Anti-Engineer strategy
Revision as of 17:14, 29 December 2010 by The Awesomatorist (talk | contribs) (→Southern Hospitality)
Notice: Please take a moment to read the Anti-Class Strategy Standard before editing this page. |
“You are so small! Is funny to me!” This article is a stub. As such, it is not complete. You can help Team Fortress Wiki by expanding it. |
“ | Did ze Fräuleins have zeir Mittelschmerz?
Click to listen
— The Medic
|
” |
The Engineer has a sturdy built, but a poor amount of health. He is average at self-defense, requiring the firepower of his Sentry Guns and assistance from his Dispensers.
Contents
General
- Engineers are high priority targets. A team without a Sentry Gun or Dispenser is at a disadvantage.
Weapon Specific
A list of useful tidbits about the Engineer's weaponry, and how to best counter them.
Shotgun
Frontier Justice
- An Engineer that dies before his Sentry Gun will not receive his Revenge Crits.
Pistol / Lugermorph
Wrangler
- The Wrangler shield provides the Sentry Gun with 60% damage reduction. Killing the Engineer will remove the shield.
- Engineers using the Wrangler suffer from tunnel-vision. This makes them vulnerable to attacks from the side and rear.
Wrench / Golden Wrench
Gunslinger
- The Gunslinger must chain hits rapidly for the three-punch combo to take effect. If the Engineer misses, the combo will cancel out.
Southern Hospitality
- Engineers are more susceptible to burn damage when using the Southern Hospitality.
Jag
- The Jag has reduced melee damage, but is still capable of critical damage.
Buildings
- Engineers will often leave their buildings in search of metal, giving the enemy team an opportunity to destroy them.
- Engineers will automatically vocalize when their buildings are being sapped. This cue can encourage a push from the enemy team.
- Buildings will go down faster if damaged while being sapped.
Sentry Guns
- Sentry Guns are the highest priority when deciding which building to destroy.
- An Engineer behind his Sentry Gun is protected from splash damage at the front, but can easily be damaged by splash damage to the side.
- Sentry Guns can be damaged from around corners without having a chance to (fully) lock on to the attacker.
- Engineers that switch to their Shotgun or Pistol to dispose of Stickies placed at the base of their buildings leave them vulnerable to damage.
- Sentry Guns are slow to turn. If approached from a blind spot, the enemy can run around the gun while meleeing it without taking damage.
Dispenser
- Dispensers are vulnerable to being destroyed, as Engineers are often preoccupied with repairing their Sentry Guns. This slows building maintenance.
- Dispensers are the second highest priority when facing a defensive team.
Teleporter
- Teleporters that won't go down are most likely being repaired from the other side. Out-damage the repair rate to successfully destroy them.
- Teleporters are the second highest priority when facing an offensive team.
See also
|