Community Engineer strategy
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The Engineer is perhaps the most unique class because of his ability to construct Buildings. He can get his friends to the front line faster with Teleporters, create a powerful Sentry Gun nest to ward off enemies and can build Dispensers to heal and supply ammunition to his teammates. The Engineer's low Health and average speed make it important for him to rely on his Sentry, other Buildings, and his teammates for protection. While his ways can seem somewhat passive and methodical, Engineers are not to be underestimated. A talented Engineer can make it much easier for his team to hold its ground, keep up the pressure on the attack, and defend vital objectives such as Capture Points and Intelligence.
Contents
General
- Striking placed Buildings with the Wrench will cause them to build twice as fast as when they are left alone to erect themselves. This effect stacks with each additional Engineer striking the building with their Wrench during construction.
- Crouching (defaults: for PC: CTRL, for XBox 360: X) after jumping will allow you to stand on your Buildings.
- Alternate fire (defaults: for PC: MOUSE 2) allows you to pack up and move completed Buildings and move them to new locations to redeploy (defaults: for PC: MOUSE 1). This is called "Hauling". While carrying and hauling a Building you will move slower (slightly slower than a Heavy) and you are unable to switch weapons.
- A redeploying Building will construct faster than normal even without help from you, though you can still speed-build the structure even faster by hitting it with your Melee weapon. Once built, if the Building has already been upgraded to Level 2 or 3, it will then undergo the animations for deploying to those levels as well. Just as when building and upgrading a Building normally, you cannot speed-build or upgrade during these "upgrade" animations (your Melee weapon will make a duller sound if you hit a Building during these animations).
- While it is possible to repair damage done while a Building is redeploying/unpacking, this applies only to damage it receives during the redeploying process. If a Building is hauled into its new location already damaged, then this damage cannot be repaired until it fully redeploys and is functioning. Basically a Building that is redeployed begins with the same amount of health that it had before it was packed up and moved, and this health is the Building's maximum health while it is rebuilding.
- If you're planning on building a Sentry Gun in a forward area, consider building a Dispenser first, to supply you with Metal to upgrade and repair the Sentry Gun. Also build near locations with ammunition pickups to speed construction, and ask your team to leave them for you and promise them a Dispenser in return.
- You can rotate the placement of a Building while the blueprint is out by clicking the secondary fire button (default is right click). Changing a Sentry Gun's direction allows you to place them in corners and other odd spots. Rotating a Teleporter exit affects the direction one faces when exiting - an arrow on the blueprint indicates the direction (Remember that the direction one faces could mean life or death in some situations). Rotating a Dispenser has no effect on its function, but can allow you to cram it into a tight space.
- Help your fellow Engineers out! Wrench friendly Buildings as you pass by to keep them repaired. Help a new Sentry Gun upgrade quicker if your Metal supply is high. On maps with a setup time, support fellow Engineers to help your team have a forward level 3 base at start time. Strongly consider getting a mic, to help communicate about the status and location of your Buildings, as well as call for help when they're being sapped.
- Be careful standing in front of your Sentry Gun. If an enemy runs past and you get caught between the Sentry Gun and the enemy, your gun will fire at you causing damage and possibly death.
- Disguised Spies cannot walk through opposing Sentry Guns and Dispensers. You can use this for Spy checking by placing these Buildings in chokepoints, such as doors and hallways. You'll know a disguised Spy if he jumps on top of these Buildings when obstructed.
- Any teammate that is not doing something more important (such as a Medic building an Ubercharge) can be enlisted to switch to Engineer for a brief time to help you build and can then switch back to another Class.
- Don't build right on top of other Engineers. In general, it is not a good idea to build your Buildings, particularly your Sentry Gun, in the exact same location as another Engineer on your team. Clustering too many Engineer Buildings together maximizes their weakness to explosives or other "splash" damage and makes it easy for an enemy Spy to sap everything. In addition, remember that friendly Buildings block the line of sight and line of fire of friendly Sentries. While building two Dispensers together does provide excellent healing, the Sentries and Teleporters are usually best if they are spread out to help your team control more of the map. Simple rule of thumb: "nearby" is good; "next to" is bad.
- Familiarity with the maps you play on is important. It's not only important to know effective building locations, but also to know how the combat tends to "flow" and what spots are the best place to fortify to best support your team either advancing or simply holding the enemy off. Teleporters and Dispensers are sometimes the only things that can make certain routes of attack or points of defense viable, and as an Engineer, you need to know about this by knowing the map. Also, learning the names of some of the common locations on the maps you play on will make it easier to describe exactly where you have built up.
- Move fast! Many Engineers fall into a mental trap: because the Engineer is often behind the front lines and not attempting to get into the thick of combat, it's easy to be lulled into a false sense of security and take too long setting up. Engineers have to move just as fast as the other Classes to get their job done. Seconds can be the difference between getting a Sentry Gun up in time to halt an enemy attack, or watching it get destroyed while building and having to retreat—or respawn.
- Stay alive! As important as your Buildings are to yourself and your team, YOU are more important. While you are vulnerable without your Buildings, your Buildings are sitting ducks without you—and you can always make more Buildings if you live. The key is to strike a balance between keeping your Buildings safe and keeping yourself safe. Do not get single-minded. Expert Engineers will know when to repair their structures, when to fight alongside their structures, and when to simply run away and attempt to rebuild. Keep your eyes and ears open and try to anticipate how the enemy will come at you and with what. For example, an invulnerable Demoman is usually grounds for instant retreat. Barring some excellent help from your teammates, there is nothing you can do to save your Buildings if the Demoman wants them dead—it's better to live to build another day than to go down with the ship. If you are using the Frontier Justice, staying alive is also important to preserve any Revenge Critical Hits you have collected.
- Engineers are extremely vulnerable while placing, building, and repairing their structures since these activities tie him down to a specific area and also force him to turn his attention away from his surroundings. Good Engineers try to minimize their vulnerability by looking and moving around even while repairing and building, and also staying near friendly players for protection during their periods of vulnerability.
- If your Buildings are under attack by explosives, try to time your repair hits in between enemy Rockets or Grenades to avoid getting killed, or build your Sentry near cover that you can use to shield yourself. If your Buildings are under attack by multiple Soldiers and Demomen, it's likely going to go down AND take you alongside unless you have support from friendly Medics, other Engineers, or Pyros using the Compression Blast.
- Without the protection of their Buildings, Engineers are easily the weakest combat Class having no advantage in speed, hitpoints, firepower, or any means of escape like the Spy's Cloak. While it is important to fight with your weapons to help your Buildings, do not overestimate how much damage you can cause -- and how much you can withstand. Almost any other Class will have an advantage over you in a one-on-one fight if your Buildings are not involved. Do not be afraid to ask for help in dealing with a threat.
- Do not be predictable! You will find that most enemies will not continuously walk into your Sentry after they die to it once or twice. They will either avoid it or begin to attack it in force with help from their team. During lulls in the fighting, consider moving your Sentry Gun around to throw your opponents off and punish them for assuming that your Sentry Gun will always be in the same place. Help from other Engineers is great to reduce the period of vulnerability if you rebuild. Awareness of what the enemy team is doing and where they are is important to be able to judge when it is a good time to move.
- A good rule of thumb when playing Engineer is to always have all of your Buildings up, no matter where they are or how upgraded they are. Following this is dependent on how much metal you have available, but if your metal supply is abundant such as outside of a supply cabinet, build everything you can as fast as you can, and worry about putting them in the perfect place later. A badly placed Sentry or Dispenser is still better than no Sentry or Dispenser at all. Even Teleporters that go nowhere can act as early warning of enemy attack, or Spy bait. Even in "safe" locations such as your team's spawn a level 1 Sentry can be useful to place to cover you from spies or Scouts while you build or upgrade a Teleporter or Dispenser. If you have the metal, there's no reason not to use it.
- Build where you can support your team and where your team can support you. Sentry Guns provide high-volume firepower at decent range, but it is still supporting fire that is best served to cover your teammates and deny areas to enemy movement. Do not expect to be able to fight off entire enemy attack groups with just your Sentry Gun. An example of poor Engineering strategy is to build in your Intelligence room on CTF 2Fort. It is very unlikely that anyone on your own team will be down there with you to support you and without your Sentry in a more forward location, enemies have a much easier time getting inside the base and causing havoc.
- Spread out your structures. Your Buildings and especially your Sentry Gun will often be the target of enemy explosives. Spread out your structures enough so that the splash damage to them from such attacks is minimized, but not so far apart that it's difficult to defend them.
- If the enemy takes out the Sentry Gun of both you and your teammate, consider rebuilding one gun at a time, to get it to the highest level faster in your time of need. A level 3 Sentry is much better than two level 1 Sentries. However, two level 2 Sentries is better than one level 3, and the same goes for Dispensers.
- Building yourself into a corner (with a Sentry and Dispenser on either side) may help protect you from Backstabs and sapping, since a Spy has to jump both onto the Dispenser and you to Backstab you, and with you swinging your Wrench, you are Spy safe. The same thing cannot be said about Sticky Bombs however.
- Many Engineers often place a Sentry Gun and immediately run back to a supply room or large ammo pickup to get a full load of 200 Metal while the gun builds itself, thinking they can save time and also return with enough Metal to upgrade their Sentry to level 2. However this plan can be ruined if the Sentry Gun is damaged or even if it simply fires at an enemy, as you will need to use some of your 200 Metal to repair or refill your Sentry, leaving your Sentry still at level 1 after using up a full Metal load. It is good to get into the habit of speed-building your Sentry and then using whatever Metal you have left over to upgrade it so that you ensure that your next full load of Metal will be enough to get the Sentry to the next level.
- If the game goes to Sudden death mode, build a Dispenser first to provide health for your team-mates and Metal for yourself.
- Don't build turrets facing into hallways unless you have cover from your teammates, as your enemies will see them ahead and have a chance to fire ranged explosive weapons (Rockets and Grenades being the most commonly used). Build them in the corners just outside the hallway, attempting to avoid places where Demomen can easily bounce Grenades at your Sentry Gun.
- Build a Teleporter entrance outside the Respawn area, and a Teleporter exit at a location of interest. For the defensively-minded Engineer, Intelligence rooms and Control points are desirable (but be careful with building Teleporters that lead into your own key areas, as enemy Spies can now use them to gain access.) Nothing beats a forward exit deep inside enemy territory. Care should be observed when placing your Teleporter; plant the entrances in obvious, but considerate places (be careful about placing Teleporters on the stairs to slow enemy movement, as under-fire teammates rushing back for health are just as liable to get caught on them as enemies are if not more so).
- Hiding your Teleporter Exit (such as underwater) can help keep it from being destroyed. Just make sure your teammates know where it goes, as you do not want them to get lost. CAUTION: devious enemies will often camp unguarded Teleporter Exits killing anyone who comes through before they can possibly react. You will have many angry teammates if you fail to realize this and destroy your exit.
- Take the time after building Teleporters to inform your team of their position. Most players don't use them if they don't immediately see them, so make sure they know that one is around the corner.
- If an enemy Demoman is shooting Sticky bombs at or near your Sentry Gun, consider trying to shoot as many of them away as possible with the Shotgun. This may get enough Grenades out of the way of your Sentry that it will not be destroyed when the Demoman triggers them, or may buy your teammates enough time to take care of the Demoman for you. Note that this strategy is rather risky and may result in death. Another option is to attempt at taking on the Demoman with your Shotgun (or getting a teammate to do it) the moment he comes into sight - if the Demoman dies, all his Stickies are removed with no damage done.
- If their are holes in the ceilings, try to build a Sentry in a way that it can look down these holes. It gets some funny kills since most of the enemies won't be looking up for a Sentry.
- If you build a Dispenser behind you, and a Sentry in front of you, do NOT stand in between them. This will make it easy for a Spy to go ahead and uncloak/remove a Disguise behind your Dispenser, which will make the Sentry turn around, kill you in the crossfire, but the Dispenser then blocks the bullets/rockets from hitting him. He can then disguise himself and sap them, or wait for them to run out of ammo, and do an embarrassing Knife kill on a Sentry.
- If you're fighting an enemy, and you're in a spot of bother, consider popping a Sentry down in front of him. This wastes a valuable few seconds, but it can ensure your survival as your enemy has the decision of trying to finish you off before the Sentry is built, or destroying the Sentry but wasting time in doing so. This is most effective when using mini-Sentries or if you're caught hauling a Sentry, since in both these situations the Sentry builds faster than normal and deploys at full health.
- Lastly, sometimes the best Engineer strategy is to know when to be an Engineer and when not to be an Engineer. This requires taking into account several things, such as the map, the game type, the composition of the teams (particularly the enemy team), and the time left in the mission. For example, in many Capture Point maps the front lines are moving quite a lot, which can easily leave the Engineer and his structures sitting in a part of the map where there is no action, and depriving his team of his talents where they are most needed. Also, while Engineering in Defense on a map like Dustbowl or Gravelpit is usually vital, if the time is running out and your Buildings are all destroyed, or if your team is getting pushed back so far that your Buildings are getting destroyed as soon as you attempt to build them, it's time to think about switching to a Class that can jump right into the fight.
Spies
Spies are perhaps Enemy Numero Uno of the Engineer. No other Class can cause the Engineer so many problems with as little effort as a Spy. This is because of the Spy's ability to attack the Engineer's most valuable asset, his Buildings, without fear of being auto-targeted by the Sentry Gun, and often without giving the Engineer any advance warning of his approach. The ability to Sap alone makes the Spy more than a match for the Engineer in a strategic sense -- Sappers shut down your Buildings immediately, leaving them effectively "destroyed" until you de-sap them. A Sentry Gun that gets Sapped right as other enemies attack you is usually impossible for a lone Engineer to stop.
As if that weren't enough, the Spy can even use your own Buildings against you by using your own Teleporters to Telefrag you, or by stealing health and recharging his Cloak from your Dispenser. For these reasons it is one of the few one-on-one matchups that the Engineer often cannot handle effectively alone in crucial situations even if he is skilled at Spy killing and protecting himself from Backstabs. However it isn't all bad. One of the reasons you are so often the target of Spies is because your Sentry Gun, if well placed, creates a "no free Backstab" zone for them. Strategically, this works to the advantage of your team even if it is hectic for you, since you cover them from Backstabs and force Spies to reveal themselves by attacking you.
The bottom line is that containing Spies is a team effort, and where you as an Engineer are concerned, your best defense is having someone else on your team around to help you in case you are attacked. Try never to be isolated, and always communicate and call for help as you need it. Here are some more specific tips for dealing with Spy attacks.
- Spies can hide anywhere and can appear at anytime, and you cannot rely on your Sentry Gun to protect you. Your best defense against Spies is your own level of alertness. Remember, it's usually never a matter of "if" but "when". Even while camping your position, stay moving to make yourself as difficult a target as possible for Ambassador headshots and Backstabs. Periodically Spy-check with your weapons or using the Wrangler.
- Kill the Spy! A good Spy will often appear without warning, quickly sap your Sentry and start attacking you immediately with his Revolver or Knife. If you come under attack in this way, don't worry about your Buildings, since a Spy can place Sappers faster than you can remove them. Empty your Shotgun into them first. Hopefully you're a good enough shot to kill a Spy with this alone, but if you miss or the Spy somehow survives, don't reload, switch to another weapon immediately to save time.
- You can "bait" an enemy Spy by leaving a Teleporter on the way to your position. If the area is quiet, only few Spies will resist sapping it, which will alert you immediately that a Spy is coming. Another useful effect of this is that you can tell when an enemy is approaching and gauge their class based on the weapon icon shown at the top right of your screen in your building's death-message.
- As an extension to the above, if there's little need for your Teleporters in a map, place them both around your Sentry to stall a Spy briefly, as inexperienced players will sap everything in sight. The extra second could be the difference between saving your Sentry or not, and it will also help you identify the Spy.
- It takes two swings of the Wrench to remove a sapper. Most of the time, you should save your Dispenser first, as it will break from a Sapper faster than an upgraded Sentry, 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 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 to Sappers 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 it. Deciding which Building to save first always depends on the circumstances. Practice is the best guide.
- If possible, ask a Pyro with the Homewrecker to stay near your setup when you suspect an imminent Spy attack. They will be able to unsap any buildings you cannot, and save them should you die.
- While being in a crowd of your own teammates usually helps you defend against Spies much 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.
- 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.
Medics
The Engineer and his Buildings face many threats on the battlefield, but three in particular are especially dangerous: 1) explosive projectiles from the Soldier and Demoman 2) Spies 3) Medics. Medics are dangerous for two main reasons. Firstly, their ability to heal damage and Overheal can make even the fragile classes much more durable, and can erase any non-lethal damage they receive from wandering into range of your Sentry Gun. The second reason is Übercharges. One of the primary uses of Übercharges is to overrun Engineer positions, and because of this you will often find yourself and your Buildings the direct target of invulnerable foes. While there is no "magic bullet" strategy that can allow you to counter them, knowing how to respond to Übercharges properly is still important and when executed properly, successfully fending off an Über can be one of the most satisfying experiences of playing Engineer. The most important thing to remember is that if you are a lone Engineer, a well-executed Über will usually overrun you, causing you to lose most of your Buildings and often your life. It's simple math: an Übercharge is a tactic involving at least two players (potentially more) and you are only one. Get help! As with Spies, dealing with enemy Medics and their Übercharges is a team effort needing contributions from every team member. That said, here are some important tips that an Engineer can use to defend himself.
- The four most common Übered enemies you will encounter attacking your position are Pyros, Heavies, Soldiers, and Demomen.
- One of your best assets when going up against invulnerable 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 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 what 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 Medigun of a fully charged Medic also glows and crackles, so look/listen for that.
- 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 close to point blank range, you will most likely fail in this, particularly if you are repairing you Sentry as it takes damage. Smart enemies will attempt to eliminate you first, and if you sit next to your Sentry you make this easy. The success of this strategy depends on your Sentry placement -- some positions are much safer to repair from while under fire than others, usually ones that allow you to repair your Gun while around a corner. If you can hold your opponents at arms length, they will do less damage to your Sentry Gun than they would up close and you'll have an easier time keeping it alive. You can also switch to the Wrangler briefly to activate its shield, but keep in mind that this turns off the automatic firing.
- Alternately, you can strike a middle-ground using the Wrangler to make a "fighting retreat" -- activate the Wrangler, but run, and simply use your shielded Sentry to stall your opponents as long as possible. If you're lucky, your Sentry 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 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 you 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.
Offense
- It may seem a disadvantage having an Engineer on your team depriving you of an offensive class, particularly on Control point maps. This is not the case, however, as the Engineer can be extremely useful on the front line. As mentioned elsewhere, Dispensers are important to save a long trip to the supply room and a Teleporter can save slower classed team-mates a lot of time getting back to the front line after being killed. As of the December 11 update, one Level Three Teleporter effectively has the efficiency of five of default, Level One Teleporters.
- Another technique is to choose an approach and set a Sentry gun on your way in (hanging around to hit it with your Wrench will half its build time), you then switch to the Shotgun and start blasting to distract from its build time, when things get tough run away towards your Sentry gun (hopefully it has survived, but listen for the 'Sentry down' sound to be sure) and the Sentry will take care of your pursuers. In effect this gives you an extra player while assaulting any position. Placing a Sentry Gun while on the run takes practice as does getting a reasonable placement that will actually take down a few opponents before its destruction. This also combats the tendency for Engineer-Heavy teams to start Turtling.
- Setting up a mini-base with a Teleporter, a Dispenser and a Sentry 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.
- Forward Sentry placement can be a real headache for the opposing team. Place a level 1 or 2 and quickly build it with your Wrench, or switch to shotgun and blast away at some enemies. If you remain in the proximity of your Sentry, you will get a few quick kills, especially if you lure the opponents around a corner hiding the sentry. The trick is not to become attached to a particular position: a soon as you have a couple of kills, move off to a new spot to set up your ambush point.
- Alternative means of offensive engineering have become possible thanks to the Engineer update. Buildings can now be packed up and moved without destroying them, colloquially referred to as 'hauling' a building. This way, an Engineer can build a Level 2 or 3 building in relative safety, pack it up, and haul it to the desired location. This method is high risk versus high reward, as you are significantly slower and unable to defend yourself until the Building is set down.
- The ability to haul an upgraded Sentry Gun and have it rapidly redeploy in an offensive position where it can gun down enemies is a very effective tactic. Not only will you have a Gun in a place where it can really sink its teeth into the enemy, but you yourself can have a full 200 metal to build another structure or repair. Remember however that your Sentry Gun is very vulnerable during its "unpacking" animation particularly if it is a Level 3 Gun. Consider instead using a Level 2 Gun that is less than 25 metal away from Level 3 to shorten this vulnerability and give you some options. A Level 2 Sentry has the same "hitscan" (direct bullet damage) firepower as a Level 3 and will take less time to unpack and start firing, which is advantageous if it comes under fire while unpacking. Having it almost fully upgraded also gives you the option to bring it to Level 3 yourself at the right time.
- See the sections on the other Engineer unlockable weapons below for more information on how to play Engineer offensively.
Setup Time
- Setup time is for two purposes for either team: for Medics, it is a time to build Übercharges, and for Engineers it is the only time to build a base with a guarantee of no interruption -- and for the defending (RED) team in particular, it is up to the Engineers to create the fortifications that the team will rely on to hold its ground as long as possible. Setup time is one of the primary advantages of the defending team, and games are often decided by how well the defending Engineers make use of it.
- To make the best use of the setup times on maps that have them, 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.
- In general, a good use of setup time will result in all of your buildings either built or nearly finished and at least your Sentry Gun upgraded to level 3. However, depending on how soon out of the starting gate you expect to see enemies near your buildings, you may wish to concentrate on upgrading a Dispenser or Teleporter before your Sentry.
- Communicate with the other Engineers on your team so you do not fight over available metal or build locations. As stated earlier, Engineers are not as effective if they all clump up their buildings in the same exact spot. Try to keep tabs on where the other Engineers on your team are building and adjust accordingly.
- As stated earlier, moving fast is essential. Sixty seconds is a very short amount of time in which to set up a good base, and even a few wasted seconds can be literally fatal in some of the most forward build locations. It is often the most forward locations that are the most effective early on, so make good use of the time.
- Make sure you inform your teammates not to steal your ammo packs! They shouldn't need to be shooting their weapons during setup time in the first place after all, but a rocket jumping Soldier might take what could have been 200 metal from you without thinking.
- In maps without class limits on Engineer, try to get some non-Medic players (Medics need to build Übers) to switch to Engineer temporarily to help you build your Teleporter or other buildings. Help from other Engineers is usually the only way to have all of your buildings in place and fully upgraded in just sixty seconds.
- As of the Engineer Update, it is now possible to move constructed buildings around one at a time using the alternate fire button. Engineers on defense may consider building either their Sentry Gun or Dispenser right outside of the supply cabinet to take advantage of the unlimited metal and then carrying it with them to their eventual build location. This has the advantage of avoiding fights over vital ammunition boxes out in the field, however keep in mind that you will move slower (Soldier speed) while carrying a building.
Weapon Specific
Shotgun
- The Shotgun will always work well in narrow corridors, such as the hallways in 2fort. If you're intending to babysit your Sentry gun, like most Engineers do, make sure to build it in a spot where you can bottleneck enemy players. You will be able fight on more even ground now that the Sentry Gun has softened them up for a Shotgun blast.
- Remember that the Shotgun has a pretty generous spread pattern. This makes it quite useful in rooting out cloaked Spies—fire in suspicious corners, or in their general direction when one is fleeing. Usually the spread will allow for at least one pellet to hit the Spy, giving you an idea of where he went.
- While it reloads much slower than the Pistol, disguised Spies tend to instinctively dodge buildings if shot at with the shotgun. Don't hesitate to empty a couple of shells and a clip of Pistol ammo into a 'teammate' if you suspect a Spy, since you will have plenty of ammo to spare. Two to three shotgun shells is enough to kill a Spy at close range.
- The Shotgun is also great for warding off Demomen, both inside and outside your sentry nest (such as when collecting metal or simply checking on an objective or chokepoint). The Engineer's relatively quick movement speed allows him to dodge grenades and hurriedly placed stickybombs with some ease, so long as you avoid predictable movement patterns such as walking in a straight line. Just remember not to chase him into sticky traps, and you should be able to scare him off with several well-placed shells.
- The Shotgun works well when paired with a Sentry gun. If your Sentry is not in any immediate danger, you can afford to stop tanking your gun for a minute and whip out your shotgun to deal some extra damage against enemies.
- You can also use your shotgun to chase down and finish off enemies that have hidden in cover from your Sentry. They will usually be too focused on the Sentry to expect you coming, and they will have probably taken heavy damage from your gun.
Frontier Justice
- The Frontier Justice has a clip size of only 3, so marksmanship and use of cover to hit and run is key. Try not to fire as fast as you usually would with the regular Shotgun, as you will be relying less on cumulative spread damage and more on highly damaging direct hits.
- Because of this, new players may want to consider practice with the regular Shotgun before using the Frontier Justice. Both guns have similiar behavior when it comes to shooting since they have the same amount of pellets, damage, and damage falloff. Once they start racking up huge amounts of damage in two or three shots, then the Fronter Justice's smaller clip will become less of a trade-off for them. Turning on the option to see how much damage is being dealt in Options under the Multiplayer tab can help keep track of training progress.
- Revenge Crits you have available for immediate use are visible in a counter in the HUD, and they will be lost if you die before using them similar to the "heads" mechanic for the Eyelander-using Demoman. The maximum number of Revenge Crits you can have at once is 35. If you manage to gain that many, don't be shy about using them!
- You may rebuild a new Sentry Gun after your old one has been destroyed and still take advantage of the Revenge Critical hits.
- Remember that your Sentry's current kills and assists are "future" Revenge Crits that are stored even while you are dead. This means that you can lay down a Sentry, lay down some direct fire with your Frontier Justice or Pistol and still have them stored if you end up dying in the process, provided your Sentry Gun survives until you respawn.
- If you are confronted by multiple low hp classes at once, consider using a three-Crit clip to severely weaken each of them and then switch to another weapon such as the Pistol to finish them all off to avoid having to pause to reload. This may also cause some or even all of them to flee.
- Keep in mind that even doing critical damage, you still have to contend with a Shotgun's spread, so make sure you're close enough to do maximum damage. That said, it can still be effective at mid range due to the lack of damage falloff, but remember that you have fewer shots than the normal Shotgun.
- Using the accumulated revenge Crits as a deterrent is also possible. By firing a single long range shot at a weakened enemy and holding your ground, you may be able to fool them into thinking you have more Revenge Crits to use.
- When moving your Sentry up while playing offensively, destroy it to give yourself the Crits and rebuild a new Sentry. This will allow you to keep the Revenge Crits from the old Sentry to support your team's push in, and in the event of your death while making your way there, your new Sentry will hopefully remain with any of its potential revenge Crits intact. This makes the Frontier Justice an ideal weapon with pushes that can help move up a base much faster.
- Remember that your Revenge Crits will only be deployed upon a Sentry's destruction. Sentry Guns that have gained kills and assists may be destroyed strategically to give you the Crits immediately. However, you should resist the temptation to build "suicide" Sentries simply to build up Revenge Crits. You still want to keep your Sentry Guns active, and destroying a successful Sentry to gain Crits can be a risky maneuver. However, this could be a viable tactic combined with the more disposable mini-Sentries granted via use of the Gunslinger.
- On the flip side, very passive build locations are unlikely to grant you many kills or assists and therefore will not grant you many Revenge Crits. If you have such a Sentry, you may wish to use the regular Shotgun as its larger clip size is better for killing enemies such as Spies.
- If a Spy has destroyed your Sentry and is attempting to escape, be wary of using the Frontier Justice to get revenge. If the Spy has the Dead Ringer equipped he could cause you to waste one of the few Revenge Crits you may have by triggering his feign death. Use your judgment in such situations, and try to take into account whether you know that Spy has been previously using the Dead Ringer.
- Try to preserve your Revenge Crits for just the right moment, as they will become much harder to rack up from one Sentry as more and more people try to avoid it or destroy it. This is especially important if you are using the Wrangler, as you will not have a secondary weapon to fall back on and preserve the Frontier Justice's Crits with (instead having to rely on your melee weapon).
- Consider not taking out the Frontier Justice until you're ready to fire. The team Crit glow on the Frontier Justice can easily make you a target for the enemy team, and indicate to enemies that they should begin dodging in an attempt to waste your shots.
- Revenge Crits enable you to support yourself on offensive pushes. Use mini-Sentries or carry an upgraded Gun into enemy territory and plant it, and while it builds fight with your Revenge Crits to buy time for your Sentry to deploy and join the fight. Then, once the area has been cleared build your Dispenser to help you repair and heal and your Teleporter to funnel reinforcements to you.
Pistol
- While the pistol may seem innocuous in comparison to its bigger brothers, the shotgun and Sentry Gun, there are many situations where it will be a much more useful weapon. Shot-for-shot, the pistol will mostly outdo the Shotgun in accuracy and damage at long range. If you couple this with your 200 rounds of spare ammunition and a Dispenser, it is possible to ward off distant enemies. Pistol Spam can also be used for Spy-checking down narrow corridors, such as the long tunnel in Dustbowl 2.B. Take advantage of the critical hits since they can deal damage quickly at 45 health per hit, regardless of the distance between you and your enemies.
- Pistol bullets are surprisingly lethal at closer ranges. Each one can deal somewhere between 10 and 15 damage per hit, and a clip of them can give even the tougher classes a moment to pause. While it's not about to make an overhealed Heavy pull back, a couple clips of Pistol fire, which can be unloaded in less than six seconds, can still give foes such as Demomen something to think about.
- If one has to move through an area threatened by Snipers (to whom a yellow construction helmet is the equivalent of a very large 'shoot here' sign), the Pistol might be a better choice than the Shotgun. Not only is it already more powerful at range but it also throws Snipers' aim off every time they are hit, and it reloads quickly enough to allow for some covering fire. Starting with the Shotgun and switching to the Pistol right after is not a bad choice either.
- Watch for retreating enemies and tag them with Pistol fire. An enemy that is falling back is usually injured, so a bit more damage can help bring them down. Be mindful of traps such as stickies and enemy sentry guns, however.
- If you find yourself in direct combat with an enemy with more loaded ammo, switch to your Pistol. Your Shotgun's reload time will give your enemy a few vital seconds of unreturned fire, which can be circumvented by switching to your pistol, preferably after you have expended your loaded shells.
- None of the Engineer's unlockable or randomly dropped items allow or use random Critical Hits. If you use one or more of these weapons, keeping the Pistol equipped can "funnel" all of the random Crits you receive into it, making it into a much more powerful weapon than it would be normally after you've gotten several kills with your other weapons that do not randomly Crit, or your Sentry. It is not uncommon to have most of a Pistol clip be Critical Hits after you have made several kills.
Wrangler
- While using this device to aim your Sentry Gun, remember that you cannot switch weapons to repair your Sentry if you also wish it to keep firing. A way around this weakness is to ask another Engineer on your team to repair your Sentry Gun while you aim it.
- With the Wrangler it is possible to aim and fire your Sentry at enemies outside of the Sentry's normal target acquisition 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 must yourself 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. Though hitting a Sniper will throw off his aim you can't necessarily count on this to save you.
- Similar to the Sniper's rifle, the Wrangler creates a laser dot on the surface of where you aim it. Hide this dot to surprise your enemies, or reveal it to deter them as the situation calls for it, however keep in mind that the laser beam will inform your enemies of your Sentry's location.
- There is a small "lag" behind your own aim and the Sentry's laser guide. In this sense, the Wrangler requires "leading" similar to the Medic's Syringe Gun or the Pyro's flames, especially at long range. This can make tracking faster targets such as Scouts more difficult, though the faster rate of fire can make up for this somewhat.
- Using the Wrangler doubles your Sentry Gun's firing rate. In addition to increased damage, this also causes your Sentry to quickly drain its ammunition reserves, necessitating regular refills in order to keep it firing, particularly the bullets. Make sure you have enough metal available to also make repairs. A completely empty Level 3 Sentry requires 240 metal to completely restock with ammunition.
- 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 Sticky Bombs as he will need to place more than twice as many to take down a level 3 Sentry at full health, and you can also have your Sentry shoot the stickies. Remember that you should dodge as much as possible if they switch their aim to you.
- In a quiet period after a battle, switch to the Wrench and repair, and then to one of your own guns such as the Frontier Justice and let your Sentry take care of itself for awhile. Switching modes often prevents you from becoming too preoccupied with Wrangling and getting Backstabbed and keeps your enemies guessing (as well as giving your trigger finger a rest).
- 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 can react on its own. When this happens, take control! Level 3 Sentries 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's auto-target.
- You can use the Wrangler as a purely defensive measure to help your Sentry 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's deactivation period. Do this only if you can afford to be without the Sentry's firepower.
- You can also use the Wrangler to prevent your Sentry Gun from being distracted by invulnerable enemies such as Scouts using Bonk! Atomic Punch or Übercharged enemies. Keep in mind though that the simple "push" of your Sentry's fire can also prevent such enemies from accomplishing their goal.
- Although the Wrangler's deactivation feature is a disadvantage in most respects, it can be used strategically to ambush opponents by keeping your Sentry deactivated until the right moment (by fleeing from an otherwise unseen Sentry, 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. To do this, simply switch to your Wrench or Gunslinger, whack the Sentry 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. While this is useless in terms of cutting down its inactive time (due to having to redeploy the Sentry), this means that should your Sentry 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.
- Remember that merely having the Wrangler out causes the Sentry to start following your crosshair and emit a laser, and will also deactivate when switching away from the Wrangler. Because of this, don't keep switching back to the Wrangler repeatedly when you do not need to use it, as it will stop the Sentry from doing its normal job of protecting the area.
- The Wrangler makes you and your Sentry much more vulnerable to flanking. Even enemies that are usually easy prey for a Sentry Gun such as Scouts 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 while your aim it, it is not strictly necessary. You can move forward or even retreat and still be able to use your Sentry's fire to protect you as long as you stay within an area you know your Sentry 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 can shoot or 2) have line of sight to an area your Sentry cannot shoot.
- Be careful of making 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.
- 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 or Wrangler 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 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.
Wrench
- When a Spy is repeatedly sapping your sentry 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 is enough to kill one, not including Critical Hits). After that you can quickly turn around (while the Spy is backing off) and repair your Sentry. Two strikes from the Wrench will disable a Sapper and halt the progressive damage it causes; you can then fully repair the sentry after the Spy is killed. A good strategy would be to hit the sentry 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.
- The game 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
- This item is for Engineers with an aggressive inclination. The added 25 hitpoints and the fact that your Combat Mini-Sentries deploy quickly means that front-line duty is no longer something to shy away from.
- Conversely, the Gunslinger is less effective for Engineers that wish to set up solid entrenched positions. Mini-Sentries lack both stopping power and durability, which may be exactly what you need in these situations.
- Keep in mind that while Sappers can be removed from your mini-Sentries, the damage dealt by them cannot be repaired. Since destroying and moving mini-Sentries often is important, being sapped delays your ability to demolish and rebuild.
- Psychology can work to your advantage when using Mini-Sentries. Despite their low damage, many players, especially those playing lighter classes, reflexively retreat when they come under fire from any Sentry, which can create a very valuable diversion for you or your teammates. If your enemies do retreat from your guns, don't let up! Keep up the pressure by rebuilding or moving your Sentries after them.
- Avoid idle mini-Sentries. They are so cheap and fast-building that defensive positions is a waste of their potential. Unless you are occupied building/repairing your other structures and need cover, your mini-Sentries 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" but more of an actual Primary Weapon that you "aim" by "building at" the enemy.
- 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 necessarily neglect making Dispensers and Teleporters, 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 mini-Sentries -- 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 mini-Sentry to pincer your opponents by planting it and then attacking. Your opponents will have to choose between attacking either your Sentry or you, and unlike with the normal Sentry Gun, mini Sentries are not as vulnerable upon starting construction and will quickly start damaging your foes if they choose to ignore it.
- When playing offensively with your mini-Sentries, using your Shotgun or Pistol to attack the same target your Sentry is attacking can deal a lot of damage to that target quickly.
- If going on offense and your mini-Sentry is destroyed in the field (by you or the enemy), try to recycle all the Metal pieces. The Metal from 2 destroyed mini-Sentries 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 every time. Also consider the practicality of going for multiple melee attacks on enemies, since almost every Class can deal lethal damage at close range.
- While it may seem like a good idea to use the Gunslinger in concert with the Frontier Justice, remember that mini-Sentries are weaker and may not result in as many Revenge Crits. If you wish, try building 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.
- Be careful of using the Wrangler with the Gunslinger, since if you run out of mini-Sentries your only back up weapon will be one of the Shotguns, which use up their clips fast and reload slowly. However, do not underestimate Wrangled mini-Sentries either, as using the Wrangler can double a mini-Sentry's effectiveness which can in turn help you gain Revenge Crits if you are using the Frontier Justice. In addition, the "deactivation" time after switching weapons is less of a problem since mini-Sentries are much more expendable.
- The game's scripting prioritizes repairing Buildings over melee combat. This means that if there is an enemy next to a friendly structure and you are using a melee weapon to attempt to kill him, you will find that you instead hear the sound of hitting the Building near or even behind the enemy you are trying to strike. Switch to a Shotgun or the Pistol to deal with enemies that are very close to one of your Buildings to avoid this.
Southern Hospitality
- The positive effects of the Southern Hospitality make it as versatile as the normal Wrench, only granting a few situational weaknesses. As such, try to use it in place of the normal Wrench unless the enemy team has more than one actively attacking Pyro, as the lack of random Crits does not matter if you do not actively rely on them (you can also compensate for the possible lost damage by inflicting the Bleed status on someone then wearing them down further with the Shotgun).
- The presence of Bleeding on this weapon makes it an excellent anti-Spy tool, allowing you to prevent their escape should they try to make a quick getaway.
- The disorienting and diminishing effects of Bleeding also make it a good weapon to use on unsuspecting or distracted heavier classes, such as Heavies, Demomen and Soldiers. You may be killed in the process of hitting them, but the resulting damage they take over time will make the rest of your team's job of killing them much easier. If given enough time to fully damage its target, the Bleeding can also cripple and possibly kill weaker classes.
- The inability to randomly Crit, however, makes killing Spies a lot more difficult in a short space of time, as you will not be able to possibly kill them in a single hit. Instead, hit them repeatedly with the Southern Hospitality (thus doing more average wrench damage and resetting the Bleed timer each hit) or hit them then switch to your Shotgun or Frontier Justice to finish them off. You can also make them Bleed to reveal them to your teammates, and leave them to deal with the Spy.
- While not a common occurence on some maps, be very careful of Ubercharged Pyros. The increased fire vulnerability the Southern Hospitality grants (making you take 20% more damage as a result) means that you will be killed much quicker than before unless you retreat as soon as possible. If you have the chance, try to haul your most valuable building to a safe location when you are expecting an Ubercharged Pyro to rush in, to save the trouble of rebuilding it upon the charge wearing off.
- Never try to take on a Pyro with the Southern Hospitality either, as their Flamethrower's aptitude for close range makes it all the more deadly to you and upon escape, any Afterburn you suffer will only be amplified (instead, try to take care of them at mid to long range, with your ranged weapons).
Building PDA
- When you're being attacked and you have your PDA out, quickly pull out another weapon. Don't be caught by an enemy when using this or you're an easy kill. Remember to use the handy key (usually "Q" on the PC) to switch to your most recent weapon. There are two PDA's, the Building PDA and Demolish PDA (The Xbox 360 and PS3 versions do not have a separate Demolish PDA). If a player chooses to construct an available building from the Build PDA, the player model will then hold a toolbox, and the player will see a template on the ground in front of them showing the orientation of the chosen building. While the template is visible, right-clicking adjusts the building's orientation by 90 degrees anti-clockwise, left-clicking starts the build and "last weapon used" cancels the build.
Dispenser Placement
There are different strategies around placing Dispensers.
- To assist the construction of a Sentry gun and other buildings. Unless you have a local supply of Metal, many times you will want to build a Dispenser before building a Sentry gun or Teleporter. Often a Dispenser is built so that the Engineer can Wrench his Sentry gun, repairing it from attacks, while the Dispenser provides him with Metal and slow healing. Since the Dispenser is solid to the Engineer that built it, careful placement of the Dispenser can also prevent or minimize displacement of the Engineer due to rocket or grenade explosions. This is especially effective during ÜberCharge rushes when keeping the Sentry gun up is crucial. If you are expecting incoming fire, such as from Scouts, build a Sentry Gun first and use the dropped ammunition from the Scout to build a Dispenser afterward.
- To slow enemy traffic. Members of the opposing team can't walk through your buildings so Dispensers can be strategically used to jam up doorways and stairs. (Hallways as well, to a lesser extent, but doorways usually won't have the clearance to crouch jump over them.) For example, a Dispenser built in the doorway to the top of the spiral stairs in 2fort can prevent a Scout from speeding by a Sentry in the area. Temporary Dispensers are especially useful in cases such as around your dropped Intelligence. In some cases it can limit the quick pickup by a Scout or Spy.
- Spy checking. Because the Dispenser is solid to enemy players, any player (other than the Engineer that built it) seen jumping a Dispenser is a Spy. Building a Dispenser in a location solely to detect Spies is typically not recommended since it most likely can be more beneficial elsewhere.
- To defend an area. Dispensers are useful in the (temporary) case of dropped Intelligence or around a Control point. It allows heavies and Pyros to defend and Spy check the area constantly with unlimited ammo (with the added bonus of slow healing).
- To reach otherwise inaccessible areas. Dispensers can be built in certain areas to allow the Engineer to reach or build on a higher location. On Gravel Pit, a Dispenser can be built below the tunnel exits from Blue spawn so that the Engineer can climb up into the tunnel and build. On Gravel Pit, the Dispenser is the first in a sequence of buildings that can be built to reach the roof of Control point B. NOTE: Since the Engineer's buildings are only solid to him and not his team-mates, this only benefits the Engineer unless he builds a Teleporter to allow team-mates to also get to the area.
- In some places you can climb on top of your Dispenser select a Teleporter exit and jump up, placing the exit at the peak of your jump.
Other notes:
- Dispensers can block your Sentry's line of sight, so try not to build them in front of your Sentry whenever possible.
- You can use them as cover for your other buildings and yourself.
Teleporter Placement
- The most important tip with Teleporter placement is to inform your team where they are and where they go, especially if you have a mic!
- While many players try to be sneaky about placing Teleporters and try to place them deep in enemy territory, it's actually usually better to be more conservative. Building and upgrading a Teleporter is expensive, time consuming, and can be very risky particularly when placing the exit. Maintaining the Sentry and Dispenser can be tough enough without adding a Teleporter to that as well. All a Teleporter needs to do to be successful is eliminate most of the travel time to an area of importance. To put it another way, it's better to have a Teleporter remain active and take your allies 75% of the way to their destination, than to have a Teleporter go 100% of the distance but get destroyed because it's too close to the action.
- Remember that Teleporters leave a particle trail on the feet of anyone who uses it. This easily reveals to your enemies that you have an active Teleporter nearby. Unless your teammates actually have the presence of mind or spare time to wait for this to wear off (which would be impractical to expect), this is yet another reason to think conservatively when placing your Teleporter.
There are a few places where you can place Teleporters that almost always go unnoticed (Take this with a grain of salt. Good players always check for teleporters and know the hiding spots). These places are:
- On Dustbowl Stage 1 Cap 2, in the room with the grating.
- On Dustbowl Stage 2 Cap 1, to the right as you enter the Capture Point A building.
- On Dustbowl Stage 2 Cap 1, behind the office building.
- On Dustbowl Stage 2 Cap 2, in the long tunnel with the grating.
- On Dustbowl Stage 3 Cap 2, attackers need a Teleporter in the area before the long stretch to the Control point.
- On CP_Well - in the water, on top of the enemies one-way exit pipe.
- On CTF_2Fort - in the water, against the wall on the enemy side.
- In the middle Sniper nest on CTF_2Fort. Most Snipers avoid this area due to its lack of cover. Getting up there in the first place is difficult of course.
- Outside of the enemy base on 2fort, in one of the corners. Unless a firefight breaks out on their side of the map, most enemies don't bother checking these spots and walk on past.
- You can also place your Teleporter as a decoy. For example, You can put a Teleporter at the top of the spiral in CTF_2Fort. When it's destroyed, you know an enemy is coming from that direction. This is called "Spy bait".
- Always build Teleporters at the start of a match, especially if you're defending. Build the entrance and then quickly go to the supply closet and head to the capture point 1 to build your exit. After these two have been placed, you can then go ahead and build your Dispenser and Sentry. Teleporters get your team to the front lines instantly; if you want someone watching your back, get those Teleporters up or your Sentry will not be covered by your team-mates. You will often need support while your sentry is setting up and while it's only at level 1.
- Also remember that enemy players who walk over a teleport exit while you or your team-mate uses it will die (telefrag). This can occasionally be useful to kill disguised Spies who don't know this; once they learn about it, they then have to avoid the exit, being careful to jump over it, so the exit can be used as a somewhat less effective blocking construction.
- Be sure not to stand on your own Teleporter exit if you have set up a forward base; doing so may allow an enemy Spy to telefrag you, leaving your base defenseless against his sappers. If time and configuration permit, be ready to use your Wrench on anybody who comes through your exit whenever you aren't tanking your Sentry.
- On CTF maps, your team can benefit from teleporters providing a quick means of getting back to the spawn/supply rooms enabling those with low ammo/health to get back to the fight without a respawn penalty. However, a Teleporter going from the spawn to the front line is generally more helpful to the team, so don't do this unless there are other Engineers with teleporters set up. Two engineers can provide a two way passage between the front and the resupply area. Upgrading multiple sentries with the advantage of the resupply room makes a big difference. Likewise any team-mates with low health and ammo can resupply and return quickly.
2Fort
- The usual place where Teleporters get serious use on 2Fort is leading to the sewers where Engineers build to support either offensive pushes into the enemy base or defend against such pushes from the enemy team. Usually only one Teleporter is necessary for this task. Other Engineers can make their Teleporters useful by creating a Teleporter that leads from the sewers back to the main base spawn area, creating a two-way system that can allow players to switch from attacking to defending as the need arises. This can also allow the Engineer(s) who build in the sewers to refill their metal supplies by going back to base and visiting the Supply Cabinet, then going straight back.
- Ideal places to put Teleporters while defending the Intelligence room are on the spiral stairs and the bottom of the long straight stairs, to warn of incoming enemies and bait enemy Spies.
- Another somewhat passive though interesting use of Teleporters is crossing the Battlements (Sniper deck), usually from the right (directions when facing the enemy base) side to the left side. This allows anyone on your team who spawns from the right Spawn area cross the battlements without being exposed to enemy Sniper fire. Friendly Snipers can use this to their advantage in their duels with enemy Snipers by changing positions quickly, safely, and without being noticed. This also allows teammates who spawn from the right side of the battlements to quickly reach the top of Spiral Ramp to cut off any enemies attempting to escape with your Intelligence that way. Finally, a Teleporter system on your Battlements can provide early warning of enemies attempting to invade that area, such as Scouts, Soldiers, and Demomen. Enemies that appear there often catch your teammates by surprise, so being able to warn them can save quite a few of your allies.
Sentry Placement
- There are three types of Sentry placements - the bad ones, the decent ones, and then there are the ones that win games. Below is a list of 'game winning' Sentry placements. Note that there are many more Sentry locations that are 'good' or 'decent', but the ones listed here are typically very hard to destroy.
- Many of these spots can include your Dispenser and Teleporter too, and will increase your Sentry's survivability and staying power if you do so (it will rarely negatively effecting these factors, unless the presence of said buildings reveals the Sentry's location or similiar, or prevents the Engineer from moving adequately).
- Note: as of the Engineer Update, many new options for Sentry placement have opened up thanks to the ability to move constructed buildings, place mini-Sentries, and use the Wrangler to extend Sentry firing range.
General Strategies
- As a rule, do not camp behind your Sentry and crouch all the time. Only do this when it is actually under attack. The reasoning behind this is that all a Spy has do to is come in under his cloak, jump onto your head where you cannot see him, decloak. From here, he can stab you and sap all of your buildings. If he stabs you while he is above you, it counts as a backstab. It takes practice to do this, so follow this rule as other player's skill allow. But beware of this tactic as it can reduce all of your buildings to rubble very quickly.
- While there are many well-known "spots" for sentry guns, the general rule of thumb for good sentry 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 receive fire from the Sentry Gun at close to it's maximum range but will be unable to fire back from outside that range. Remember sentry guns do not have damage falloff at range, so this also limits the damage your gun will receive in return from enemy fire.
- Team up. During set up time a pair (or more) of engineers can quickly get a single Sentry Gun up to level two or three before the opposition leave their base. One level three Sentry is much harder to take down than two level ones. During Set-Up phase on Gravel Pit you can assist a friendly Engineer to build a Teleporter exit and maybe even a sentry inside the tunnels in front of the BLU spawn door.
- One Engineer can babysit the gun of more than one Engineer leaving them free to set up teleporters and dispensers on other areas.
- During setup time, the whole team can spawn as engineers and help build the structures of team members who will remain as engineers while they respawn as other classes in the spawn room. If, rather than returning to their spawn room, the other players suicide before switching classes, this will have the added advantage of providing additional Metal for the remaining engineers, though also slowing their return to the front lines due to respawn delays.
- If there are buildings just outside your spawn room, you can switch to Engineer, use your starting 200 metal to upgrade something, then return to the spawn room and either become your playing class or switch to something else, then back to Engineer and repeat the process.
- Remember that if your sentry can shoot at enemies in a certain area, anybody in that area can shoot at the sentry. If you intend to keep a sentry up for extended periods of time, look for spots where your sentry will be useful, but relatively safe. An example of this is on the crates at Granary's center point: People must fire upwards at a sentry on the crates to destroy it, giving it a degree of protection, and the sentry guards the control point.
2Fort
- On the ledge in the ramp room. It is important to place it no further out that the middle of the ledge (if you place it at the corner the Sentry can be shot from the battlements without triggering it) and as close to the edge as possible, not at the corner, otherwise it cannot see down to the ground to fire upon incoming hostiles. By being up on the ledge, you cover the entire room, and there is only one way to destroy it without putting the attacker in range of the Sentry. To destroy it, the attacker must come up from under it, and splash damage it from below, or clip the corner of the Sentry with their weapon. If the Sentry is placed at the junction of the right side ramp and the top ramp, then it blocks the movement of enemy Spies into the hay room and has a shorter arc to turn in, to lock onto enemies.
- Note: On the Xbox 360 and PS3 version, Soldiers can use their rockets from below to damage the Sentry gun on top. This is an exploit, although it still must be warned against as many a Soldier who knows the Sentry Gun's position can simply blow it up from the bottom of the ramp room.
- Across from the Respawn area in the corner of the hay room. Place a Dispenser in the corner against the wall separating the grate doorway and the room. Then place the Sentry against the wall (use right click) by the Dispenser facing the doorway to the spiral. This Sentry covers the grate and battlements, which if the previous Sentry was placed, not only protects the hay room, but also prevents access to the only other entrance to the intel.
- In front of the fire extinguisher on the spiral. This is very important if you want to eliminate Scouts coming from the second floor trying to grab the Intelligence that use the Spiral. Since your placing the Sentry in front of the fire extinguisher, this is the mid point of the Spiral. So this spot isn't visible from the entrance of the Spiral. Build a Dispenser sideways on either side, then place the Sentry in front of the fire extinguisher wall. This is a uncommon yet good way of taking out opposing Scouts. Soldiers and Demoman who rocket/sticky jump to the top floor and enter from the Spiral will also be surprised.
- The 'mid' point in the sewers. It's very important that you build it facing the short pipe, and not the long stretch. Don't build it in the corner facing both pipes (it can be splash damaged there). Instead you want to build a Dispenser against the wall in the corner (facing the long pipe) and then build the Sentry in front of the Dispenser (angled so it is facing the short pipe). What you end up with is a Dispenser flat against the wall with the long pipe in it, and the Sentry up against the Dispenser, but facing the short pipe. There is no way to get enough splash damage on the Sentry from this position to blow it up easily, and it locks down the sewers. This can also be used offensively by building it in the enemy base. Of course, you must still watch out for Spies, who over such a short distance will be fully cloaked and be able to come right up to you before decloaking. If your back is visible, they will be able to backstab you with surprise. The Sentry will then kill them, but without its Engineer, it is much more vulnerable.
- In your Intelligence room, in the 'short' corner (the corner between the two doorways). The placement of this Sentry is very tricky to get perfect, but if you do, it's very hard to take down. To place this Sentry correct you should to put it as far into the corner as possible (use right click) and at a 45 degree angle. Next you want to place your Dispenser in front of the Sentry, but rotate it so that the short side of the Dispenser is what block's the Sentry's field of view. The Dispenser should be placed just off center, so as to not block the line of sight to the Intelligence or either doorway. An alternative is to place the Dispenser out of sight behind the desk it is much more vulnerable but often goes unnoticed.
- Under the enemy grate. This is a very unlikely position to attain and hold. However, if you can get a gun built here, it is possible to jump onto your gun and then jump up to place a Teleporter exit on their grate. If you end up in a game where the enemy is turtling in their ramp room but otherwise letting you walk in their front door, you could utilize this strategy to surprise them.
Gravelpit
- Control point A
- Just in front of the little hut to the right (if you're facing the BLU Respawn area) of the point. You should aim it so that it faces the edge of the map, and thus pans from the point to the start of the hill. The advantage of putting a Sentry here is that it's very hard to hit with splash damage because it's uphill. You can also put your Sentry in the hut. The only way to take it out is by using a Demoman (or a skilled Soldier), or ranging it from the C side of the point, and this is where the next Sentry comes into play.
- The left (if you're facing the BLU Respawn area) corner of the Control point. You should build it just outside of the Control point, but with the Sentry's back to the Control point (just before the corner of the Control point). The sole purpose of this Sentry is to cover the previous Sentry. You should build it so that you can stand inside the relative comfort of the Control point and still be able to heal the Sentry. This also protects the Sentry from splash damage. Note that this one has a slight weakness to the ramp entrance of the Control point due to the tracking time required to shoot from that direction.
- On defense, build a Dispenser along the wall where the tunnel from the attacking team comes from. You should be able to jump, crouch, jump, crouch into the tunnel normally only accessible by the other team. Once the Dispenser begins building itself, you should rather find a small Ammo pack for just enough Metal for a Sentry. Four Engineers would just about completely halt the other team. Experienced enemy Spies would be able to sneak around and still cap spots if team-mates don't defend there. Well-placed, or lucky if you built your Sentry in a good position, grenades and Sticky bombs from a Demoman would cripple the Sentry in a short while. Heavies or Soldiers with Medics would dramatically hurt here as well.
- Capture point B
- Behind the rocks by the left BLU Respawn area, facing directly away from the Respawn. By putting a Dispenser against the rocks, and then placing the Sentry against the Dispenser, you create an encampment that covers from the left side of the rocks, to the entrance of Capture point B. The rocks protect it from attacks from the Respawn area, and the angles make it hard to hit from the right point without being in range (though it is possible).
- Under the left stairs leading from Capture point C to Capture point B (facing the way to Capture point C). Don't build it right against the wall, but rather build it such that the Sentry is pointing to the back entrance of Capture point B (with line of sight), and so that you can hide under the ramp with a Dispenser and repair it.
- Point C
- On either ramp leading up to the tower (the big metal ones). The trick to making this Sentry deadly is in its position. You want it facing the tower, and back against the rock wall (use right click, and the Sentry should be at roughly a 45 degree angle). You also want to put it about 2/3rds of the way up the ramp, not at the top of the ramp. The idea is to build it such that when it's fully upgraded only the guns and Rocket Launcher are visible. This allows the Sentry to attack, but minimizes what is visible (due to the height difference, and the little wall at the entrance from Capture point B). One of these on each ramp, blocks all access to the tower, and can even hit people at the top.
- On either of the second landings of the tower (in the corners). The ramps up to the 3rd landing protect it from the middle entrance to Capture point C, and it's in range to attack most people from the side entrances (except Soldiers). As long as you sit there and spam repair the Sentry, it should stay up with anything less than two Soldier's hitting it (or one Soldier who gets a pair of Critical hit Rocket's).
Well
- In the rafters over the first Control point. This is by far the longest set up, but if you get a Teleporter into the rafters, they'll have one hell of a time getting that first Control point. There are two ways of doing this:-
- Jump in front of the cabinet on the second level (right side) and drop a Teleporter exit on top of it. Next build your Sentry on top of the cabinet, just before the rafters, then jump up.
- Alternatively jump onto the trolley at the side of the cabinet on the second level (right side) and then up on the cabinet (you have to get timing right and make sure you're on the left side of the trolley). Next build your Sentry on top of the cabinet against the wall, just under the ledge. Jump on top of the Sentry and then onto the ledge.
- Once you're up there, rebuild the Teleporter exit so you don't have to go through that procedure again. If you build the Teleporter exit all the way in the corner, it's not visible and almost impossible to destroy (barring the Demoman's Sticky bombs, but he will have to know exactly where it is). From here, you have several good Sentry positions. Just watch the line of sight to the Sentry, and just about everything is a good spot.
- Note that some people consider this an exploit.
- On the little catwalks on either side of the second Control point. Build the Sentry in the corners further away from the point (where the Health pack spawns). If you build them close to the Control point, a Demoman or Soldier can splash damage them. By building them on the side of the opening further away from the Control point, you not only gain more attack area inside the Control point, but also cover it from most splash damage.
- Behind the first set of boxcars (between Control point 3 and Control point 2). If you build the Sentry about half way down the boxcar, it can't be splash damaged unless a Soldier Rocket jumps over the boxcar, or a Demoman throws grenades at it. This one works wonders as an Offensive Sentry as well.
- Against the wall facing Control point 3, in the enemies Sniper nest. Why the other team? Because it will take them longer to notice, and it's very unlikely that they'll come from your side when attacking the Control point. They'll either be jumping or Rocket jumping up to the Sniper nest (which is covered by the Sentry), or coming up the closer ramps (also covered by the Sentry). Just make sure it's all the way against the wall, and in front of the doorway (use your secondary attack to rotate it).
Hydro
TC_Hydro, due to its changing nature and layout, has no 'perfect' Sentry locations. There are however, a few very good ones, which are listed below:-
- On the metal landing at the flooded Control point (the one with the Control point on the raised area, with water all around).
- Behind the truck at the outside Control point (the one with the raised Control point on the little bridge).
- Under the stairs at the radar dish.
- At the end of the raised platform at the Control point inside the base.
- Under the Control point inside the base, at the back on the ground floor where the turbines are. If you position the Sentry on the corner of the alcove and a Dispenser behind you, you will be saved from most of the splash damage while using the Metal from your Dispenser to repair your Sentry. You wouldn't think it but the Sentry range does cover the Control point and the stairs. This is quite difficult for the enemy to take down if someone is covering you from the top rails, if they aren't, a Demoman or Soldier can take it out from above.
Dustbowl
- At Stage 1 - Point A, you can build a Sentry on the little landing inside the Control point. The only way to destroy this Sentry is to come from the mines, or with Sticky bombs.
- Also at Stage 1, but this time by the BLU Respawn area (same side as the Control point). You can build a Sentry on the back side of the little hut (facing the trench) and have it cover both the right (if you're facing BLU's Respawn area) and center entrances'.
- At Stage 1 - Point B, if you build a Sentry to the left (if facing the point) of the Control point, you can cover both the stairs, and the Control point while being very hard to splash damage.
- Also at Stage 1 - Point B inside the mine room, next to the one-way door. This will cut off two access routes for the enemy, and because of the Health that spawns, you'll be very hard to kill.
- When attacking Stage 2 Point A, put a Sentry in the dugout area. This will prevent enemy Pyros and other classes from rushing in and spawn camping.
- When defending Stage 2 Point A, put a Sentry nest on top of the Large Shed. Have another Engineer build a Dispenser up there to make it so you always have enough Metal for repairs. Build a Dispenser next to the ladder and have a Pyro stand next to it, constantly flaming the ladder. This will prevent enemy Spies from coming up there and sapping the nest.
- Stage 2 - Point A - Build a Sentry on the house to the left of the BLU Respawn area. While not invincible, it's a very hard spot and attack from the BLU Respawn area.
- Build a Sentry inside the Control point building on the second floor, but under the roof, at a spot where it can see both the stairs and the outside.
- Build a Sentry at the Control point building in front of the narrow hallway leading to the BLU Respawn area.
- Stage 2 - Point B - On the ground, facing the Control point in the left (if facing the BLU Respawn area) corner. It covers the Control point, and is hard to take out from most paths (the exception being the long path by the rocks).
- When Attacking Dustbowl Stage 3 Cap 1, build a Dispenser and Sentry right in between the two double grating doors. This will prevent enemies from attacking and will help refuel your allies who've been wounded.
- When defending Dustbowl Stage 3 Cap 1, build a Dispenser and Sentry on the loading docks. The Sentry will pin down the enemies coming through the double grating doors.
- Stage 3 - Point A - From RED Respawn area, there is a path that leads to an opening overlooking the first Control point, by building a Sentry here, and a Dispenser behind you, you can wedge yourself far enough back to not be hit by splash damage, but still repair the Sentry. The only way to take this Sentry out is with a Demoman, or multiple Soldiers.
Granary
Due to the layout of Granary, there are fewer 'good' Sentry placements. The few that are very good are:-.
- On the balcony of the Control point 2.
- By the machinery at the Control point 2.
- On the containers at the Control point 3.
- Under the ramp/pipe at the Control point 1.
- When placing Sentry guns on the containers at Control point 3, try to place it so that the gun can fire into the door at the top of the enemies' ramp room. This way, Soldiers cannot use this as cover to dodge in and out of to get a straight shot on your gun. This also covers both entryways, and makes it hard to splash damage without getting right underneath it.
Badlands
- Facing the window, overlooking the central bridge control point. As a level one, your sentry has just enough space to fire shots at the control point, without exposing too much of itself to be easily destroyed. Best if used when your team is already making an assault on the control point, often at the beginning of a match.
Badwater Basin
- At the first point, sentries can be placed behind both sets of rocks with health and ammo kits on defense to ambush unsuspecting scouts or charging enemies, as well as outside the exit to the tunnel and on the cliffs to hit attackers from above. Sentries and dispensers can also be put in the overhang next to the point to provide a safe zone from demomen firing over the hill and it is so cramped that spies will have a hard time backstabbing you and taking out your buildings. However, it is easily grenaded or stickied from the angle towards the tunnel exit, and if possible ask a Pyro or heavy to guard your equipment from soldiers, demomen and pyros.
- The roof is the primary area for defending with a sentry at the second point, as it oversees the entire section of tracks leading round the corner and onto the capture point. However, it can be easily attacked from behind by rocketjumping soldiers, demomen firing stickies around corners and enemies hiding behind the air duct system that divides the sides of the roof. Sentries can also be put in the alcove next to the capture point that has stairs going to the roof for good cover, on the ground floor ledge to the left of the tracks next to the point for a surprise tactic, and anywhere on the ground floor and out of sniper view to halt sudden enemy charges down the main corridor. In terms of teleporters, it is best to put them over the far side from spawn (the side with the roof) so teammates can bypass Sniper hotspots, and once again out of harm's way (this is especially important if they capture the point, as the forward spawn/shortcut from spawn is blocked and teleporters are the only way to get back).
- The third point has a gully with a full health and ammo kit for easy building, and is an excellent place to build as it prevents the cart being pushed any further without an uber. That said, it is easy for enemies to drop down from the above walkway and sap/destroy your buildings from behind, so caution is needed to prevent this (if they drop down with an uber, leave your sentry and build again/somewhere else when it is safe to do so). The balcony on the building overlooking the gully is another good spot, but requires constant maintenance as Soldiers and Snipers can pick off your sentry from the upper far right due to the sentry's range not reaching, and as the sentry is facing outwards it leaves your back open to spies if you are not careful. Sentries can be built either side of the capture point to attack enemies on either side, and if both spots are used are great for confusing ubers, but they can be easily destroyed with Sticky bombs.
- The last point only has a few 'safe' places to build that provide good defense, namely in the shadows underneath the walkways and overhangs. These spots are good because they keep your buildings hidden from view until the enemy rounds the corner, either of the main spots (underneath the main overhang and underneath the windows)being able to fire at attackers dropping down from above/out of the windows. Alternatively, a sentry could be built on the ramp the cart descends down to prevent their uber lasting into the main area, but it is easily destroyed by demomen or spies (it also leaves your back open to attacks from the windows).
- On offense, sentries should be put down after each area to prevent the attackers being pushed back, and teleporters should alwaus be kept running as a priority due to how large the map is. Until the third point is captured, BLU team uses their original spawn and so the exit will needed to be moved up after every capture along with the sentry, until the last point where the Teleporter entrance will need to be moved up and a final sentry will need to be put in the building at the 3rd point, aiming out to stop scouts and ubers harassing from behind. A sentry could also be put up at the beginning of the round outside the entrance to the tunnel, to prevent back attacks.
Gorge
- In the first yard, you can put a Sentry up behind the wall next to the hut with health and ammo. This will prevent enemies charging directly through to the main point area, but it is susceptible to Soldiers and Demomen jumping over the wall to take you out.
- The upper floor windows also are a good spot to build a Sentry as there is a metal pickup right next to the ideal spot. This configuration means friendly players can be safely teleported to an area out of the BLU team's and only far away enemies can attack your Sentry if you are defending. On offense, this setup allows you to keep the RED team from coming up behind your team via the upstairs room and walkways.
- At the point itself, putting a Sentry in the windows to the right on defense will let it oversee the entire bridge area and remain semi-hidden. This spot has a large weakness however, in that unless you point it away from the point it can be ambushed from the right side if you allow the BLU team to sneak along the walkway. To counteract this, ask for a player or two to stay near the sentry and prevent anybody coming along the right.
- Sentries can also be put up behind the crates or concrete blocks on the RED side of the bridge. These are especially useful to the team as they are behind cover and will often need a Dispenser to survive, but can be destroyed fairly easily by BLU Ubercharges.
- You can build Sentries anywhere on the raised walkways spanning the corridors between the points as a form of area denial, as they will be able to attack both the ground and first floors. This is especially apparent when you build a Sentry on the walway above the main door to the last point, as it prevents the RED team pushing back in and secures a safe zone for your team's healing/teleports.
- The last point has an overhang which is the perfect place for a Sentry and Dispenser, as it remains out of sight in the shadows and can be built up without the enemy's knowledge so they will be surprised when they push. This tactic works even better when multiple sentries are built, but be warned of Ubercharges and projectiles being fired down from the upper right walkways (being the only area that BLU can see under the overhangs).
- The corners adjacent to the main entrance to the last point also server as good Sentry hiding spots, either killing any weaker classes rushing directly for the point or slowly whittling down otherwise distracted heavy classes if left at level 1 or 2. The shadows of these corners also hide the Sentry further.
Doublecross
- As usual in CTF maps, the Intelligence room is a perfect place for a Sentry. There are multiple places in the room you can use, such as at the top of the stairs, under the stairs, and across the room in the small doorway alcoves. However, each of these areas can be fired at from beyond the Sentry's range from either of the doors to the Intel room.
- A Sentry can be put up in the enemy Sewers in the same way as in 2Fort, allowing your teammates to teleport under the enemy base and readily access their Intel room. Be careful though, as there are 3 different ways that the enemy can access the sewers and take out your Sentry (the pipe toward their lower spawn hatch, down the stairwell in the corner and from the drop in the nearby room).
- Putting a Sentry up around the middle bridge area is generally a bad idea as it is far too open and will be destroyed quickly, though putting Level 1 and 2 Sentries in the enemy team's blind spots (at the top of the stairwell coming from below the bridge, behind the crates in the middle of the bridge) can stop Scouts and other fast classes from passing. When doing this, do not upgrade your Sentry to Level 3 as their rockets will reveal the Sentry's location as soon as an enemy passes.
- Outside the main spawn door, you can also put a Sentry on the edge of the upper level that will overlook the main entrance to the base, stopping any direct charges from the enemy. This spot can be flanked though, from the stairwell that comes from the sewer and also the walkway from the Intel room (though this way will almost never be used when the enemy can go directly for the Intelligence).
- Outside the Intelligence room, there is also a large sunken area with a ledge that leads to the Sniper deck. Putting a Sentry here will prevent any Scouts, Soldiers or Demomen from accessing the Intel room from the lesser known route (it will also prevent them from running through the Intel room and trying to jump to safety).
Junction
- The point area itself on A is a good Sentry spot as it watches over the entire area of A, with its only blind major blind spot being the lower BLU spawn (though if you use your Pistol or send friendly players to lock it down, this threat can be temporarily eliminated via deterring the enemy).
- The raised ledges around the B point provide good Sentry spots, covering the main open area outside the BLU spawn doors. However, building it too far to the left will make it vulnerable to attacks from the corridors going to A and C, so make sure your team is defending those well or that A has not been captured.
- The main Sentry placements in C are at the top of the stairs either side of the point, and on the walkways overseeing the many entrances to the zone. The further to the left you shift your Sentries, the less likely they are to be attacked from the B doors and windows, but the easier they are to kill with Ubercharges and Demomen arcing grenades (they also get further away from the point). As you shift your sentry to the right more, however, it becomes less likely to let enemies in through the bottom right and central doorways but will be more open to long range rockets and grenades from the far left doorway and windows.
- At C you can also put a Sentry on the top right ledge, overseeing the entire top level of the point. This is good for covering the point itself as it can see into the point room (to a degree) and prevents enemies from running up to the point from one side, but it can be easily rocketed from the far left or even directly below it like other far right sentries.
Steel
- At A, a Sentry can be placed around opposite the far rock, around the corner from the point to prevent enemies from going around the side. The raised ledge can be used to place the Sentry on, and also prevents any Spies trying to sap your setup from running around repeatedly (it is also near a chokepoint, and so will always have at least one or two teammates waiting there with you), and will prevent explosive classes from destroying it with splash damage from ground-bound rockets or grenades. The main threats of Spies, Soldiers and Demomen will often come from behind, having dropped down from the upper ledge and attempting to rush the point area.
- At A you can also put Sentries directly on the point, under the ledge the BLU team will drop down from or on the walkways leading to the spawn. All of these Sentries can stop people pushing over the upper ledge, but be warned that all of these spots are vulnerable to grenades, stickies and normal rockets.
- At B, it is difficult to build a Sentry anywhere else than directly outside the spawn hall as the area is so open that most Sentries can be picked off at long range with ease. When setting up here, be sure to hide a Teleporter exit below the wooden stairs in the hall outside spawn, so that if the point is taken your team may still be able to flank the enemy.
- If you are on the attacking team, you can use the alternate spawn door to go directly to B, allowing you to pre-emptively build a Sentry for when your team captures A. This will prevent the RED team from exiting their spawn, giving your team an easy time of capturing the point. Behind the point can also be used as a good Sentry spot for when you are attacking C, as it prevents them from pushing you back into B.
- A Sentry can be put up between B and C to stop attackers advancing toward C, and defenders pushing back attackers to B. However, this spot is often shortlived unless C has already been captured, as it can be attacked from both the front and the back, and has several corners perfect for explosives to be fired around.
- When defending C, either put a Sentry next to the point up the covered set of stairs (to keep it out of the BLU team's sight) or on the opposite side, on the ledge from the spawn. These spots will not be visible to the BLU team until they actually push in, allowing you to maintain the element of surprise. At this point, any teleporters behind the enemy lines should be enabled by building their entrances, as it cuts off reinforcements that could potentially capture the point.
- On either team, you can put a Sentry in the corridor between A and D to prevent the attackers advancing or hold a strong front line that the defending team can only break with ubers. A popular spot to place the Sentry is in the doorway of the small room with max health and ammo kits, and then use those to level up/erect your buildings safely.
- At D, the only really good place for a Sentry is next to the RED upper spawn door. This will prevent enemies from coming around the corner from D and also stop enemies that have reached the point from C, but it is vulnerable to long range rockets from the C door. Because of this, try to get your team to stop the attacking team reaching the doorway at C, or ask a Pyro to reflect any projectiles away from your Sentry.
- At E, there are numerous places you can build Sentries. Firstly, you can build one overlooking the point on the ledge. This place is good if your team still has access to E (ie. D hasn't been captured) as you can readily run to and from the spawn to replenish your metal supply. You can also build your Dispenser in the alcove on the ledge, and hide there while repairing your Sentry in the event of an enemy push. However, this place can be hit with long range projectiles fairly easily and most notably, can be cleared out very quickly by an explosive class standing on the ledge below E. The tight space will also make it hard to escape should this happen, especially if you have to move right around your Sentry.
- A Sentry can be built in the window facing the point. This is close to the point and allows it to fire at enemies on the bridges around the point too, but it can be hit rockets fairly easily and is also susceptible to rushes from D (the windows also will reveal your location to the attacking team).
- Alternatively, a Level 1 or 2 Sentry can be built on the far side of the point in the alcove that was once the RED spawn door. This will stop enemies coming from the far side of the point, and will be hard for them to damage unless they are standing directly under the point or behind cover.
- The attacking team can also build a Sentry at the entrance to the B/C corridor at any time during the round. This will deny defenders any chance of flanking your team without having to go through A, and also severely limit the RED team's defensive options as they will be unable to freely move around E. Be careful here though, as there are many angles at E which rockets and grenades can hit it from.
Pipeline
Section 1
- The elevated wooden platform to the right as you go towards the middle offers metal and a higher position to build a Sentry on. This place is also fairly close to the spawn, allowing your teammates to protect you.
- The elevated platform beside the final point is a bit cramped but offers a railing to protect your Sentry as well as a good view of any attacking players.
Section 2
- Building anywhere above your spawn where it can cover the many doorways is ideal, protecting your base while keeping enemies from flanking your teammates.
- Building a Sentry nest in the center of the map in the tunnel is difficult but very effective if it is fully upgraded. This is a good spot for a Teleporter as well, keeping your team near your cart.
- You can attempt to build a Sentry nest somewhere above the enemy spawn. It can be difficult for them to find and your team has easy access to their base.
Section 3
- A Sentry near the end of the track at the top of the map is difficult to destroy due to its location. This will allow for a Teleporter to bring your team closer to your cart.
See also
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