Community Engineer strategy/ko

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< Community Engineer strategy
Revision as of 12:55, 9 June 2013 by Tosang111 (talk | contribs) (Short Circuit)
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Grr, come on!
You're all about to have a real bad day!
The Engineer to enemies before Setup concludes

엔지니어는 그의 건축물을 짓는 능력 때문에 특이한 클래스입니다. 그는 텔레포터를 이용해 그의 아군들을 전전에 빠르게 이동하도록 할 수 있고, 강력한 센트리 건을 만들어 적들을 격퇴하고 디스펜서로 아군들을 회복시키고 탄약을 공급할 수 있습니다. 엔지니어의 낮은 체력과 평균적인 이동속도는 그가 보호를 위해 그의 센트리 건, 다른 구조물, 그의 팀원들에게 의존하는 걸 중요하게 합니다. 그가 수동적이고 세심해 보이지만, 엔지니어는 과소평가할 수 없습니다. 고수 엔지니어는 그의 팀원들이 지역을 확보하고, 공격의 압력을 유지하고, 지점이나 정보같은 중요 목표를 방어하기 훨씬 쉽게 합니다.

빠른 팁

  • 유능한 엔지니어가 없는 팀은 특히 공방전의 방어팀일 경우 매우 불리해집니다.
  • 항상 건물 근처에 있으세요. 방치된 구조물들은 특히 스파이, 데모맨,그리고 솔저에 매우 취약합니다.
  • 텔레포터는 팀을 위해 가장 중요한 구조물입니다. 잘 지어지고 방어되면, 텔레포터는 아군들이 적팀에 계속 압력을 가하게 할 수 있습니다.
  • 모든 건물들은 당신의 근접 무기로 때리면 더 빨리 지어집니다.\.
  • 당신은 건물을 안전하게 짓고, 우클릭을 통해 그것을 전장에 옮길 수 있습니다. 텔레포터를 통해 건물을 들고 올 수도 있습니다.
    • 그러나, 옮기는 동안에 죽으면 건물도 파괴됩니다.
  • 당신은 다른 엔지니어의 구조물을 근접 무기로 때려 건물의 건축 속도를 빠르게 하고, 고치고 업그레이드시켜 도울 수 있습니다.
  • 당신의 산탄총과 권총은 쓸모없지 않습니다. 당신의 센트리의 화력 지원을 위해 사용하세요.
  • 센트리 앞에 서 있는걸 피하세요. 당신의 센트리가 당신을 쏠 확률을 줄여 주고, 센트리가 적의 공격을 막아서 당신이 피격당할 확률을 줄여 줍니다.
  • 아레나를 플레이할때는 팀원들의 탄약과 체력을 위해 반드시 디스펜서를 지으세요.

일반

  • 엔지니어로, 당신은 당신의 구조물 업그레이드와 수리보다 더 많은 일을 할 수 있습니다. 금속이 있다면, 주저없이 아군 구조물을 수리하고 업그레이드해주세요. 아군 구조물을 관리해 주면 다른 엔지니어들이 센트리 건, 디스펜서, 텔레포터를 다른 지역에도 지을 수 있게 합니다.
  • 당신은 건물 청사진이 나와 있을 때 보조 발사 버튼을 통해 구조물의 방향을 바꿀 수 있습니다. 센트리 건의 방향을 바꾸면 그것을 구석이나 닿기 힘든 곳에 배치할 수 있게 하며, 텔레포터의 방향을 바꾸면 나갈 때 더 용이해집니다. 청사진의 화살표는 방향을 나타냅니다. 몇몇 상황에서는 방향이 생사를 좌우한다는 걸 얄아 두세요. 디스펜서의 방향을 바꾸는 건 아무 효과도 없지만, 그것의 위치를 감추거나 구석에 배치가 가능하게 합니다.
    • 또한 건물을 다른 각도로 배치할 수도 있습니다.
  • 당신이 배치한 구조물을 바라보며 보조 발사 버튼을 누르면 구조물을 다른 곳으로 "옮길" 수 있습니다. 구조물을 옮길 때에는 헤비의 이동 속도보다 약간 느려지며, 무기를 교체할 수 없습니다. 만약 구조물을 옮기는 도중 죽으면, 구조물이 파괴됩니다.
    • 재배치된 건물은 엔지니어 없이도 일반 건물보다 빨리 지어집니다. 그러나 여전히 당신은 근접무기로 구조물의 제작 속도를 가속할 수 있습니다. 만약 당신 구조물이 레벨 2거나 3이면 업그레이드 애니메이션이 그대로 나타납니다.
  • 변장한 스파이를 포함한 적군들은 당신 팀의 구조물을 통과할 수 없습니다. 당신은 이것을 문이나 복도같은 좁은 곳에 배치하여 스파이체킹을 할 수 있습니다.
  • 당신의 구조물들, 특히 센트리 건을 다른 아군 엔지니어 구조물 근처에 짓지 마세요. 엔지니어 구조물들이 너무 많이 몰려 있으면 폭발물 등의 스플래시 무기들에 매우 취약해지고, 적 스파이가 구조물들을 모조리 파괴하기 쉬워집니다. 게다가, 아군 구조물이 당신이나 아군 센트리 건의 시야와 사격을 막을 수 있습니다.
  • 당신 구조물이 적 솔저나 데모맨에게 공격당하고 있으면, 처치당하지 않기 위해 적 로켓이나 유탄 사이에 간격을 두고 수리하거나, 센트리 건을 엄폐물 근처에 두어 방어가 가능하게 하세요. 만약 당신 구조물이 여러 솔저나 데모맨에게 공격당한다면, 당신 구조물은 곧 파괴되고 아군 메딕이나 엔지니어, 공기 압축 분사 파이로가 없다면 피하세요.
    • 당신 최고의 동료는 아군 파이로입니다. 파이로는 엔지니어의 가장 큰 약점들을 보완하는 데 제격입니다: 스파이를 잡고 가정 파괴범이나 로 전자교란기를 떼고 날아오는 로켓, 유탄, 점착 폭탄, 취약한 적을 날려버릴 수 있습니다. 이것은 파이로에게도 이득입니다. 그들은 화염방사기를 뿌리다 자주 탄약과 체력이 떨어지고, 디스펜서로 보충할 수 있습니다. 또한 그들은 엔지니어가 강한 중장거리에선 취약합니다.
  • 당신 아군들이 당신을 돕고 당신이 아군들을 도울 수 있는 곳에 구조물을 지으십시오. 센트리 건은 적절한 거리에선 고화력을 내나, 아군들을 보호하고 적 움직임을 제한할 때 최고입니다. 센트리 건으로 모든 적의 공격을 막을 수 있다고 생각하지 마세요. 당신 팀 모두가 당신을 보호하나 앞에 센트리가 없으면, 적들이 기지로 들어와 파괴를 할 수 있습니다.
  • 텔레포터, 디스펜서, 센트리 건을 전선 근처에 지으면 팀 위치를 유지하게 합니다. 숙련된 적 팀은 당신의 첫 번째 부활 지점까지 밀어붙일 수 있고, 첫 번째 지점을 점령했슴에도 불구하고 처음부터 다시 지점을 점령하게 합니다.
  • 준비시간을 가장 잘 쓰려면, 구조물을 가장 효율적인 장소에 빨리 짓는 법을 알아야 합니다.
  • 공격 팀일 때, 당신이 '팀 이득' (적의 대부분 또는 MVP가 죽었을 때)이 있고 레벨 3 센트리가 있으면, 그것을 들고 전장으로 돌진하세요. 센트리 건을 마지막 점령지에 설치하고 적을 당신 무기로 공격하세요. 그들의 대부분의 플레이어가 죽고 레벨 3 센트리가 갑자기 나타났다면, 우버차지가 준비되지 않은 이상 적들은 큰 충격을 받고 당신은 승리할 것입니다. 레벨 3 센트리를 지을 금속이 없거나 재배치에 걸리는 시간이 효율적이지 못하다면, 레벨 2 센트리가 사용되어도 됩니다.
  • 엔지니어와 주 무장과 부 무장 중에서, 기본 무기가 최고로 많은 데미지를 줄 수 있습니다. 언락 주/부무장을 사용한다면, 다른 주/부무장 슬롯에 기본 무기를 사용하는 걸 추천합니다.
  • 공격 팀일 때, 이 황금 공식을 절대 잊지 마세요: 레벨 2가 좋습니다. 텔레포터 기지에서 농성할 것이 아니거나 레벨 3 센트리를 옮길 시간이 없으면, 레벨 2 센트리를 옮기세요. 이것은 텔레포터에도 적용됩니다. 레벨 2는 레벨 1에 비해 두 배로 충전 속도가 빠르지만, 레벨 3은 금속을 200이나 소모하고 레벨 2에 비해 충전 시간이 고작 3초 줄어듭니다.

무기 관련

주무장

샷건

무기 킬아이콘 장탄수 데미지
장전된 탄 여분의 탄 근거리 중거리 장거리 치명타
Shotgun
Stock
산탄총
Killicon shotgun.png 6 32 86-90 24-67 3-26 180

엔지니어의 주무장 중에, 샷건은 그 큰 탄창 크기 때문에 가장 다용도로 쓸 수 있고 디스펜서, 센트리에 대한 의존을 줄여 주고 특정 적을 격퇴하는 데 좋습니다.

  • 센트리 건 근처에서 플레이한다면, 적 여럿을 상대할 수 있는 곳에 지으십시오. 당신이 센트리 건을 샷건으로 지원사격해주면 여럿을 상대할 수 있습니다.
  • 이것의 큰 확산 범위는 스파이 체킹에 꽤 유용합니다. 구석, 아군, 그 외 스파이가 자주 다니는 길에 발사하세요. 적어도 한 펠렛이 투명화한 스파이를 명중시키고, 당신이 그의 실루엣을 볼 수 있게 합니다.
  • 이것은 탄이 퍼지기 때문에 점착 폭탄 제거에 좋습니다
  • 이것은 센트리 건에 의해 데미지를 입고 공격 범의 밖으로 후퇴하는 적에게 추가 데미지를 줄 수 있습니다.
  • 샷건은 강한 무기입니다, 특히 근거리에서. 전투에 이걸 사용하는 걸 두려워하지 마세요. 생사가 달려 있습니다.
  • 이것은 탄이 퍼지기 때문에 장거리의 적을 상대하기엔 좋지 않습니다. 장거리 공격엔 권총을 사용하세요.

개척자의 정의 + 스킨

무기 킬아이콘 장탄수 데미지
장전된 탄 여분의 탄 근거리 중거리 장거리 치명타
Frontier Justice
Unlock
개척자의 정의
Killicon frontier justice.png 3 32 86-90 24-67 3-26 180
Festive Frontier Justice
Uncrate
축제장식 개척자의 정의
Killicon frontier justice.png

개척자의 정의 사용법은 기본 샷건과 비슷하지만, 복수 치명타의 존재가 플레이스타일을 바꿉니다.

  • 센트리 건은 처치 수와 어시스트 수가 빨리 채워지도록 공격에 유용한 곳에 지어야 합니다.
  • 센트리 건 없이 싸울 때 이것의 작은 탄창으로 인해 손해를 줄 수 있으니 복수 치명타는 아껴서 써야 합니다.
  • 복수 치명타는 돌격하는 데 쓸 수 있습니다. 총잡이미니 센트리나 업그레이드된 센트리를 적진에 지은 후 복수 치명타로 그것이 지어지는 동안 싸우면 센트리가 배치되어 같이 싸울 수 있습니다.
    • 이것에도 불구하고, 복수 치명타가 크게 지원하는데도 여러 적을 상대하기는 벅찹니다. 그래서 그리 현명한 전술은 아닙니다.
  • 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.
    • However, "cashing-in" during a quiet period in a safe area can be useful, as you can re-build and re-upgrade your Sentry in peace and have some revenge crits on hand for a sticky situation. Just be careful about this, because if you die after redeeming the crits, they'll have gone to waste and you'll be left with a fresh Sentry empty of kills and potential crits.
  • 복수 치명타로 스파이 체킹을 하는 것은 현명하지 못한 방법입니다. 왜냐하면 그가 데드 링어를 가지고 있으면 그의 가짜 죽음에 의해 복수 치명타를 낭비할 수 있기 때문입니다. 적이 사용하는 시계를 잘 살피세요.
  • 발사 준비가 되지 않았다면 개척자의 정의를 꺼낼지 말지 신중하게 결정하세요. 개척자의 정의의 치명타 발광은 적 스나이퍼같은 적에게 타겟이 되도록 하거나, 반대로 적에게 겁을 줄 수 있습니다.

과부 제조기

무기 킬아이콘 장탄수 데미지
장전된 탄 여분의 탄 근거리 중거리 장거리 치명타
Widowmaker
Promotional/Craft
위도우메이커
Killicon widowmaker.png 1발에 금속 30 소모 N/A 86-90 24-67 3-26 180
  • 과부 제조기는 건설용 금속을 탄으로 사용합니다. 당신의 에임이 좋을 때만 쓰세요. 그렇지 않으면, 그냥 기본 샷건을 쓰는게 가장 좋습니다.
  • 멀리 있는 적을 쏘지 마세요. 대신 권총이나 랭글러로 그들을 괴롭히세요.
  • 과부 제조기는 디스펜서와 궁합이 좋습니다. 당신이 몇 발 빗나가게 쏴도, 디스펜서에서 쉽게 재충전할수 있습니다.
  • 과부 제조기를 사용할 때는 항상 적과 싸울 수 있게 충분한 금속을 가지고 다니세요. 당신이 주무기를 사용하지 못하면 당신은 매우 취약해지고 근거리에서 죽기 딱 좋습니다.
  • 수상한 아군이 나타났을 때 과부 제조기는 스파이체킹에 쓰일 수 있습니다. 과부 제조기의 발사로 금속이 충전되면 그는 스파이입니다. 만약 금속이 충전되지 않으면, 그는 스파이가 아닙니다.
  • 연습만 하면, 과부 제조기는 훌륭한 공격 무기입니다. 근접해서 계속 사용하면 디스펜서에서 떨어져 있어도 탄 충전이 가능하고 재장전 없이 쏘는 기능은 느린 클래스 상대로 효과적입니다.

폼슨 6000

무기 킬아이콘 장탄수 데미지
장전된 탄 여분의 탄 근거리 중거리 장거리 치명타
Pomson 6000
Craft
폼슨 6000
Killicon pomson 6000.png 4 N/A 52-68 31-41 31-41 108-180

The 폼슨 6000은 이것의 발사체와 무한탄창이 솔저의 정의의 들소와 비슷합니다. 그러나 발사체의 관통능력 대신 대 스파이와 대 메딕 기능이 있습니다.

  • 센트리 보호는 의무입니다. 폼슨 6000은 적 메딕의 우버차지를 늦추고, 우버차지 돌진이 쓸모없게 하거나 잘 맞추면 완전 충전되지 않은 채로 그가 전장에 돌진하게 합니다.
  • 명중시 폼슨은 스파이의 클로킹 게이지를 깎아서 그가 시계를 사용중일 때 후퇴하게 합니다.
    • 데드 링어 스파이들이 폼슨에 맞으면 그가 가진 짧은 클로킹 시간이 10% 깎여버립니다.
  • 폼슨의 특성상, 원거리에서 적을 처치하는 데 좋으나 근거리에선 좋지 않습니다. 그러므로, 폼슨은 중거리에서 아군들을 보조하는 데 좋습니다. 이것을 난사하면 적이 잘 돌아다니지 못하게 되고 아군들이 그를 겨냥하기 더 편해집니다.
  • 아군 스나이퍼헌츠맨에 쏘면 그의 화살에 불이 붙습니다. 불화살은 그것의 화상 데미지로 인해 일반 화살보다 더 강력합니다.
  • 아군에게 발사하면 스파이를 명중할 때의 독특한 소리로 인해 스파이 체킹에 도움이 됩니다. 폼슨의 무한탄창은 스파이체킹을 자주 할 수 있게 합니다
  • 스파이는 그가 클로킹 게이지가 다 차있을 때만 데드 링어를 발동할 수 있습니다. 적 데드 링어 스파이가 클로킹 게이지를 채우려고 도망칠 때 폼슨으로 피해를 줄 수 있습니다. 스파이를 향해 계속 쏘면, 그에게 데미지를 조금밖에 못 주더라도 그의 데드 링어를 먹통으로 만들 수 있습니다.
  • 이것의 발사체가 느리고 피하기 쉬워도, 폼슨은 매우 정확한 무기입니다. 이것은 심지어 당신의 권총보다 정확합니다. 당신이 산탄총의 근거리 데미지와 권총의 빠른 장전을 잃었어도, 당신은 매우 정확한 무기를 얻은 것입니다.
  • 폼슨은 랭글러와 궁합이 좋습니다. 폼슨은 당신이 권총으로 할 수 있는 정확한 사격을 할 수 있게 하며, 비슷하게, 탄은 신경 쓸 필요가 없습니다. 폼슨과 랭글러 조합은 당신이 높은 정확성을 가지게 합니다.

구조대원

무기 킬아이콘 장탄수 데미지
장전된 탄 여분의 탄 근거리 중거리 장거리 치명타
Rescue_Ranger
Craft
구조대원
Killicon rescue ranger.png 4 16 51-55 31-35 20-25 105
  • 구조대원은 중력의 영향을 받는, 폼슨 6000과 비슷한 발사체를 발사합니다. 이 무기를 사용할 때는 발사한 탄환 수를 세세요.
  • 이 무기의 건물 옮기기 기능은 먼 거리에서도 당신의 구조물이 보이는 개활지에서 강력합니다. 이 기능을 사용해서 구조물을 전선으로 가져오거나, 공격받고 있는 중인 멀리 있는 구조물을 끌어오세요.
  • 원거리 구조물 이동에는 130금속이 필요하므로, 디스펜서를 먼저 옮기세요. 만약 그럴 수 없으면. 충분히 금속을 확보할 수 있는 곳에 끌어오세요.
  • 구조대원은 전투에는 부적합하나 중,장거리에서 적을 괴롭히거나 원거리에서 다른 엔지니어의 구조물을 고쳐주세요.
  • 구조대원은 랭글러 점프와 궁합이 좋습니다. 점프 후에 센트리를 파괴할 필요가 없기 때문이죠.

부무장

권총 + 스킨

무기 킬아이콘 장탄수 데미지
장전된 탄 여분의 탄 근거리 중거리 장거리 치명타
Pistol
Stock
권총
Killicon pistol.png 12 200 22 10-15 8-9 45 (Range does not affect damage)
Lugermorph
Promotional
루거모프
Killicon lugermorph.png

권총에는 산탄총에 비해 4가지의 장점이 있습니다, 이것의 높은 정확성, 원거리의 데미지, 많은 장탄수, 빠른 장전 속도가 그것입니다. 이것들은 권총에 몇몇 핵심 기능을 줍니다.

  • 이것의 강한 원거리 데미지로 적 스나이퍼를 격퇴할 수 있습니다.
  • 이것으로 체력이 깎여 후퇴하는 적을 괴롭힐 수 있습니다.
  • 권총은 총잡이미니 센트리와 가장 좋은 조합의 무기입니다, 그것들은 비슷한 거리에서 효율성을 보이며, 안전한 거리에서 적의 체력을 깎을 수 있습니다.
  • 산탄총의 탄이 다 떨어지면 적이 주는 데미지보다 당신의 DPS가 높을 경우 권총이나 루거모프로 교체해서 싸울 수 있습니다.
  • 많은 장탄수와 빠른 재장전 속도로 아군을 보조해 줄 수 있습니다. 높은 정확성과 샷건보다 강한 원거리 데미지는 또한 당신이 엄폐해서 공격을 할 수 있게 하며 적의 포화에 너무 많이 노출되지 않게 합니다. 근거리에서도 이렇게 할 수 있으나 총잡이 없이는 위험하고 근거리에서는 샷건이 훨씬 더 좋습니다.
  • 권총의 초탄은 완벽하게 정확하다는 걸 기억하세요. 그러나, 초탄 이후의 탄은 덜 정확하게 됩니다. 이 탄 퍼짐은 마지막 발사 1.25초 후 초기화됩니다. 그러므로, 당신이 권총탄을 뿌려대는 것은 정확성을 잃게 합니다. 정확성을 유지하기 위해 끊어 쏘도록 하세요.
  • 엔지니어 권총의 장탄수는 헤비의미니건을 포함한 게임 내 어떤 총보다 장탄수가 많습니다. 이것을 염두에 두세요. 당신은 짧은 시간에 엄청난 양의 탄환을 발사할 수 있습니다.

랭글러

무기 킬아이콘 장탄수 데미지
장전된 탄 여벌의 탄 근거리 중거리 장거리 치명타
Wrangler
Unlock
원격 조련 장비
Killicon wrangler.png N/A N/A N/A N/A N/A N/A
랭글러에 대해
  • 랭글러는 엔지니어의 부무장입니다. 이것은 기본 권총을 대체합니다.
  • 랭글러를 들고 있을 때, 당신의 센트리 건이 당신이 가리키는 방향을 조준하며, 클릭을 하면 발사됩니다. 당신의 센트리가 레벨 3이라면, 우클릭으로 로켓을 발사할 수 있습니다.
  • 이것을 사용 중일 때, 이것은 센트리 건에게 가해지는 데미지의 3분의 2를 흡수하는 방어막을 생성합니다.
  • 이것을 사용하면 센트리 건의 발사속도가 2배가 됩니다.
  • 랭글러로 조종되는 센트리는 사정거리가 무한입니다.
사용법
  • 랭글러와 샷건을 동시에 같이 쓸 수는 없습니다. 당신을 보호하려면 주무장과 근접무장을 사용하세요. 랭글러로 조준하는 것보다 조준이 쉽습니다.
  • 랭글러를 사용할 때는 센트리 건 뒤에 있으세요.
    • 랭글러를 사용할 때는 센트리 건은 당신 센트리 모두 당신이 쏘는 지점을 "볼"수 있어야 공격이 가능합니다. 센트리 근처에 서 있으면 센트리가 장애물에 가로막혀 공격을 못 하는 상황을 최소화합니다.
    • 센트리 주변의 방어막은 플레이어도 보호해 줄 수 있습니다.
  • 조심하세요. 랭글러를 사용할 때 센트리는 자동으로 사격할 수 없습니다. 그러므로, 적들을 쏴버리지 않는 한 그들이 문제 없이 센트리 근처로 다가올 수 있습니다.
  • 당신이 랭글러를 사용할 때는 아군 엔지니어가 센트리를 수리하고 탄을 공급해주는 게 좋습니다. 당신은 동시에 이 것을 모두 할 수 없기 때문입니다.
랭글러 점프
  • 랭글러 점프는 당신의 센트리 앞에 서서, 위를 조준하고, 점프 중에 발사하는 기술입니다. 이것은 당신을 공중으로 쏘아올려 고지대로 올라가게 합니다.
  • 당신은 이 기술에 의해 데미지를 많이 입으므로 센트리 옆에 디스펜서를 두세요.
  • 랭글러 점프 중에 숙이면 더 높이 날아갑니다.
  • 레이저를 정확히 당신 앞에 똑바로 조준하고, 마우스를 움직이지 마세요. 궤도에서 벗어날 수 있습니다.
  • 랭글러 점프는 연습이 많이 필요하나 익숙해지면 당신이 매우 높이 올라가게 합니다.
  • 원하던 곳으로 가셨으면, 텔레포터 출구를 지으세요. 이것은 당신이 다시 내려가서 금속을 주워 땅에 텔레포터 입구를 짓고 다시 랭글러 점프를 할 필요 없이 그곳으로 돌아갈 수 있게 합니다.
  • 숙련된 엔지니어는 랭글러 점프 후 바로 센트리를 옮길 수 있습니다. 물론 연습이 필요하나, 이것은 다른 센트리를 지을 때 필요한 금속을 절약할 수 있게 합니다.
    • 대신, 구조대원의 보조 발사로 원거리에서 구조물을 가져올 수 있으나, 130금속이 필요합니다.

합선기

무기 킬아이콘 장탄수 데미지
장전된 탄 여분의 탄 근거리 치명타
Short Circuit
Promotional/Craft
합선기
Killicon short circuit.png 1발당 35금속 N/A 5 18

합선기는 엔지니어의 제작/홍보용 무기입니다. At the cost of 35 metal for each shot, the Short Circuit creates a small electrical charge that destroys all projectiles and does minor damage to enemies. Like the Widowmaker, it never requires reloading at the cost of no random Critical hits.

  • While it only uses a small amount of metal per shot, it is wise to equip a Shotgun other than the Widowmaker unless you're stationed in an Engineer nest, as you may find yourself defenseless very quickly with two weapons eating into the same ammo pool.
  • Note that this weapon's primary use is defensive; should you and your sentry be cornered by a Demoman or Soldier, you can prevent them from using blast damage to destroy your sentry by vaporizing their explosives, thus forcing them to change tactics.
  • This weapon also has offensive capabilities on Payload maps; should your allies be under attack by several projectile-using enemies, you can provide reasonable protection from harm without risk of running out of Metal due to the Dispenser on the cart.
  • This weapon is extremely weak up front, dealing only 5 damage per shot. It is recommended to use the Shotgun whenever in combat, and using the other weapon for defense, support, or self-defense (such as against a Kritzkrieged Soldier). Only use the Short Circuit to attack as a last-ditch effort, when death seems certain otherwise. You may just find the enemy was low enough on health for you to kill them and make an escape.
  • This weapon is recommended if you are having problems with Demomen: it negates both their primary and secondary weapons, provided you have ammo.
  • This weapon can be used to defuse traps made by multiple Demomen since it can destroy a nearly unlimited amount of projectiles provided they are at range.
    • It is also possible to destroy stickybombs if you are close around a corner, this can be used to disarm a trap without worries of getting blown up by the Demoman.
  • The Short Circuit really shines in supporting other Engineers and defending nests, where there's a steadier supply of metal from Dispensers and more buildings to defend at once. You might be better off taking another secondary if you're largely working alone or your buildings are spread-out and projectiles aren't much of a problem.

Melee weapons

Wrench + reskins

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Wrench
Stock
렌치
Killicon wrench.png 0.8 seconds 65 195
Golden Wrench
Promotional
황금 렌치
Killicon golden wrench.png
Saxxy
Promotional
Saxxy
Killicon saxxy.png
Festive Wrench
Uncrate
축제장식 렌치
Killicon wrench.png
Item icon Rust Botkiller Wrench.png Item icon Blood Botkiller Wrench.png Item icon Silver Botkiller Wrench.png Item icon Gold Botkiller Wrench.png Item icon Carbonado Botkiller Wrench.png Item icon Diamond Botkiller Wrench.png

Botkiller Wrench

Killicon wrench.png
  • 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. Use the Shotgun instead at close range in order to quickly finish off the enemy.
  • 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
Point Blank Critical
Gunslinger
Unlock
총잡이
Killicon gunslinger.png 0.8 seconds 65 195
Killicon gunslinger triple punch.png N/A

About the Gunslinger

  • The Gunslinger replaces the normal Sentry Gun with a Combat Mini-Sentry Gun. The Combat Mini-Sentry Gun is a smaller, quick-building version of the Sentry Gun.
  • It provides an extra 25 health, for a total of 150. This allows for more a more aggressive fighting style, as opposed to the Engineer's usual defensive fighting style.
  • If an enemy is hit three times in a row with the Gunslinger, the third hit will be a critical hit.

Usage

  • A Mini-Sentry is good for being deployed quickly and picking enemies off.
  • Do not expect the Mini-Sentry to last very long. Its low health means that it is very vulnerable.
  • When paired with the Wrangler, the Mini-Sentry can be deadly. The Wrangler gives it more health and a much longer range.
  • Unless you're only covering a short distance, it's usually not worth hauling a Mini-Sentry, as carrying it causes you to walk a lot slower. If you want to change its location, destroy the previous one and place the new one.
  • If a Mini-Sentry gets destroyed, replace it as soon as possible.
  • With the Gunslinger equipped, it may not even be worth building a Dispenser near it. A Mini-Sentry is, in most cases, not powerful enough to defend a Dispenser on its own. Don't let that stop you from building Dispensers at all, though. Even if you're not setting up camp, leaving a Dispenser at a good fallback location can do wonders for you and your team.
  • The Mini-Sentry cannot be repaired, but can be given ammo. A good strategy to use with the Gunslinger is to destroy your Mini-Sentry when durability is low, and replacing it with a fresh Sentry Gun. This allows to keep the pressure on the enemy without having to constantly worry about it being destroyed.
  • A Mini-Sentry costs 100 metal to build, as opposed to a regular Sentry Gun, which costs 130. The reduced metal cost allows you to place a maximum of 2 (3 if you haul one in) Mini-Sentry Guns on the battlefield before having to collect more metal. Take advantage of this, as you will be able to keep the pressure on the enemy for a longer period of time.

Placement

  • Place your Mini-Sentry in an area where enemies pass through frequently. Using a Mini-Sentry as long term defense is not recommended.
  • It's a good idea to place your Mini-Sentry near a health pack, since health packs attract low-health enemies- easy kills for a Mini-Sentry.
  • Try putting your Mini-Sentry around a corner, or on top of a high building. If enemies can't figure out where a Mini-Sentry is before it kills them, it'll be less likely for them to destroy it.
  • Since the Mini-Sentry has a relatively short range, smaller spaces are preferable to wide-open spaces, where Snipers, Soldiers, or other classes can pick it off without the Mini-Sentry being able to defend itself.
  • A Mini-Sentry hidden away underwater can temporarily confuse enemies as to how they're being shot.
  • For a rather cruel, ironic twist, hide Mini-Sentry Guns under large ammo boxes. The Mini-Sentry is just small enough that the only part of it not covered is the kickstand, though the particle effect from the light can sometimes be seen.

Southern Hospitality

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Southern Hospitality
Craft
남부의 환영 방식
Killicon southern hospitality.png 0.8 seconds 65 195
Bleeding Killicon bleed.png 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 lack of random crits is compensated for by the Bleed status and the retained ability to wear opponents 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, then the Engineer is at extreme disadvantage due to extra 20% fire vulnerability.
  • The presence of bleeding on this weapon makes it an excellent anti-Spy tool, allowing you and your teammates to monitor their movements should they try to escape. However, the inability to randomly crit makes killing Spies more difficult in a short span 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. If the Pyro is too close for you to haul a building to safety, flee, and be prepared to rebuild.
  • 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
Jag
Craft
뾰족 렌치
Killicon jag.png 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 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.
  • The Jag pairs well with the Rescue Ranger by being able to quickly deploy buildings hauled from long range, however it becomes detrimental to equip the Pistol because the Jag is a straight downgrade to the default Wrench in combat and the Ranger is not very good at combat either. You may switch to the Wrangler if you prefer to keep your distance or try and Wrangler jump to unusual locations. This provides great utility with the Ranger by being able to pick up your sentry while jumping then teleport your Dispenser to yourselft.

Eureka Effect

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Eureka Effect
Craft
유레카 효과
Killicon eureka effect.png 0.8 seconds 65 195
  • The Eureka Effect functions the same as the default Wrench, but it 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 extremely useful in game modes lacking source of healing (such as a health pickup, Medi Gun, or a Dispenser). You can engage an enemy, go to safety when you're at low health, teleport back to base, come back with full health (and metal), and repeat.
  • 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.
    • Although, you can sneak past enemy lines on maps where the spawns change (Such as Frontier), and set up a teleporter exit near the last point. Then, you can teleport back to spawn, restock, and take the teleporter to the point. Getting some of your teammates to take the teleporter can effectively "sandwich" the enemy, making for an easier fight.
    • 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.
  • Crafty Engineers can possibly carefully sneak past enemy lines and plant a teleporter exit in a place where the other side won't suspect it will be, such as the Control Point building in Dustbowl after it's captured, and then teleport back to the spawn safely where they can upgrade and repair it as needed. This allows for other classes like Spies to quickly go to that area without raising much suspicion.

Buildings

Sentry Gun

Level Kill Icon Health Cost Weaponry Damage Ammo
1

RED Level 1 Sentry Gun.png

Killicon sentry1.png 150 (effectively 450 with the Wrangler shielding) 130 Metal Semi-Automatic Firing Barrel Damage: 16
Shots per second: 4 (8 with Wrangler)
Average DPS: 64 (128 with Wrangler)
100 rounds
2

RED Level 2 Sentry Gun.png

Killicon sentry2.png 180 (effectively 540 with the Wrangler shielding) 330 Metal Dual Rotational Minigun Barrels Damage: 16
Shots per second: 8 (16 with Wrangler)
Average DPS: 128 (256 with Wrangler)
120 rounds
3

RED Level 3 Sentry Gun.png

Killicon sentry3.png 216 (effectively 648 with the Wrangler shielding) 530 Metal

Dual Rotational Minigun Barrels

Target Guided Rocket Launch Support System

Damage: 16
Shots per second: 8 (16 with Wrangler)
Average DPS: 128 (256 with Wrangler)

  • Rockets fire every 3 seconds (slightly faster with the Wrangler) dealing 53 to 150 damage on direct hit (falloff is calculated from the distance of the Engineer to the target, not from the Sentry to the target). The rockets can be deflected with the Pyro's compression blast.

144 rounds
20 rocket salvos

Combat Mini-Sentry Gun

Level Kill Icon Health Cost Weaponry Damage Ammo
N/A

Red Mini Sentry.png

Killicon minisentry.png 100 (effectively 300 with the Wrangler shielding) 100 Metal Semi-Automatic Firing Barrel Damage: 8
Shots per second: 6 (12 with Wrangler)
Average DPS: 48 (96 with Wrangler)
100 rounds
  • The difference between excellent Sentry Gun placement and average Sentry Gun placement can sometimes be very little; a matter of inches, or an angle that is off by a few degrees can determine whether a Sentry Gun can effectively cover a certain approach, whether it will give away its location to enemies too easily, whether it will take too long to rotate into firing positions, and so on. This does not mean that you should take a long time to adjust their Sentry Gun blueprint before placing it – doing so is a hallmark of inexperienced Engineer play. However, observe how certain placements perform and if the Sentry Gun demonstrates any weaknesses in that position, try to place the Sentry Gun so it will be more effective in the future.
    • A good rule of thumb for Sentry Gun placement is a location that maximizes the Sentry Gun's range while minimizing its corner weakness. In other words, any location where approaching enemies will likely receive fire from the Sentry Gun at close to its maximum range but will be unable to fire back from outside that range. This is because Sentry Guns do not suffer from damage falloff at range. While this does not always limit the damage your Sentry Gun will take in return (damage falloff due to range does not apply to damage done against buildings), it does reduce the damage you will take while you maintain the Sentry Gun, and it also reduces damage from short-range and/or high spread weapons such as the Scattergun, Flamethrower, and Minigun. Making good use of the Sentry Gun's range also gives the Sentry Gun a bigger field of fire and it gives you more warning of approaching enemies (and incoming projectiles), while denying the largest area to your enemies, one of the Engineer's primary roles.
  • Sentry Guns are usually best built on high ground. However, you should avoid choosing an elevated spot that allows your Sentry Gun to be seen by enemies from beyond its ability to fire back. The best Sentry Gun placements allow a Sentry Gun to shoot at enemies at the same time or even a little before enemies are able to see and shoot back at the Sentry Gun and high ground can help achieve this as the diagram below-right demonstrates.
    • High ground is also great because it makes the Sentry Gun harder to hit with splash damage. As long as it is not built with its back to a wall, most projectiles will arc either too high or too low to hit hard, and the precision aiming required forces enemies to take the Sentry Gun's full weight of fire to try to take their shot. Conversely low ground creates the opposite effect, effectively "funneling" even stray projectiles such as Grenades right into the Sentry Gun. Avoid low ground positions such as pits and valleys.
    • High ground is also very useful by making it more difficult for Spies to get into sapping range. High ground placements reduce the number of routes Spies can use to get close, making it easier for you and your team to discover and remove potential Spy threats before they get a chance to disable your Sentry Gun.
  • Build in areas that are open, but not too open, and give you some room to work. This allows you to dodge and gives yourself good angles for using the Wrangler while keeping a safe distance from your Sentry Gun if it is under fire. If possible, have a wall or other cover near to the Sentry Gun that you can use as cover while you repair, but try not to have an obscured view of what is attacking your Sentry Gun.
  • Avoid "gimmicky" Sentry positions such as looking down holes in ceilings, in the middle of narrow hallways, or around sharp corners. Sentry Guns can certainly get kills in such positions, but while these positions can surprise the enemy temporarily, they aren't terribly effective since they won't seriously interfere with your opponents' movement. High level Sentry Guns take a lot of time and resources to make, so building them in areas where they will be useful only rarely is a waste.
  • Great Sentry positions will allow the Sentry Gun to put suppressing fire on a number of key areas and also allow it to act as a first line of defense for your team. A Sentry being repaired or Wrangled (or both) is excellent at absorbing damage that would otherwise be directed at your fellow teammates.
    • Sentry Guns should not therefore be viewed as a "last line of defense". Building with this mentality is flawed, because while an Engineer and his Sentry can fend off most lone opponents fairly effectively, as little as two enemies can overwhelm an unsupported Engineer position, even if the base is well constructed and the Engineer is skilled.
  • Don't build yourself into a corner if you want to be hanging around your Sentry Gun repairing; you deny yourself a line of retreat and ensure that you get damaged as much as your Sentry Gun. Sentry Guns right around corners can catch enemies off guard, but if you build such an "ambush" Sentry Gun, don't sit right on it. Leave it on its own and maybe support it offensively with your own weapons, and then move it or rebuild it once it becomes ineffective.
  • In addition to building on high ground and in a moderately open area, you should build the Sentry Gun such that it covers narrow areas in the map called "Chokepoints". This maximizes the area your team has to work with and minimizes the maneuvering room for attackers. This forces the enemy team to bunch up in narrow hallways and doorways, making them easy prey for your Sentry Gun's rockets or the splash damage from your team. Sentry Guns are at their best when they force enemies to fight from a disadvantageous position.
  • Take note of where other Engineers have set up their Sentry Guns and set up yours to create overlapping fields of fire that can catch opponents in crossfire. Being within sight of another Engineer on your team makes it easy for you to help one other repair during times when either of you is dead or occupied. It also concentrates your team's defense and prevents your team from spreading too thinly. Two Sentry Guns that are spread out yet still covering the same choke point combined with adequate Spy checking can be an absolute nightmare for the enemy team to deal with and forces them to either come with everything they have or not come at all.
    • Conversely, try not to build two Sentry Guns next to each other; this doesn't help cover a wider area and allows a Demoman or Spy to take out both Sentry Guns at once.
  • After building a Sentry Gun, stand behind it and build a Dispenser behind your position; if a few enemies or an ÜberCharged enemy comes, you can crouch behind the Sentry for protection and continually repair the damage done to it while having your Metal replenished by the Dispenser behind you. This strategy works well wherever enemies are forced through a bottleneck while approaching the Gun or have no line of sight to the Dispenser, but does not work well in open areas where the Dispenser can be targeted from the side or from above.
Figure 1. Dustbowl, Stage 2, Point B example of excellent Sentry placement. Both Sentries A and B are on high ground in open areas covering chokepoints, with double coverage of two major chokes. Both Sentries are nearby and face each other making it easy for each Engineer to watch the other.
Figure 2. Illustrates the advantages of elevated placement. Sentry is in the open covering a chokepoint, is able to lock on and begin firing an instant before approaching enemies preventing abuse of cover and maximizing Sentry damage. Attacking Demomen in particular will have poor attack angles.


Dispenser

Level Health Cost Resource Output Rate
Health Ammo Metal
1

Lvl1dispenser.png

150 100 Metal 10/sec 20%/sec 40/5 sec
2

Lvl2dispenser.png

180 300 Metal 15/sec 30%/sec 50/5 sec
3

Lvl3dispenser.png

216 500 Metal 20/sec 40%/sec 60/5 sec
  • Build your Dispenser in a convenient location for your teammates to reach.
  • Do not place your Dispenser in areas with lots of enemies nearby. Dispensers are fragile and without anything to guard them they will be destroyed quickly. Try to locate the Dispenser behind an obstacle, such as a crate or a low wall, which will shield it from a fair amount of incoming damage.
  • It's a good idea to place your Dispenser next to your Sentry Gun, and stand in a position where you can reach both with your Wrench at the same time. This allows you to receive ammo and upgrade/repair your Sentry Gun instantly, instead of having to carry the ammo across long distances.
  • Make sure your Dispenser isn't blocking your Sentry Gun. Enemies can take advantage of blind spots behind Dispensers to destroy your buildings.
  • A savvy Engineer can use his Dispenser to 'Dispenser jump.' An Engineer can jump on top of his Dispenser and then reach an otherwise unreachable ledge.

Teleporter

Teleporter
Level Health Cost Recharge time
Level 1 150 125 Metal 10 seconds
Level 2 180 325 Metal 5 seconds
Level 3 216 525 Metal 3 seconds
  • Place your Teleporter Entrance close to your team's respawn point in plain sight.
  • Place your Teleporter Exit either -
    • Somewhere hidden within enemy territory, such as behind a crate or on the rooftop of a shed.
    • Near your other buildings.
  • Avoid standing right on top of your Teleporter Exit, so as to avoid being telefragged.
  • Make sure which direction to head is obvious to your teammates. When the Teleporter is being carried, pressing Alt-Fire rotates it 90 degrees. Use this to face your Teleporter away from walls, corners, etc.
  • During setup time, or at the start of a round, it's a good idea to build a Teleporter entrance. This is a good preparation strategy. It gives you the ability to deploy an exit on demand, and respond to changes in the front line by relocating the exit.
  • When defending a highly-trafficked chokepoint, you may want to place a Teleporter entrance or exit somewhere where attacking enemies will see it as they are entering your area of the map. They will often destroy it, giving you a heads-up about their presence. Beware that some players will be suspicious of the Teleporter's real function as an early warning system and will purposely leave it alone so as to retain the element of surprise.
  • Avoid building Teleporters during Arena mode. The quick nature of Arena maps and the scarcity of ammo during such games means that you're better off using your metal to build Dispensers or Sentry Guns.

Taunt Attacks

Dischord

Kill Icon Damage Duration Details
Dischord
불협화음
Killicon guitar smash.png 500 4 seconds The Engineer takes out his loyal guitar, plays a chord and then hits it into the head of any enemy that's in the way, giving such a horrible scene.
  • 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.

Organ Grinder

Kill Icon Damage Duration Details
Organ Grinder
내장 분쇄기
Killicon arm blender.png 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.

Weapon combinations

Class Combat Strategies

같이 보기: Engineer match-ups

Leaderboard class scout.png 스카웃

  • Scouts are a fragile class and usually don't bother Engineers. However, they can be quick to arrive before you can set up your buildings in 2-sided game modes such as Capture the Flag. and King of the Hill. Scouts excel in one-on-one combat so the best options of countering are either to use the Gunslinger and have a Combat Mini-Sentry Gun or to have support from your team mates.
  • A Scout's greatest asset is his speed and evasiveness. While the auto-targeting of your Sentry Gun can render this moot, an experienced Scout will utilize the rotation time of the Sentry Gun, as well as nearby Dispensers or map scenery as protection, allowing them to fire at you and your buildings from a location that may be inconvenient to you. Be aware of your surrounding environment and make sure that there is no where for enemies to hide from your defences.
  • Should you find yourself face to face with a Scout without the assistance of your buildings or team mates, switch to your Shotgun and attempt an evasive retreat to safety. Sometimes the Scouts speed can play against him in terms of accuracy, so if you are ducking and diving out of danger he can have a much harder time landing a hit on you.
  • Be aware that a Scout under the effects of Bonk! Atomic Punch won't take damage from your Sentry Gun, and that the Sentry Gun will continue to fire on the invulnerable Scout so long as he is in range, providing a distraction for his team. Using this, the Scout may allow an opening for enemy team mates to attack or retrieve Intelligence while your Sentry Gun fires pointlessly at the invulnerable Scout.
  • While under the effect of Bonk! Atomic Punch, a clever Scout may attempt to focus Sentry Gun fire at you. So long as you are aware that this could happen, you can easily escape the line of fire once the Sentry Gun locks onto the Scout and pushes him away.

Leaderboard class soldier.png 솔저

  • 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 his 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 Short Circuit will stop any incoming projectile fired from any primary weapon that the Soldier possesses.
      • Keep in mind that the Short Circut cannot stop projectiles fired from the secondary weapon Righteous Bison.
  • The Cow Mangler 5000's charged 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.

Leaderboard class pyro.png 파이로

  • 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 the Pyro's 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. Due to the Flare Gun's guaranteed Critical Hit on a burning target, if you are hit once or already on fire, take cover to prevent a possibly fatal shot.

Leaderboard class demoman.png 데모맨

  • 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 haul the building or run away than try 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.
  • The Short Circuit can render a Demoman virtually ineffective against you. Even though equipping it means you have to rely on your primary weapon, the trade-off is often worth it especially when in a nest with other Engineers who can provide mutual support.
  • Be cautious of using the Wrangler when a Demoman is nearby, as you cannot pick up your building, or repair with the Wrangler active.

Leaderboard class heavy.png 헤비

  • 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 your buildings if a Heavy is lurking around. Without proper surveillance, a Heavy can single-handedly destroy any Engineer outpost.
  • If you're facing a Heavy and Medic pair and the Medic deploys an ÜberCharge, you may be able to fend them off until it wears off, if your Dispenser and Sentry are level 3. Crouch behind your Sentry with your Dispenser nearby. They will likely shoot your Sentry Gun, so crouch behind it and keep repairing it. However, if the two are accompanied by teammates or are in close quarters, it's better to flee to safety than die alongside your buildings.
  • Heavy's aren't as big of a threat if at long range, as they are primarily a point blank class. Use a Wrangler to take out Heavy's from a distance.

Leaderboard class engineer.png 엔지니어

  • 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.
  • Your Pistol is quite effective against enemy Sentry Guns and because damage fall-off is not counted against buildings, this is a quite effective (and often necessary) strategy but remeber to stay out of the Sentry Guns range otherwise you are asking to be gunned down.
    • Watch for enemy Engineers utilizing this strategy. The Wrangler is a good counter to this.

Leaderboard class medic.png 메딕

  • A Medic's ÜberCharge is very problematic for an Engineer.
  • Once ÜberCharged, especially with the default Medi Gun, the first priority of any experienced ÜberCharged enemy is to destroy your buildings.
  • In most situations, you are helpless against ÜberCharges. The best option is usually to grab a building (preferably the most upgraded one) and get out before being killed.
  • Kritzkrieg ÜberCharges, however, are somewhat neutral. On a positive note, all buildings are unaffected by Criticals, giving some surivability. On the other hand, the crits can dispatch of you easily. Be prepared if a Medic decides to go in with this charge.
  • Quick-Fix ÜberCharges are fairly easy to take out. However, the tripled heal rate requires a concentrated amount of consecutive damage to take out, so make sure to switch to another weapon or use your Wrangler for the increased firing rate to help increase the damage the ÜberCharged enemy is taking.
  • Similar to the Quick-Fix ÜberCharges, the Vaccinator ÜberCharges can be fairly easy to take out. The damage resistance works with one type of damage, and your Level 3 Sentry Gun does two types of damage at the same time, so do not just rely on the miniguns, and also use the Rockets when using the Wrangler. In other situations where a Level 3 Sentry is unavailable, either fire with your weapons, or use the Wrangler for increased fire rate to counter the lack of damage.

Leaderboard class sniper.png 스나이퍼

  • 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 your Shotgun for close range combat.
  • 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.
    • Snipers using a charged Machina are capable of destroying your buildings in one shot. Keep this in mind when building a nest for yourself.
  • 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 you happen to spot a Sniper trying to destroy your Sentry Gun, wrangle your sentry to try and pick him off. Remember when wrangled, your Sentry Gun has unlimited range, take this into consideration whenever Snipers outrange your Sentry Gun.

Leaderboard class spy.png 스파이

  • 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 shooting at him.
  • Watch for Spies using the Your Eternal Reward. This knife, upon a 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 they get 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, worry about the Spy first. A Spy can place Sappers faster than you can remove them and repair your buildings. It is much more important to eliminate the Spy before he causes any more damage. Use your Shotgun or melee weapon to dispatch the trespasser before repairing your buildings.
  • 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. If you have sentry-jumped to your location, you may wish to save your teleporter so you can get back. Teleporters take the longest to get destroyed 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 his hand in a "placing" motion at your Building when it does so. This is subtle, but you may be able to 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. Even better, Spy-check anyone nearby.
  • 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. While it's true that you might waste a shot on a Dead Ringer Spy, 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.
  • Simply standing with your back facing the wall or continuously moving hugely minimises the Spy's danger to you as it makes it impossible for them to instantly kill you. The Spy is therefore forced to attack one of your buildings, which destroys their disguise. In this case, make it your priority to kill the Spy before attending to your buildings.

See also