.
- Il est possible de réparer les dommages causés pendant qu'une construction se redéploie, cela s'applique seulement aux dommages reçus pendant le processus de redéploiement. Si une construction est redéployée à un nouvel endroit déjà endommagée, alors ces dommages ne pourront êtres réparés qu'une fois la construction entièrement déployée et fonctionnelle. Pour faire simple, une construction redéployée commence avec le même taux de santé qu'avant son déplacement, et ce taux de santé est son maximum pendant qu'elle se reconstruit.
- Si vous rencontrez un ennemie pendant que vous transporter une de vos construction, posez la immédiatement quelque part!, Selon la classe de votre adversaire, choisissez de vous enfuir ou essayez de le combattre. Faites très attention lorsque vous transportez une construction dans une zone ou vous ne pouvez pas construire car ces option ne seront pas envisageables. Si vous vous dirigez vers un territoire ennemie en portant une construction il est essentiel d'être accompagné d'un camarade qui vous couvre.
- Vous pouvez changer l'orientation d'une construction lorsque le plan bleu apparait en dessous en utilisant le clic droit. Changer l'orientation d'une mitrailleuse vous permet de la placer dans les coins et autres endroits étroits. Changer l'orientation d'un téléporteur de sortie affecte la direction vers laquelle son utilisateur sera tourné a l'arrivée (souvenez vous que cela peut être une question de vie ou de mort dans certains cas). Faire tourner un distributeur n'affecte pas son utilisation, mais cela permet de le placer dans des endroits étroits et de dissimuler sa présence en empêchant les parties lumineuses d'être visible.
- Si vous avez l'intention de construire une mitrailleuse en terrain avancé, pensez à construire un distributeur auparavant, pour vous fournir en métal afin d'augmenter le niveaux de votre mitrailleuse. Construisez aussi près d'endroit où des munitions apparaissent pour accélérer le processus de constructions et demandez a votre équipe de vous les laissez et promettez un distributeur en retour.
- Votre mitrailleuse peut vous blesser. Si un ennemi passe et que vous vous retrouvez entre lui et la mitrailleuse, elle vous tirera dessus vous causant des dommages et potentiellement une mort humiliante.
- Si la partie passe en Mort subite, construisez un Distributeur avant tout, pour rendre de la santé a vos camarades et du métal pour vous mêmes, comme le Réapprovisionnement est fermé et que les packs de santé sont absent, en revanche les munitions au sol sont présentes.
Spécifique par arme
Armes principales
Fusil à pompe
Armes | Icône de frag | Munitions | Dégâts | ||||
---|---|---|---|---|---|---|---|
Chargées | Transportées | A bout portant | A moyenne portée | A longue portée | Critique | ||
![]() Standard Fusil à pompe |
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6 | 32 | 86-90 | 24-67 | 3-26 | 120 |
Parmi les armes principales de l'Engineer, le fusil à pompe est le plus polyvalent en raison de sa taille plus grande pince (minimum) et peut être indépendant d'un Distributeur ou d'une Mitrailleuse ou du positionnement spécifique d'ennemis.
- Il fonctionne bien dans des couloirs étroits. Si vous avez l'intention de rester près de votre Mitrailleuse, assurez-vous de la construire dans un endroit où vous pouvez garder les joueurs ennemis dans des groupes. Vous serez en mesure de lutter sur plus même au sol après la Sentry Gun leur a adouci pour un coup de fusil.
- Son schéma de dispersion large est assez utile pour le contrôle de Spy. Faites feu dans les coins, les 'équipiers' ou dans la direction présumée des Spy et faites attentions aux déguisements. Souvent, la dispersion du tir permettra à un plomb de toucher un Spy camouflé, vous aidant ainsi à le localiser.
- Il est utile pour détruire des bombes collantes grâce à sa large dispersion.
- Il peut être utilisé pour infliger des dégâts supplémentaires contre des ennemis en dehors de la portée de la Mitrailleuse ou blessés et effectuant une retraite quand la Mitrailleuse n'encourt pas un danger immédiat.
Frontier Justice
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | ||
![]() Unlock Justice Frontalière |
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3 | 32 | 86-90 | 24-67 | 3-26 | 120 |
The purposes of the Frontier Justice are similar to those outlined for the stock Shotgun above but the introduction of revenge crits modifies the accompanied playstyle.
- Sentry Guns should be built in more aggressive areas where kills and assists will be awarded relatively frequently.
- Revenge crits should be used sparingly as the Frontier Justice's small clip size cripples it in combat unaided by Sentry Guns. The player relies more on highly damaging direct hits.
- This is even more true when the Wrangler is equipped as the removal of reserve ammunition size further handicaps unprotected players.
- Revenge crits can support offensive pushes. Placing the Gunslinger's Combat Mini-Sentry Guns an upgraded sentry into enemy territory and fighting with revenge crits while it builds can buy time for your Sentry to deploy and join the fight.
- Despite this, even large supplies of revenge crits are usually insufficient to be able to take down clusters of opponents and it is usually unwise to try.
- Revenge crits are only deployed upon a Sentry Gun's destruction: Sentry Guns that have gained kills and assists may be demolished for immediate crits. This is a risky maneuver that should only be used in dire scenarios, when moving up while playing offensively or when combined with the more disposable Combat Mini-Sentry Guns.
- Spy checking with revenge crits is often unwise as if the Dead Ringer is equipped he could cause the wastage of a crit by triggering the feign death. Monitor the watches used by the opposing team.
- Make conscious decisions whether or not to take out the Frontier Justice when not ready to fire. The crit glow on the Frontier Justice could either make you a target for the enemy team or be used to scare away stray opponents.
Dischord
Icône de frag | Dégâts | Durée | Details | |
---|---|---|---|---|
![]() Dischord |
![]() |
500 | 4 secondes | L'Engineer sort sa fidèle guitare, joue une corde, puis frappe avec sur la tête de n'importe quel ennemi qui se trouve au mauvais endroit, au mauvais moment. |
- Dischord can be used on immobilized, unaware, or distracted enemies. However, the chord may give you away.
- Dischord can be useful during Humiliation or Stalemate.
Widowmaker
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | ||
![]() Promotional/Craft Faiseur de Veuves |
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1 per 30 Metal | N/A | 86-90 | 24-67 | 3-26 | 120 |
The purposes of the Widowmaker are similar to those outlined for the stock Shotgun above but the replacement of standard ammunition with metal modifies the accompanied playstyle, making it preferable to both of the Engineer's other primary weapons when predominantly at close range as opposed to woeful waste of Metal at longer range.
- It causes a higher reliance on metal supplies, but also ensures that you can gain metal back from enemies.
- It can gain more metal than used in firing after a good shot at close-range despite only having the capacity to be fired six times with a full load of Metal.
- It works well in conjunction with Dispenser or Payload cart support. This help from a Dispenser can keep the Widowmaker loaded and allow free firing whilst the metal supply lasts.
- It should not be used with the Wrangler or Short Circuit unless staying nearby a constant supply of metal or consistently replenishing sufficient metal to continue shooting: should you run out of metal, you are left without any ranged weaponry to defend yourself with.
- It can turn the Engineer into a viable Ubercharge recipient, since if enough damage is done, it can be fired without ever needing to be reloaded.
Pomson 6000
Arme | Icône de frag | Munitions | Dégâts | ||||
---|---|---|---|---|---|---|---|
Chargées | Transportées | A bout portant | A moyenne portée | A longue portée | Critique | ||
![]() Pomson 6000 |
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4 | N/A | 17-63 | 11-42 | 11-42 | 36-60 |
Le Pomson 6000 fonctionne de façon similaire au Fusil à pompe, mais avec en bonus, des munitions illimitées et des capacités Anti-Spy et Anti-Medic.
- Tout en protégeant une mitrailleuse des attaques est généralement prioritaire, le Pomson 6000 donne un bonus de réduction d'ÜberCharge en attaquant un Medic , ce qui donne la possibilité de rendre une pousser ÜberCharger inutile ou, (en supposant que vous pouvez frapper le Medic dans une petite fenêtre de temps) lui faire payer en l'empèchant d'activer son überscharge.
- Le Pomson réduit aussi la jauge d'invisiblitée d'un Spy sur coup réussi, le forçant à battre en retraite si il utilise des montres classiques.
- Si le Spy utilise la Dead Ringer, il aura 10% moins de temps pour ce cacher après le coup du Pompson 6000, ce qui réduit encore plus son temps déja faible pour fuir.
- En raison de la nature du Pomson 6000, il excelle sur les attaques a longue distances et l'achèvement des ennemis, mais est généralement faible en combat rapproché. En tant que tel, il est généralement préférable d'utiliser le Pomson 6000 avec l'appui coéquipiers pour des attaques à longue portée.
- Tirer sur unHuntsman Sniper de votre équipe enflamera la flèche. Les flèches enflammées sont plus puissants que les flèches standards car ils provoquent des dégats de feu en plus le coup initial. Tirez sur les Snipers de votre équipe lorsque vous obtenez une chance.
- Tir vos sur vos allier, vous pouvez également effectuer un Spy checks.
Armes secondaires
Pistolet/Lugermorph
Arme | Icône de frag | Munitions | Dégâts | ||||
---|---|---|---|---|---|---|---|
Chargées | Transportées | A bout portant | A moyenne distance | A longue distance | Critique | ||
![]() Standard Pistolet |
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12 | 200 | 22 | 10-15 | 8-9 | 45 |
![]() Promotionel Lugermorph |
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Le pistolet dispose de trois atouts principaux sur le fusil à pompe, sa précision et ses dommages plus élevés sur de longues distances, sa grande réserve de munitions et son rechargement très rapide. Ceux-ci donnent le pistolet plusieurs fonctions clés:
- Il peut être utilisé pour se protéger des Snipers en les forçant à se mettre à couvert et en leur causant des dégâts notables.
- Il peut être utilisé pour se débarasser des ennemis qui tentent de s'enfuir ou qui n'ont plus beaucoup de vie.
- Il est l'arme la plus fiable à utiliser en conjonction avec la Mini-Mitrailleuse de Combat du Flingueur, comme ils sont aussi plus efficaces à une distance similaire, permettant d'éliminer les adversaires tout en restant à une distance raisonnablement sûre.
- Sa grosse réserve de munitions permet d'être un grand Spy-checker, en particulier dans les couloirs et les espaces étroits.
- Il peut être commuté en combat direct avec l'ennemi pour l'achever et économiser des munitions de votre arme principale s'il est sérieusement blessé, quand vous n'avez pas le temps de recharger votre arme principale ou quand elle est à court de munitions.
Wrangler
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | ||
![]() Unlock Dompteur |
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N/A | N/A | N/A | N/A | N/A | N/A |
- The Wrangler is an unlockable secondary weapon for the Engineer. While you have it drawn, you are given the ability to manually aim and fire your Sentry Gun, along with your Sentry Gun being protected by a shield that effectively triples its health.
- While using the Wrangler to aim your Sentry Gun, remember that you cannot switch weapons to repair your Sentry Gun without it being disabled temporarily. A way around this weakness is to ask another Engineer on your team to repair your Sentry Gun while you aim it. This allows you to continue to use the Wrangler for long periods, even while under heavy fire.
- With the Wrangler it is possible to aim and fire your Sentry Gun at enemies outside of the Sentry Gun's normal range, meaning that it is possible to fire at enemy Snipers or Soldiers attempting to hit you from long range. However, in order to do this, you will be exposed to the return fire from such enemies, making this a risky tactic. Consider asking a Medic to heal or even ÜberCharge you to negate this weakness. Even though hitting an enemy Sniper will throw off his aim, you can't necessarily count on this to save you.
- Similar to the Sniper's Sniper Rifle, the Wrangler creates a laser dot on the surface of where you aim it, along with a long laser ranging from your Sentry Gun to its current target.
- The Wrangler has an auto-aim that makes it easier to lock on to enemies, especially distant enemies.
- Use the Wrangler to Spy check randomly for cloaked Spies during quiet moments, and use it to target and kill Spies that are still disguised. This is especially important since Shotgun rounds and/or Revenge crits are too valuable to use for random spam and you do not have the Pistol which is your default Spy checking weapon.
- Using the Wrangler doubles your Sentry Gun's firing rate. In addition to increased damage, this also causes your Sentry Gun to quickly drain its ammunition reserves, necessitating regular refills in order to keep it firing. Make sure you have enough Metal available to also make repairs. A completely empty level 3 Sentry Gun requires 240 Metal to completely restock with ammunition – 200 Metal for the bullets, and 40 for the rockets.
- As a general rule of thumb, switch to the Wrangler to take out slower moving and more durable foes such as Soldiers, Heavies, and Demomen. The doubled firing rate will carve through their hitpoints fast enough to kill them even if they are being healed by a Medic. Since these classes are often the greatest threat to your Sentry Gun, having the Wrangler's shield active will also help preserve it more effectively than simply repairing, particularly in the case of a Demoman placing Stickybombs as he will need to place twice as many to take down a level 3 Sentry Gun at full health, and you can also have your Sentry Gun destroy the Stickybombs. Remember that you should dodge as much as possible if enemies switch their aim to you.
- In a quiet period after a battle, switch to your melee weapon and repair and refill your Sentry Gun, and then to one of your own Primary weapons and let your Sentry Gun take care of itself for awhile. Switching modes often prevents you from becoming too preoccupied with Wrangling and getting killed and keeps your enemies guessing.
- Use the Wrangler to counter opponents attempting to take advantage of a Sentry Gun's corner weakness. This is when an enemy is popping in and out of cover and firing faster than your Sentry Gun can react on its own. When this happens, take control! Level 3 Sentry Guns are great for this thanks to the splash-damaging rockets, but even the bullets can punish enemies dodging around corners because you can react faster than your Sentry Gun's auto-target.
- The Wrangler is a powerful defensive as well as offensive tool. The shield provides the Engineer with a much safer way to protect his Sentry Gun when it is under fire as it allows the Engineer to keep his distance from his Gun unlike with repairing, which forces him right next to the Sentry Gun and exposes him to lethal splash damage. However, if you have to stand right next to your Sentry Gun in order to aim at attackers, you lose this advantage. Make sure you have room to work with to give yourself good firing angles while you Wrangle.
- You can use the Wrangler as a purely defensive measure to help your Sentry Gun survive just by switching to it for an instant. You can then switch back to a repair tool or weapon. The energy shield will last for the duration of the Sentry Gun's deactivation period. Do this only if you can afford to be without the Sentry Gun's firepower. A Sentry Gun that is unattended by an Engineer does not last long once it comes under attack, particularly from Soldiers and Demomen.
- If you ever have to leave your Sentry Gun's proximity for any reason, having the Wrangler activated can make sure the Sentry survives until you can return to it.
- If you are being attacked by an ÜberCharged Heavy, you might want to consider using this trick as the damage reduction of the shield may allow you to "keep pace" with Heavy as he damages your Gun while you repair it; and may sometimes mean the difference between losing the Sentry Gun or killing the Heavy + Medic pair.
- As mentioned earlier, the Wrangler is one of your most powerful tools for countering enemy ÜberCharges. Get used to using the Wrangler when you come under heavy attack.
- You can also use the Wrangler to prevent your Sentry Gun from being distracted by ÜberCharged enemies or Scouts using Bonk! Atomic Punch. Keep in mind though that the simple "push" of your Sentry Gun's fire can also prevent such enemies from accomplishing their goal by disrupting their movement.
- Remember, though, that if the Medic and his healing target are using the Quick-Fix they can quickly negate your Sentry Gun's damage and are immune to its knockback effect.
- Experienced players will listen for the telltale beeping sound of a Sentry before entering certain areas such as Intelligence rooms. However, a Wrangled Sentry is silent -- use this to turn the tables on approaching foes.
- If you are using this tactic, try to hide the laser that your Sentry Gun creates when Wrangled.
- Although the Wrangler's three second deactivation is a disadvantage in most respects, it can be used strategically to ambush opponents by keeping your Sentry Gun deactivated until the right moment (by fleeing from an otherwise unseen Sentry Gun, luring the enemies in front of it so that upon reactivation is can instantly attack them).
- The deactivation can also be negated to a degree should you want to continue using the Wrangler after reloading the Sentry Gun. To do this, simply switch to your Wrench or Gunslinger, whack the Sentry Gun a couple of times and then switch back to the Wrangler and the deactivation will be cut short.
- The deactivation can also be interrupted by hauling your Sentry Gun. While this is useless in terms of cutting down its inactive time (due to having to redeploy the Sentry Gun), this means that should your Sentry Gun start taking heavy fire or run out of ammo while being Wrangled, you can quickly switch to another weapon, pack it up and move out to keep it alive.
- The Wrangler makes you and your Sentry Gun much more vulnerable to flanking. Even enemies that are usually easy prey for a Sentry Gun such as Scouts and Pyros can get close to you while you are Wrangling and potentially finish you off. If you want to Wrangle for long periods, make sure you are in a location that has limited avenues of attack, and that you have nearby support or a system of early warning. Otherwise limit your Wrangling to short periods when you really need it.
- While it is often best to stand near or behind your Sentry Gun while your aim it, it is not strictly necessary. You can move forward or even retreat and still be able to use your Sentry Gun's fire to protect you as long as you stay within an area you know your Sentry Gun can cover. However if you do so, you may run into one of two problems. Either you will 1) have no line of sight to an area your Sentry Gun can shoot or 2) have line of sight to an area your Sentry Gun cannot shoot.
- Be careful of buildings Sentry Guns in locations that are only useful if you Wrangle them but will otherwise be too far away to see much action. One of the Sentry Gun's strengths is the ability to attack on its own allowing you to do other things—depriving yourself of this advantage limits your options and forces you to Wrangle at the expense of being aware of your surroundings. Long-range Wrangling can make you less vulnerable to certain threats such as ÜberCharges but more vulnerable to others, mainly Spies and Snipers.
- 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. It is possible to use this technique to quickly catch up with your team, build in locations normally out of reach such as rooftops, or even to quickly build Teleporters. With practice, it is even possible to carry buildings with you on such jumps, including the very Sentry Gun you used to launch yourself! Using these jumps will drain most of your health especially after fall damage, so use this technique with that in mind.
Short Circuit
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Critical | ||||
![]() Promotional/Craft Court-Circuit |
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1 per 35 Metal | N/A | 5 | 18 |
- Le court-circuit est une arme secondaire promotionelle et fabricable pour l'Ingénieur. D'un coût de 35 Métal par chaque tir, il crée un champ électrique faible qui détruit tous les projectiles et inflige des dégâts insignifiants aux ennemis. Comme le Vaiseur de Veuve, il ne nécessite pas de rechargement, et utilise du Métal pour les munitions au prix d'aucun critiques aléatoires.
- Bien qu'il utilise seulement une petite quantité de métal par coup, il est sage de s'équiper d'un autre fusil a pompe que le Faiseur de Veuves sauf si vous êtes dans un nid d'engineers, vu que vous pouvez vous retrouver sans défense très rapidement avec deux armes de utilisant du métal comme munition.
- Notez que l'utilisation primaire de cette arme est la défence; si vous et votre Mitralleuse êtes acculé par un Demoman ou Solider, vous pouvez les empêchent d'utiliser des dégats de zones afin de détruire votre mitralleuse en utilisant leurs explosifs, les obligeant ainsi à changer de tactique.
- Cette arme dispose également de capacités offensives sur des cartes de charge utile; si vos alliés sont attaqué par plusieurs projectiles ennemis, vous pouvez fournir une protection raisonnable contre les préjudices sans risque de manquer de métal en raison du distributeur que fournit le chariot.
- Cette arme est extrêmement faibleau front, car le Court-Circuit ne cause que5 points de dégâts par coup. Il est recommandé d'utiliser le fusil à pompe à la place dans le combat, et en utilisant le Court-Circuit zn arme en défense, de soutien ou d'auto-défense (comme contre un soldat Kritzkrieger).
- Cette arme est recommandé si vous rencontrez un problème avec un Demoman: elle rend le Lance-Grenade et Le Lanceur de bombe collantes inutile , à condition d'avoir le métals.
- Cette arme peut être utilisée pour désamorcer les pièges faits par de multiples Demomen, car il peut détruire une quantité presque illimitée les projectiles à condition qu'ils soient à distance.
- Il est également possible de détruire les bombes collantes si vous êtes à proximité, ce qui peut être utilisé pour désarmer un piège sans soucis de se faire tuer par le Demoman.
Armes de mêlée
Clé/Clé Dorée/Saxxy/Clé Festive
Arme | Icône de frag | Intervalle d'attaque | Dégâts | |
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A bout portant | Critique | |||
![]() Standard Clé |
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0.8 seconds | 65 | 195 |
![]() Promotionel Clé Dorée |
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![]() Promotionel Saxxy |
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![]() A débloquer Clé festive |
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- When a Spy is repeatedly sapping your Sentry Gun in an attempt to destroy it, your Wrench serves two purposes. First, you can use it to swing at the opposing Spy, 2-3 hits being enough to kill a Spy, ignoring Critical hits. After that you can quickly turn around and repair your Sentry Gun. Two strikes from the Wrench will disable an Sapper and halt the progressive damage it causes; you can then fully repair the Sentry Gun after the Spy is killed. A good strategy would be to hit the Sentry Gun a single time, and then change targets towards the Spy, kill him and then take off the Sapper with another swing.
- While it may be tempting to use the Wrench's high critical hit rate to club enemies to death, melee combat is usually not where the low-health Engineer shines. Unless an enemy does not see you coming, switch to something with better range.
- Team Fortress 2 prioritizes repairing buildings over melee combat when using the Wrench. This means that if there is an enemy, say a Spy, next to a friendly structure and you are using the Wrench to attempt to kill the enemy, you will find that you instead hear the Wrench hitting the building near or even behind the enemy you are trying to strike. Switch to the Shotgun or Pistol to deal with enemies that are very close to one of your buildings to avoid this.
Gunslinger
Weapon | Kill Icon | Attack Interval | Damage | |
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Point Blank | Critical | |||
![]() Unlock Flingueur |
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0.8 seconds | 65 | 195 |
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0.8 seconds | N/A | 195 |
- The Gunslinger is an unlockable melee weapon for Engineers with an aggressive inclination. The added 25 hitpoints and the fact that your Combat Mini-Sentry Guns deploy quickly means that front-line duty is no longer something to shy away from. When played properly, a Gunslinger-equipped Engineer has fighting ability similar to classes such as a Scout or a Soldier; he has more health and mid range damage than the Scout and more foot speed than a Soldier. While having generally less firepower than either, a Gunslinger Engineer additionally can bring his Dispenser and Teleporter to bear to heal himself and support his team. Gunslinger Engineer can be played effectively on any map, but especially excel in smaller games with fewer players such as standard 5 Control Point maps, some Payload maps, Arena, and King of the Hill.
- You are always weak without a Sentry Gun to deal extra damage and serve as a distraction. Being alone and without a Sentry is a situation to avoid at all costs. Always put up a new Mini-Sentry as soon as the old one is destroyed or becomes useless. Like the Scout, when you're equipped with the Gunslinger, you do best in areas with room to maneuver and make pincer attacks with the Combat Mini-Sentry Gun. Tactical retreats are often necessary to refill Metal and Health and rebuild the Combat Mini-Sentry Gun. Dispensers should be placed conservatively in areas farther from the combat zone to ensure that you always have a place to recharge.
- The Gunslinger is less effective if you wish to set up solid, entrenched positions. Combat Mini-Sentry Guns lack both stopping power and durability, which may be exactly what you need in some situations. If the enemy team has a lot of Medics, the relatively small damage of Combat Mini-Sentry Guns can be very ineffective at killing enemies getting constant healing.
- Keep in mind that while Sappers can be removed from your Combat Mini-Sentry Guns, the damage dealt by them cannot be repaired. Since destroying and moving Combat Mini-Sentry Guns is often important, being sapped delays your ability to Demolish and rebuild.
- Psychology can work your advantage when using Combat Mini-Sentry Guns. Despite their low damage, many players, especially those playing lighter classes, reflexively retreat when they come under fire from any Sentry Gun, which can create a very valuable diversion for you or your teammates. If your enemies do retreat from your Combat Mini-Sentry Guns, don't let up! Keep up the pressure by rebuilding or moving your Combat Mini-Sentry Guns after them.
- It also works the other way round. Many players that have high or full health will heavily underestimate the combined power of you and your Combat Mini-Sentry. They might try and gun you down in close range, and while you avoid damage, the Combat Mini-Sentry can take a good chunk of their health away without them noticing, allowing you or your teammates to finish them off!
- Avoid idle Combat Mini-Sentry Guns. They are so expendable and fast-building that defensive placement is a waste of their potential. Unless you are occupied building/repairing your other structures and need cover, your Combat Mini-Sentry Guns should be constantly going up where they can harass the enemy. It can be helpful to think of a Mini-Sentry as not a "trap" or "nest" as a normal Sentry Gun might be, but more of an actual primary Weapon that you "aim" by "building at" the enemy.
- While you'll usually want to keep your Dispenser by you when using the basic Sentry Gun to keep the Sentry Gun fully repaired and loaded, you may want to place the Dispenser in spots more useful for your team rather than you. As you cannot repair or upgrade the Combat Mini-Sentry Gun, you won't have to be nearby constantly. Have you and your Mini-Sentry fighting closer to the front lines and away from the Dispenser, and have the Dispenser in a spot useful for the team to retreat and resupply at.
- Furthermore, because Combat Mini-Sentry Guns cost less Metal to build, remember that you can initially deploy both it and a Dispenser before going to look for more Metal. Don't be afraid to drop one down at any time you feel threatened or suspect that there might be danger around the next corner. Just be sure to keep a watch on how much Metal you have and make sure to have enough Metal to rebuild another Combat Mini-Sentry Gun.
- The aggressive play the Gunslinger encourages can make stopping to spend a minute or more making and upgrading Dispensers and Teleporters an unwelcome delay in your attacking. While you should not neglect making Dispensers and Teleporters altogether, if the situation calls for it don't be afraid to spend less time upgrading and more time fighting. Remember, without the heavy firepower and durability of a level 3 Sentry Gun, your other buildings will be less protected from destruction, wasting the time and Metal you put into upgrading them in the first place. If you find yourself getting caught up in "base making" you probably shouldn't be using the Gunslinger at all. It may be better to use your Teleporter and Dispenser similarly to how you use your Combat Mini-Sentry Guns—leave them at level 1 and don't be afraid to lose them and rebuild new ones. Alternately you can leave them with a friendly non-Gunslinger Engineer to take care of and upgrade for you.
- Attempt to use your Combat Mini-Sentry Gun to pincer your opponents by planting it and then attacking. The Engineer is the only class with the ability to attack from two places at once and this is of great effectiveness when used strategically. Your opponents will have to choose between attacking either your Sentry Gun or you, and unlike with the normal Sentry Gun, Combat Mini-Sentry Guns are not as vulnerable upon starting construction and will quickly start damaging your foes if they choose to ignore it. Use your Shotgun or Pistol to attack the same target your Sentry Gun is attacking to deal a lot of damage to that target quickly.
- The Mini-Sentry is quite useful against enemies with limited weapon clip sizes such as the Soldier and Scout, since they will use up some of their already limited clips destroying the Sentry Gun, making it much safer to move into point-blank Shotgun range. The damage from the Mini-Sentry, plus 1-2 well-aimed Shotgun blasts (or just one Revenge Crit), can finish off most enemies. Against Pyros and Heavies or fully-loaded Demomen, it can be wiser to try to wear them down more with several Combat Mini-Sentry Guns and Pistol fire before going for the finishing blow -- but enemy Medics can make this tactic unlikely to succeed.
- Picking up the fallen weapons from dead players is crucial to keep up your supply of Combat Mini-Sentry Guns. Also try to recycle all the Metal pieces from your destroyed Guns. The Metal from 2 destroyed Combat Mini-Sentry Guns grants 56 Metal, halfway to being able to afford a 3rd.
- For melee combat, the Gunslinger is most useful on servers that have random Crits disabled. With random Crits enabled, even a normal melee Weapon such as the Wrench will likely Crit at least one out of three hits anyway, and potentially Crit multiple times. Also consider the practicality of going for melee attacks on enemies, since almost every Class can deal lethal damage in return at close range.
- While it may seem like a good idea to use the Gunslinger in concert with the Frontier Justice, remember the Combat Mini-Sentry Guns are weaker and may not result in as many Revenge Crits. It can be easier to build up Revenge Crits without the Gunslinger equipped and then switch to it later to go on the attack. Knowing good ambush spots is also important when using the Gunslinger/Frontier combo.
- On the other hand, the constant building/demolishing cycle of the Mini-Sentry lends itself well to using Revenge Crits, whereas a normal Sentry Gun typically doesn't get destroyed nearly as often (so while it might earn more kills than a Mini-Sentry, there is a higher opportunity cost for destroying a high level Sentry Gun). An offensively placed Mini-Sentry can also rack up a lot of kill assists (worth 1 Revenge Crit, vs. 2 for a kill).
- If on defense, consider teaming up with another Engineer that is maintaining a regular Sentry Gun. Gunslinger Engineers benefit from having some "breathing room" to reload and restock their health and ammo and "vanilla" Engineers are perfect for this, plus you can mutually assist each other in repairs, removing Sappers, or upgrading.
- While it is called a Combat Mini-Sentry, it's still what it is, a Mini-Sentry. Don't try and take strong classes on your own, or rely on it to take on loads of people.
- It is almost always faster and safer to demolish and rebuild a Mini-Sentry than it is to reload it or haul it. Also, demolishing a Mini-Sentry will give you access to any Revenge Crits that you may have earned during that Sentry Gun's lifetime. However hauling a Mini-Sentry short distances can still be useful since it will redeploy twice as fast as a new one would take to build, which for a Mini-Sentry is nearly instantaneous.
- In general, avoid using the Wrangler with the Gunslinger unless you have plenty of available Metal, since if you run out of Combat Mini-Sentry Guns your only backup Gun will be one of the Shotguns, which use up their magazines fast, reload slowly, and do poor damage at range. Wrangling Combat Mini-Sentry Guns is a great way to offset their low health and damage which can in turn help you gain a few Revenge Crits if you are using the Frontier Justice, however Combat Mini-Sentry Guns are still weaker than even a level 1 Sentry and if you ever found yourself in a position without one active you would have very few other options for damage, particularly at mid or long range.
- When using the Gunslinger, place Combat Mini-Sentry Guns near often visited health kits, like those around Control Points, such as the one under the bridge on Gorge. Enemies already low on health will flock to these health kits and promptly be gunned down. It's encouraged the use the Gunslinger here as the standard Sentry Gun is too impractical and expensive to use simply for ambushes.
- If you're attempting to keep your Mini-Sentry hidden, using yourself as a distraction while it helps you take down an enemy may prove useful if you feel you have enough health to spare and can risk being an enemy's target.
- Remember that a Mini-Sentry has a much smaller profile than even a level one Sentry Gun. Dropping one in the chaos of a firefight can prove beneficial as it can be overlooked in the confusion, assuming it survives the crossfire. Hiding Combat Mini-Sentry Guns in dark places can also work, but has limited effectiveness due to the flashing beacon on its top.
- Dropping a Mini-Sentry behind you or in front of an attacker is a great way to delay pursuers.
- A Mini-Sentry is disposable, since it is easy to build one and cannot be repaired or upgraded. Unless managed very carefully, a Mini-Sentry will not last long. Do not expect many kills from one Sentry Gun, expect many kills from a variety of Combat Mini-Sentry Guns.
Organ Grinder
Kill Icon | Weapon | Damage | Duration | Details | |
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![]() Organ Grinder |
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Gunslinger | 500 | 4 seconds | The Engineer pulls a rip-cord from his mechanical prosthetic, revving the hand of his Gunslinger up to vicious speeds, after which he thrusts it forward, gibbing any enemy player within reach. |
- With correct timing you might be able to kill a distracted enemy, so keep in mind that it takes some time for the Engineer to spin his hand up.
- You can use the stunning effect of Organ Grinder to stun ÜberCharged enemies and waste their über time.
- Organ Grinder is also effective during humiliation.
Southern Hospitality
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
![]() Craft Hospitalité Sudiste |
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0.8 seconds | 65 | 195 |
Bleeding | ![]() |
40 damage over 5 seconds | N/A | N/A |
- The Southern Hospitality is nearly as versatile as the normal Wrench, with only a few situational weaknesses. As such, it is an upgrade to the default Wrench unless the enemy team has more than one actively attacking Pyro. The lost damage is compensated for by the Bleed status and the retained ability to wear opponents them down further with other weapons.
- The Southern Hospitality favors a defensive playstyle. Camping Engineers rarely encounter Pyros without having a Sentry Gun in between to win the skirmish whereas when pushing into enemy territory, should the Engineer encounter a Pyro, they're in trouble and unprotected
- The presence of Bleeding on this weapon makes it an excellent anti-Spy tool, allowing you and your team-mates to monitor their movements should they try to escape. However, the inability to randomly crit makes killing Spies more difficult in a short space of time. Instead, hit them repeatedly with the Southern Hospitality, thus doing more average Wrench damage and resetting the Bleed timer each hit, or hit them with the Southern Hospitality, then switch to your Shotgun or Frontier Justice to finish them off.
- ÜberCharged Pyros are a major threat with the 20% increase to fire vulnerability. If one approaches, the most valuable building should be moved to a safe(r) location to be ready when the Übercharge wears off.
- The Southern Hospitality is very viable within Medieval Mode as the 40 damage added by Bleeding is a strong buff, and sources of fire damage are reduced significantly.
Jag
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
![]() Craft Crochet |
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0.8 seconds | 49 | 146 |
- Due to a bug in how construction rate is calculated, the Jag only adds a 15.79% faster build rate to under-construction buildings being hit with it. Consider this when determining your loadout.
- Try to avoid melee combat due to the damage penalty. If your team is good at Spy checking, however, the loss of damage won't matter much.
- Get in the habit of hitting your buildings all the way to completion as soon as you plant them. Where the Jag really shines is in the construction of Dispensers. Taking 84.21% of the time to build a Dispenser speeds up supply of Metal which in turn can speeds other upgrades and buildings.
- The Jag is also useful in situations such as rebuilding a destroyed Teleporter Entrance or Exit while the other half is still up; being able to speedily rebuild the destroyed half means you can teleport back to your other buildings a few seconds faster.
- The Jag is a great weapon for "helper" Engineers who are only being Engineer temporarily to help other Engineers upgrade or repair their buildings.
Eureka Effect
Weapon | Kill Icon | Attack Interval | Damage | |
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Point Blank | Critical | |||
![]() Stock Effet Eurêka |
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0.8 seconds | 65 | 195 |
- The Eureka Effect functions the same as the default Wrench, but comes with the secondary ability to teleport back to spawn in exchange for being unable to move buildings.
- Triggering a teleport forces the player to wait 3 seconds while the Engineer performs a brief taunt; since taunting leaves the Engineer completely defenseless, retreating with low health or when the enemy is advancing can result in death if care is not taken.
- The Eureka Effect can be useful in setting up and upgrading a Sentry nest quickly; having it equipped means an Engineer is able to run back and forth between spawn and their nest very quickly by using the Eureka Effect's taunt and an active teleporter, allowing an instant metal refill with each trip.
- The Eureka Effect gives the defending team an advantage on attack/defense maps; if the penultimate point is being captured, a tactful teleport can allow an Engineer to fall back and prepare for an incoming attack.
- The teleport action also allows a teleporter exit to be placed at the front lines during setup on Payload maps; a quick teleport back to spawn and the teleporter is ready to go quickly.
- This Wrench is best avoided when on the attacking team, as teleporting back to spawn requires you to abandon potentially vulnerable buildings, and you can't move buildings up when your team advances.
- On the other hand, if a Spy has destroyed your teleporter entrance or is currently spam-sapping it, the Eureka Effect allows you to surprise any Spies and/or rebuild an entrance.
Combinaisons d'armes
Combinaisons d'armes | |||
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Combo | Utilisation | ||
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Pour un Engineer purement défensif. Cette combinaison permet à l'Engineer d'occuper des postes contre les attaques, mais avec un coût élevé en métal et le temps de mise à niveau. Le Court-Circuit fournit une défense contre les explosifs (le plus grand fléau d'une Mitrailleuse), bien qu'il augmente la dépendance de l'Engineer à son distributeur; le Pomson 6000, qui n'a pas besoin de munitions, peut être utilisé pour compenser cet inconvénient, et vous permet de mieux vous défendre contre les Medics et leur patients et les Spies. Les dégâts faibles du Court-Circuit peut vous laisser ouvert à d'autres attaques, comme les Spies et les attaques de flanc. Néanmoins, comme la Mitrailleuse peut tirer en toute liberté et ne sera désactivée par le Dompteur, cette combinaison permet à l'Engineer défensif d'être un peu plus indépendant. Cet ensemble d'armes vous permettra de préserver votre Mitrailleuse aussi longtemps que possible. L'Hospitalité du Sud offre une excellente défense contre les Spies et les empêche de s'échapper par l'invisibilité, surtout si vous utilisez le Pomson 6000, mais votre vulnérabilité au feu augmentée peut rendre toute sorte de poussée offensive beaucoup plus risquée. |
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Pour un Engineer de soutien avancé. Cet ensemble vous permet de déployer vos bâtiments rapidement avec le taux de construction 30% plus rapide accordée par le Crochet. Cela peut vous donner plus de temps pour aller sur le front et aider vos autres collègues Engineers. Les coups critiques de vengeance seront utiles si votre Mitrailleuse est détruite. Le Pistolet fournit une arme à feu alternative et est idéal pour la conservation de vos Critiques de Vengeance. Vous pouvez utiliser librement le Dompteur à la place pour attaquer à longue distance pour distraire et empêcher les ennemis d'approcher, même si cela vous distrait des autres Engineers et de leurs bâtiments. |
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Cette combinaison est similaire à l'ensemble d'Engineer de soutien avancé, avec juste des petits changements. Vous pouvez utiliser votre Dompteur pour obliger les Snipers à se mettre à couvert et affaiblir les ennemis à longue distance. Mais ne pas avoir de bonus de santé signifie que vous êtes plus susceptible de mourir. Cela peut aussi être une bonne configuration pour un Engineer qui aime construire derrière les lignes ennemies. Le Crochet vous permet de construire vos bâtiments plus rapidement et le Dompteur peut aider l'Engineer à construire dans certains endroits inhabituels et d'attaquer immédiatement les ennemis avec une puissance de feu accrue. |
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Cette configuration est faite pour un Engineer qui n'a pas envie de "camper" dans sa base et de rester derrière le front pendant toute la bataille. Le Flingueur combiné avec la Justice Frontalière est un très bon plan car, comme la Mini-Mitrailleuse de Combat est très souvent détruite, vous aurez beaucoup de Critiques de Vengeance. Le pistolet vous donne également la haute main lors du combat à distance, et vous pouvez également l'utiliser pour en finir avec les ennemis affaiblis par un coup Critique de Vengeance. Le supplément de 25 PV du Flingueur augmente votre survie et votre puissance dans les combats de mêlée. Vous pouvez également placer votre Mini-Mitrailleuse pour vous donner une puissance de feu en plus pendant une bataille. Mais cet ensemble est parfois risqué quand vous allez à l'encontre des classes qui ont une plus grande puissance de feu que la votre, comme les Soldiers ou les Heavies. Un Engineer utilisant ces armes peut être utilisé comme soutien, il peut ainsi aider ses co-équipiers à tuer les ennemis plus rapidement avec sa Mini-Mitrailleuse et ses Critiques de Vengeance. Vous avez toujours une force de frappe dans les batailles, réfléchissez avant de sortir votre Mini-Mitrailleuse, vos ennemis peuvent avoir une puissance de feu beaucoup plus grande que la votre. Si c'est le cas, placez votre Mini-Mitrailleuse et battez en retraite avant qu'ils ne vous attrapent. |
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Pour les Engineers qui aiment prendre le contrôle de leur Mitrailleuse. Le Crochet vous permet de déployer rapidement votre Mitrailleuse et le Dompteur vous permet de contrôler manuellement votre Mitrailleuse. Si la Mitrailleuse est détruite alors que vous êtes à court de métal, vous pourrez utiliser vos Critiques de Vengeance. Un aspect important de cet ensemble est que vous devez déployer votre Mitrailleuse dans un endroit caché et en toute sécurité, puis, lentement, le déplacer vers les lignes de front tout en (on l'espère) étant accompagné par un Medic ou une classe moyenne/forte (comme un Heavy) qui est plus susceptible d'attirer le feu ennemi. La taille du magasin réduit de la Justice Frontalière n'est pas un gros problème, puisque vous allez passer plus de temps à vous défendre avec votre Mitrailleuse qu'avec le Fusil à pompe. |
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![]() ![]() ![]() ![]() ![]() Clé ou Clé Dorée ou Saxxy ou Clé Festive ou Flingueur |
L'ensemble Deus-Ex
Cet ensemble va manger votre métal très rapidement. Trop de tirs dans le vide avec le Faiseur de Veuves vous rendra faible, et vous forcera à récupérer votre métal. Ces armes sont mieux utilisées après que vous avez déjà construit votre Mitrailleuse et votre Distributeur. De cette façon, vous avez encore d'autres moyens de survie, et le Distributeur peut reconstituer le métal que vous avez perdu avec des tirs manqués ou pauvres. Vous pouvez également utiliser le Court-Circuit pour empêcher les Soldiers ou Demomen ennemis de détruire vos bâtiments. Cependant, cette configuration vous laisse sans armes à moyenne/longue distance fiables, alors restez près de votre Mitrailleuse afin de ne pas être pris par surprise. Alternativement, lorsque vous utilisez le Flingueur, vous pouvez faire usage de la réduction du coût de la Mini-Mitrailleuse pour tirer quelques coups de feu puis d'avoir encore assez de métal pour placer une Mini-Mitrailleuse. En outre, vous pouvez utiliser la récupération de métal pour recharger votre arme en permanence, en gardant une pression constante sur l'ennemi. Cependant, cela vous laisse la plupart du temps sans défense, comme une Mini-Mitrailleuse n'est pas quelque chose dont on se cache derrière quand vous êtes à court de métal. Restez près d'un Distributeur mis à niveau pour avoir toujours une source de munitions. |
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Pour un Engineer défensif qui se concentre essentiellement sur la construction. L'Effet Eurêka vous permet de retourner rapidement à la salle de réaparition pour recharger votre métal instantanément, ce qui vous permet de construire et d'améliorer vos bâtiments plus vite. Comme l'Effet Eurêka vous empêche de déplacer vos constructions, la Justice Frontalière vous sera très utile quand votre Mitrailleuse sera détruite par un ennemi ou par vous-même si vous voulez construire un nouveau nid, car elle vous fournira des Critiques de Vengeance. Enfin, le Pistolet vous permet de vous défendre contre les ennemis trop éloignés pour votre arme principale, ou pour éviter de gaspiller vos Critiques de Vengeance. |
Class Combat Strategies
Scout
- In a one-on-one battle, the Scout is a deadly opponent. Being faster and better armed, he is a difficult class to pick off. If it comes down to it, pick him off with shots from your Pistol, or if he comes in close, try to land a Shotgun blast.
- The Scouts lack of range makes him an easy target for your Sentry Gun. Even with his high speed, the ability of your sentry to track his movements will make him easy prey.
- A Scout under the effects of Bonk! Atomic Punch can distract your sentry from oncoming fire. If you have the Wrangler equipped, it may be in your best interest to aim manually til the effects wear off.
- A Scout wielding the Sandman, while having lower max health, can stun you with the Ball if you're not careful. This could leave your buildings facing enemy fire without a means of repair.
Soldier
- Directly, a Soldier is a very powerful adversary. A single shot from his Rocket Launcher could be the end of you. Only fight head on if necessary, otherwise, try and lead him into your Sentry Gun.
- Because of it's range, a smart Soldier will try to attack your Sentry Gun from out of range with his Rocket Launcher. If this happens, remain in cover while repairing your buildings.
- If necessary, use the Wrangler in an attempt to fire back and increase the life span of your Sentry Gun.
- The Cow Mangler 5000's Charge shot can disable any building. You can repair the damage while the building is disabled, but any building won't perform its function until the 4 seconds are over. 4 seconds without buildings such as the Sentry Gun or the Dispenser could lead to your position being overrun. It may be in your best interest to fall back and live to build again if the Soldier is not alone.
- When the Frontier Justice is equipped, attacking Soldiers who have activated their Battalion's Backup with Revenge crits is unwise: switch to another weapon or use your Sentry to attack the Soldier instead if waiting for it to wear off is not ideal.
Pyro
- As with most other classes, it is not recommended to face a Pyro head on. What the Flamethrower lacks in range, it makes up for in damage. Stay out of its range and pick away at there health with your Shotgun and Pistol.
- Due to the short range, they may switch to the Shotgun or Flare Gun in an attempt to harm you or your buildings from a distance. Because of the guaranteed Critical Hit on a burning target, If you are hit once or were already on fire, take cover to prevent a possibly fatal shot.
Demoman
- Because of his Stickybombs and Grenades, the Demoman is a worthy adversary in one-on-one fights and while you are protecting your nest. His weapons cause a lot of damage and are deadly at close range.
- If placed in the open, your buildings could easily be destroyed by a Demoman's Stickybombs. If he keeps firing, it's better to run away than trying to constantly repair your buildings and be killed. Think about this when building near a corner or in an open area.
- A smart Demoman will arc his grenades over your Sentry Gun in order to harm you, so don't rely on it to provide a shield.
Heavy
- With the amount of firepower the Heavy possesses, it is unlikely that you will survive a one-on-one encounter unless you ambush him.
- Remain close to you buildings if a Heavy is lurking around. Without proper surveillance, a Heavy can single-handedly destroy any Engineer outpost.
- If your fighting a Heavy with a Medic and they uber if your Dispenser and sentry are level 3 you are capable of fending them off till their uber goes off. Simple crounch behind your sentry with your Dispenser near by. Most likely they will shoot your sentry at that time keep repairing your sentry till their uber goes off when you'll most likely defeat them.
Engineer
- Because of the defensive nature of the Engineer, it is unlikely that a head on conflict will occur. From a distance, deter him with your Pistol and if they move in close, use your Shotgun.
- It might also be a good idea to draw them into your nest if possible.
Medic
- Alone, the Medic may not be much of a threat. Pester him from afar with your Pistol or up close and personal with the Shotgun.
- The four most common ÜberCharged enemies you will encounter attacking your position are Pyros, Heavies, Soldiers, and Demomen. Any one of them can take you and your buildings out if they are invulnerable.
- One of your best assets when going up against ÜberCharged enemies is the strong "knockback" of your Sentry Gun. The force of the bullets and rockets hitting enemies will push back against their forward movement and slow down their attempts to get close. If your Sentry Gun fires on an enemy who is in mid-air, they will be launched skywards or blown across the map, which is not only amusing but usually means the end of that particular threat.
- One of your best defenses against ÜberCharges is to have advance warning of them. Do your best to keep tabs on which enemies are approaching your position. Ask for information from teammates on the lookout, and listen. If you hear a Medic say "I am fully charged!" then get ready! The Medi Gun of a fully charged Medic also glows and crackles, so look/listen for that. It pays to be actively looking around and paying attention to other important information such as the Kill reporter (See: Head-up display). Do NOT simply sit passively behind your Sentry Gun. Information is a weapon.
- Do not rely only on the Medic's "I am fully charged!". This is in the voice command list and can be used to fool enemies into thinking the Medic has ÜberCharge ready.
- Once you know that an Über is imminent, you have to make a decision: fight or flight! Do you attempt to hold your ground as best you can, or do you give it up for lost and retreat ASAP? Experience is the best teacher here, but these are a few important things to remember:
- Do you have support? What kind of support is it?
- Do you have somewhere to run to?
- How important to your team is holding your current position? Will holding on as long as possible help the most, or will your survival?
- If you hold your ground, generally you are risking your life for the sake of trying to keep your Sentry Gun alive until the enemy Über has run its course, allowing your team to continue to hold down that area. If the enemy manages to get at point-blank range, you will most likely fail, particularly if you are repairing your Sentry Gun as it takes damage. Smart enemies will attempt to eliminate you first, and if you sit next to your Sentry Gun you make this easy. The success of this strategy depends on your Sentry Gun placement; some positions are much safer to repair from while under fire than others, usually ones that allow you to repair while around a corner. If you can hold your opponents at arm's length, they will do less damage to you (though not your Sentry Gun) than they would up close (See: Damage) and you'll have an easier time staying alive while repairing, especially if you are in range of your Dispenser. You can also switch to the Wrangler briefly to activate the shield, but keep in mind that this turns off the automatic firing, often putting you at risk if you want to aim at anything.
- Alternately, you can strike a middle-ground using the Wrangler to make a "fighting retreat" – activate the Wrangler but keep your distance, and simply use your shielded Sentry Gun to stall your opponents as long as possible. This can also prevent your Sentry Gun from firing uselessly at invulnerable enemies. If you're lucky, your Sentry Gun might even outlast the Über, but if it doesn't at least you escaped to build again.
- Finally, you can make a "preemptive" retreat. If you know an Über is imminent or it has just deployed, pick up your Sentry Gun immediately and make a run for it. This is a risky strategy, since your slow speed while doing this can easily get you caught and killed. Not only are you abandoning your position without a fight, you are risking both yourself and your Sentry Gun anyway. Do this if you know you can find a good fallback position and you think that something else will occupy your enemy's attention if you leave, covering your retreat. If you want to get fancy, you can even make an "escape" Teleporter that leads away from the front line and make a quick and clean getaway – though this usually means your Teleporter will not be fulfilling its usual function of transporting your teammates into the fight.
- Alternately you can leave your Sentry to buy time and instead flee with your Dispenser. This should only be attempted if you have a high level Dispenser or one that is well-stocked with Metal. Your Sentry will be destroyed, but you will have plenty of resources from your Dispenser to easily deploy another nest quickly in a safer location.
- Beware of the Kritzkrieg. While your buildings do not take extra damage from critical hits, you certainly do, and your life is your buildings' lives in most cases. Critical hits are one of the major reasons it is never a good idea to simply hide behind your Sentry Gun without having vision of what is approaching your position, since a single critical rocket can kill you instantly and clever opponents will try to eliminate you with the splash. However, if you are on the ball, your Sentry Gun position can be an excellent way to counter Kritzkriegs. There aren't many things that can survive a full clip of critical rockets or grenades but a Level 3 Sentry Gun being Wrangled or repaired is one of them.
Sniper
- Because Snipers fight at long range, it is unlikely that either of you will come in contact. If you do, odds are that it will be away from your Sentry Gun. Use your Pistol for long range and Shotgun when close.
- Due to the long range of Snipers, they can easily pick off any building that is placed in the open. Try to keep from placing your buildings in areas with large lines of sight.
- Beware Snipers with Jarate equipped. If you are covered, you are more vulnerable to damage. This can be especially bothersome when your nest is under fire.
- If a Sniper knows that an enemy is approaching, he or she may attempt to scope in with the Sniper Rifle and land a headshot when the attacker appears. To avoid this, try to apply constant fire to the Sniper.
Spy
- The Spy is typically the mortal enemy of the Engineer. Due to the Spy's ability to Sap your buildings, it makes him more than a match for you in a strategic sense. Sappers shut down your buildings immediately, leaving them effectively "destroyed" until you remove them. A building that gets Sapped while under fire is typically impossible for a lone Engineer to save.
- The Spy's ability to disguise himself as any class on either team is also quite bothersome. While wearing a friendly disguise, the Spy has access to your buildings allowing him to restore health and Cloak from your Dispenser and travel through your Teleporters. Note that this also prevents your Sentry Gun from spotting him.
- Watch for Spies using the Your Eternal Reward. This knife, upon successful backstab, allows the Spy to take the form of his victim without dropping his disguise. Spies using it will not hesitate to backstab you or your allies within range of an active Sentry Gun if it he gets the chance.
- Spies have the potential to hide anywhere and appear as anyone. As such, you cannot rely solely on your Sentry Gun to protect you. Remain alert at all times and refrain from being stationary even while protecting your position to prevent Ambassador headshots and backstabs. If someone seems suspicious, don't be afraid to Spy-check them.
- A good Spy will often appear without warning, quickly sap your Sentry Gun, and start attacking you immediately with his Revolver or Knife, especially if you are alone. If you come under attack in this way, don't worry about your buildings. A Spy can place Sappers faster than you can remove them. It is much more important to eliminate the Spy before he causes anymore damage. Use your Shotgun to dispatch the trespasser before repair.
- Most of the time, you should save your Dispenser first, as it will break from a Sapper faster than an upgraded Sentry Gun, and regenerating its Metal supply takes a lot of time. If you are staying in the same spot, saving your Dispenser first will always allow you to rebuild much faster because you'll have more Metal available. However, if the Spy has removed his disguise nearby, or there's urgent need for offense, you should save your Sentry Gun first. On some maps your Teleporter can actually be your most important building as it allows your team to keep a constant stream of reinforcements going. Losing your Teleporter is especially annoying due to the fact that you will lose both ends of it, requiring you to travel all the way to your Spawn to replant your Entrance. Teleporters take the longest to die from Sappers, but you should still try to save them. Deciding which Building to save first always depends on the circumstances. Practice is the best guide.
- While being in a crowd of your own teammates usually helps you defend against Spies more easily, it can sometimes be difficult to pick out which one of your "teammates" is actually a Spy placing Sappers. Even though placing Sappers will not break a disguise, the disguised Spy will actually move its hand in a "placing" motion at your Building when it does so. This is subtle but you can use it pick out the Spy in a crowd. If you are letting your team deal with the Spy while you remove Sappers, keep your back to something!
- A creative Spy will often disguise as an Engineer to try to fool you and your allies into thinking he is an Engineer trying to remove Sappers when he is in fact the one sapping. They may even use the voice command warning about Spies to add to the deception. Watch for teammates who aren't swinging or firing their weapons, as a disguised Spy cannot attack.
- If you have Revenge crits, try to save some of them for the inevitable Spy attack. Having a glowing Frontier Justice out can be enough on its own to deter a Spy, and if it doesn't, deter it with a critical hit. While it's true that you might waste a shot on a Dead Ringer, don't be afraid to do it. A Spy who feigns death likely won't be attacking you for at least a short duration, giving you time to call for help.
- Some Spies may keep placing Sappers as you take them off. If so stop trying to remove them cause they can place them faster , instead shoot or try to kill the Spy , then go back to tend to your buildings.
Voir aussi
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