Engineer
Engineer | |
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Basic Information | |
Icon: | |
Type: | Defensive |
Health: | 125 /185 150 /225 with the Gunslinger equipped |
Speed: | 100% 75% while hauling a building |
Meet the Engineer | |
“ | Hey look, buddy. I'm an engineer — that means I solve problems.
Not problems like 'What is beauty?' because that would fall within the purview of your conundrums of philosophy. I solve practical problems. — The Engineer on his profession
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” |
The Engineer is a soft-spoken, amiable Texan with an interest in all things mechanical. He specializes in constructing and maintaining Buildings that provide support to his team, rather than fighting at the front lines. The Engineer's various gadgets include the Sentry Gun, an automated turret that fires at any enemy in range, the Dispenser, a device that restores the health and ammo of nearby teammates, and Teleporters that quickly transport players from point A to point B.
Because the Engineer's ingenious devices are under constant threat from explosives and devious enemy Spies, a good Engineer must keep his gear under a watchful eye and in repair with his Wrench at all times. When the Engineer needs to get his hands dirty, his trio of generic yet capable weapons, along with the assistance of his helpful hardware, make him more than capable of holding his own in a fight.
If need be, the Engineer can pick up and haul constructed buildings to redeploy them in more favorable locations.
The Engineer is voiced by Grant Goodeve.
Contents
Bio
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Basic strategy
- Use the build tool to place Sentry Guns, Dispensers, and Teleporters.
- You need metal to build, repair, and upgrade your Buildings. Collect fallen weapons or remains of buildings to get more metal.
- Hit your Sentry Gun with your Wrench to upgrade it with metal. Each level adds more health and firepower.
- Build Dispensers to provide your teammates with health and ammo. They also generate metal for you to use.
- Build Teleporters to help your team reach the front line faster.
- Keep an eye out for enemy Spies attaching Sappers to your Buildings. Use your Wrench to remove Sappers.
- Pyros are good allies. They can help remove Sappers from Buildings using the Homewrecker or the Maul.
- Press E to call for a Medic if you get hurt. Nearby Medics will be notified of your need.
Weapons
Note: Weapon damage is approximate and listed at base value. See individual weapon pages for additional figures.
Primary
Weapon | Kill Icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Stock Shotgun |
6 | 32 | Base: 60
Crit: 180 |
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Unlock Frontier Justice |
3 | 32 | Base: 60
Crit: 180 |
Stores 2 guaranteed critical shots for every Sentry Gun kill. Stores 1 guaranteed critical shot for every Sentry Gun assist. Stored critical shots (up to 35) are granted only upon Sentry Gun destruction/demolition. Has half the normal clip size. No random Critical hits. | |
Promotional / Craft Widowmaker |
30 | 200 | Base: 60
Crit: 180 |
On hit: damage dealt is returned as ammo No reload necessary. Per Shot: -30 metal. Uses metal as ammo. | |
Craft Pomson 6000 |
4 | N/A | Base: 16
Crit: 36-60 |
Shoots an electric projectile instead of shotgun pellets. Can light up friendly Huntsman arrows. Does not require ammo. Projectile penetrates enemy targets. Projectile cannot be deflected. On Hit: Victim loses 10% Medigun charge. On Hit: Victim loses 20% cloak. Deals only 20% damage to buildings. Has a 33% smaller clip size. |
Secondary
Weapon | Kill Icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Stock Pistol |
12 | 200 | Base: 15
Crit: 45 |
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Promotional Lugermorph |
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Unlock Wrangler |
N/A | N/A | N/A |
Enables manual control of own Sentry Gun. The Sentry Gun gains double firing rate and a laser pointer to assist in aiming. The Sentry Gun gains a shield which blocks 66% of incoming damage. Upon switching to another weapon or death, the Sentry Gun remains shielded but deactivated for 3 seconds. | |
Promotional / Craft Short Circuit |
35 | 200 | Base: 5
Crit: N/A |
No reload necessary. Uses metal as ammo. Per Shot: -35 metal. No random critical hits. |
Melee
Note that all the Engineer's melee weapons are capable of building, repairing and upgrading buildings, as well as removing Electro Sappers.
Weapon | Kill Icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Stock Wrench |
N/A | N/A | Base: 65
Crit: 195 |
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Distributed Golden Wrench |
Killed enemies freeze into solid Australium statues. | ||||
Distributed Saxxy |
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Unlock Gunslinger |
N/A | N/A | Base: 65 1
Crit: 195 1 |
Replaces standard Sentry Gun with Combat Mini-Sentry Gun. Increases maximum health by 25 points. Guarantees a Critical hit on a third consecutive punch. No random Critical hits. | |
Craft Southern Hospitality |
N/A | N/A | Base: 65 Crit: 195 |
On hit causes opponent to bleed for 5 seconds. Raises fire vulnerability by 20%. No random Critical hits. | |
Craft Jag |
N/A | N/A | Base: 49 Crit: 146 |
+30% Faster construction rate. -25% Damage done. | |
Craft Eureka Effect |
N/A | N/A | Base: 65
Crit: 195 |
On Alt-Fire: Teleport to spawn. Cannot carry buildings. |
Attack taunt
Associated item | Description | Kill icon | |
---|---|---|---|
Main article: Dischord
The Engineer takes out his trusty guitar, plays a chord, and then smashes the area in front of him with it. |
Associated item | Description | Kill icon | |
---|---|---|---|
Main article: Organ Grinder
The Engineer revs his Gunslinger, which starts spinning, and thrusts it forward. Afterwards, the enemy player explodes. |
PDA
Weapon | Notes / Special abilities |
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Standard Primary PDA Build Tool |
Allows the player to build one of the Engineer's Buildings. |
Standard Primary PDA Destroy Tool |
Allows the player to demolish one of the Engineer's own Buildings for metal. |
Item sets
The Brundle Bundle | |
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Effect |
Engineer's vocalizations are 145% higher pitch. |
Dr. Grordbort's Brainiac Pack | |
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Effect |
No effect |
Buildings
Image | Building | Level | Cost | Health | Damage Per Second/Replenish/Recharge |
---|---|---|---|---|---|
Slot one |
Sentry Gun | One | 130 | 150 | Bullets average DPS: 64 No rockets |
Two | 330 | 180 | Bullets average DPS: 128 No rockets | ||
Three | 530 | 216 | Bullets average DPS: 128 Rockets (on direct hit): 100 | ||
Slot one |
Combat Mini-Sentry Gun | N/A | 100 | 100 | Average DPS: 48 |
Slot two |
Dispenser | One | 100 | 150 | Health: 10/sec Ammo: 20%/sec Metal: 40/5 sec |
Two | 300 | 180 | Health: 15/sec Ammo: 30%/sec Metal: 50/5 sec | ||
Three | 500 | 216 | Health: 20/sec Ammo: 40%/sec Metal: 60/5 sec | ||
Slot three and four |
Teleporter Entrance Teleporter Exit |
One | 125 | 150 | Recharge: 10 sec |
Two | 325 | 180 | Recharge: 5 sec | ||
Three | 525 | 216 | Recharge: 3 sec |
Hats
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Official class avatars
Official class avatars | ||
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Original set | RED ÜberCharged set | BLU ÜberCharged set |
Get TF2 avatars on Steam: Original |
Achievements
Main article: Engineer achievements
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Update history
- Fixed sentry muzzleflashes not drawing unless sentry was near the map origin.
- Fixed bug with placement of teleporters that could result in players being unable to move.
- Fixed teleporter/spawn doorway exploit.
- Engineer buildings now explode when the Engineer dies during sudden death.
- The Engineer's "build X" commands will now behave properly when bound directly to keys.
- Fixed a bug in scoring Engineer building destruction.
- Engineers no longer earn points for using their own teleporters.
- Fixed the teleporter's player shaped particles not drawing.
- [Undocumented] Fixed model exploit in stage one allowing Sentry Gun/Teleporter to be placed behind chain link fence on Dustbowl.
- Added server log entry for buildings destroyed by their owner.
- Fixed Sentry Gun shadows being clipped.
- Dustbowl
- Added a new access point to the stage 2 attacker gates (drop-down left from spawn), allowing attackers a way to reach the left route without being subjected to the spam and Sentry Gun fire.
- Clipped off tall windows in stage 3 to prevent sentry guns from behind built behind them.
- [Undocumented] Added protection against voice command spamming. Dramatic reduction in Teleporters needed.
- [Undocumented] Changed Engineer buildings to detonate when a player disconnects instead of blinking out.
- [Undocumented] Fixed Engineer being able to detonate buildings that are being sapped.
- [Undocumented] Fixed potential client crash for players being healed by a Medic or Dispenser.
April 29, 2008 Patch (Gold Rush Update)
- Fixed "times used" entry in teleporters maxing out at 32.
- For mapmakers.
- Mapmakers can now place Engineer buildings directly into a map, with an option for them to be invulnerable.
- Fixed buffed health not decaying properly after being healed by a Dispenser.
- Added a gear symbol behind the health bar for Engineer buildings, in both target IDs and freeze panels.
- The Engineer's teleporters can now be upgraded to level three. It will recharge faster the higher level it is.
- The Engineer's dispensers can now be upgraded to level three. It will give out metal and heal faster as it is upgraded.
- Added new teleporter sounds for upgrade levels 2 and 3.
- Fixed Engineers being able to upgrade the bomb cart's dispenser found in Payload levels.
- Fixed bomb cart's dispenser being solid to players and projectiles.
- Added upgrade progress and levels to Engineer HUD panel for all buildings.
- Fixed teleporter entrance/exit effects being drawn when they don't have a matching teleporter entrance/exit.
- Fixed bug in teleporter logic that allowed engineers to build teleporters with huge health values.
February 24, 2009 Patch (Scout Update)
- Added new sounds for upgraded Teleporters.
March 5, 2009 Patch (CP_Junction)
- Fixed an exploit where Engineers could build a teleporter exit in an invalid area.
May 21, 2009 Patch (The Sniper vs. Spy Update)
- Engineer's dispensers now give 20%, 30%, or 40% of player's max_ammo (for each ammo type) on each use, based on the level of the dispenser.
- Added hat Mining Light.
- Added the userid of the player who built the teleporter to the "player_teleported" event.
- Added log entries for player extinguished events using the Dispenser.
- Fixed teleporters not being build-able in some places where they should be (such as within the pit at the end of Badwater Basin).
August 13, 2009 Patch (Classless Update)
- Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist.
- Fixed Sentry Guns firing at a fully cloaked Spy if they're still the closest target.
- [Undocumented] Added new hat bodygroups to the Engineer.
- Added hats: Engineer's Cap, Texas Slim's Dome Shine and Texas Ten Gallon.
- Fixed being able to burn players/buildings that are in the water while standing outside the water.
- Fixed server log not listing telefrag kills as weapon "telefrag".
October 29, 2009 Patch (Haunted Halloween Special)
- Fixed dispenser not healing players at the correct rate if it's upgraded while the players are already touching the dispenser.
- Changes to the TF Bots.
- General bot improvements.
- Engineers use their shotgun properly.
- General bot improvements.
- Added backstab death animation.
- with the map update CTF_DoubleCross.
- Changed to prevent Engineers from building on top of the shack in each base.
March 18, 2010 Patch (First Community Contribution Update)
- Added hat: Hotrod.
- Added weapon: the Lugermorph.
- Bot changes
- Fixed a behavior loop with Engineer metal gathering.
- Fixed a permanent overheal exploit involving Dispensers.
- Killing yourself with your own Sentry Gun no longer increments the Sentry Gun's kill counter.
April 29, 2010 Patch (119th Update)
- Fixed the teleporter exit using the wrong particle effect.
- Fixed Teleporters not reverting to level 1 when their other side is destroyed.
- Fixed Engineers & Spies being able to circumvent build restrictions.
- Fixed the Engineer being able to build more than 1 of each type of building.
- Fixed old Engineer build keybinds not working with the new system.
May 20, 2010 Patch (Second Community Contribution Update)
- Added hat: Safe'n'Sound.
- Added Engineer to the list of classes that can equip Max's Pistol.
July 8, 2010 Patch (Engineer Update)
- Added The Frontier Justice.
- Added The Wrangler.
- Added The Gunslinger.
- Added The Southern Hospitality.
- Added 35 Engineer achievements.
- Engineers can now pickup & move their buildings.
- Added Engineer main menu music.
- [Undocumented]
- Added several new Engineer responses, including domination lines.
- 'Wrenching' a Sentry Gun now upgrades, repairs and restores ammunition all at once per Wrench hit, prioritizing repairs and upgrading if not in possession of enough metal.
- Sentry Guns now have laser sights to accommodate use of the Wrangler.
- Introduced a unique switching animation for the Engineer's Shotgun and Frontier Justice. Previously he used the same switching animation for the Pyro, Heavy and Soldier.
- The Golden Wrench could no longer be randomly found via crafting.
- Added a new arm bodygroup to the Engineer model.
- Lugermorph given its own kill icon.
- Fixed an exploit that allowed Engineers to build level 2/3 mini sentries.
- Fixed a bug that allowed sapped buildings to be picked up by the Engineer.
- Fixed a bug where Wrangled level 3 sentryguns would still fire rockets when they were out of ammo.
- The Wrangler no longer shows the shotgun's ammo count.
- Engineers can no longer pick up buildings while stunned or in loser state.
- Fixed Engineer shotgun and pistol not using team skins for the Engineer's arms.
- Fixed an issue where Wrangled sentrygun effects wouldn't be attached to the sentrygun.
- The Gunslinger 3 hit combo now only increments the combo count when hitting enemy players.
- Achievement fixes:
- The "Rio Grind" achievement limit is now correctly set to 50.
- Fixed a typo in Six-String Stinger achievement name.
- Fixed a bug in the "Death Metal" achievement that caused it to rapidly complete itself.
- Fixed getting the Six-String Stinger achievement without playing the guitar.
- Fixed sentrygun detection code in "Best Little Slaughterhouse in Texas" and "Deputized".
- CP_Coldfront
- Fixed players picking up buildings before a round has started.
- Fixed an exploit where Engineers could create level 3 mini-sentries.
- Fixed a problem with not being able to pick-up buildings in Arena mode.
- Fixed an exploit that allowed team kills with Wrangled Sentry Guns.
- Fixed a bug where teleporters could be given more than their normal amount of health.
- TF Bot Changes
- Fixed Engineer bot infinite build-destroy behavior loop regression.
- Fixed bot behavior issue resulting in bot pile-ups near level 3 teleporter entrances.
- Bots no longer consider sapped sentries a dangerous threat.
- Bot Engineers will avoid building teleporters on steep slopes which can hinder teammate movement.
- Updated Engineer startup music.
September 30, 2010 Patch (Mann-Conomy Update)
- [Undocumented] The Frontier Justice now works correctly with critical boosts.
- [Undocumented] Texas Slim's Dome Shine now shows up when using the "Inspect" key on allies.
- Fixed the wrench number for the Golden Wrench not displaying properly.
- The Cowboy Hat and Engineer's Cap paint effects are more noticeable.
- Made the Golden Wrench nameable.
- Fixed some viewmodel bugs with the Lugermorph.
- Fixed a sentry gun exploit that let Engineers build multiple sentries.
- Fixed Engineers being able to build level 3 mini-sentries using The Wrangler.
- Fixed another sentry gun exploit that let Engineers build multiple sentries.
- Fixed Engineers being able to build level 3 mini-sentries using The Wrangler for real this time.
October 27, 2010 Patch (Scream Fortress)
- [Undocumented] Added the Hotrod to the store.
- Fixed Engineer's being able to build under the final capture point in Mann Manor.
- Fixed a Frontier Justice exploit that let Engineers have infinite crits for their current life/round.
- [Undocumented] Lugermorphs obtained from The Devil's Playhouse promotional event rather than through the Poker Night at the Inventory are now vintage.
- Fixed Engineers being able to destroy sapped buildings by issuing the command directly in the console.
- Made the following hats paintable: Safe'n'Sound.
December 17, 2010 Patch (Australian Christmas)
- Sentry Guns no longer track Your Eternal Reward Spies after they backstab someone.
- Added weapon: 'The Jag'.
- Added hat: 'Industrial Festivizer' and 'Buckaroos Hat'.
- The following hats are now paintable or have had their paintability improved: Buckaroos Hat.
- Updated the material for the Jag.
- Added the mini-sentry kill icon.
- Fixed the Engineer PDA view models (build/destroy) having Red skins while on the Blue team.
- Fixed the mini-sentry HUD not playing the alert sound when the sentry is sapped or low on ammo.
- Engineers who hit teammate's Sentry Guns with their wrench now get kill assists from that sentry.
- Made the Jag gift wrappable.
- [Undocumented] Fixed Engineer's first-person arms using the wrong bodygroup when having a renamed Shotgun or Pistol equipped with the Gunslinger.
March 10, 2011 Patch (Shogun Pack)
- Fixed the "Best Little Slaughterhouse in Texas" Engineer achievement not counting Wrangler and Mini-Sentry kills.
- Fixed the revenge crit label not being localized correctly.
- Crafting recipe for the following weapons changed Jag.
- [Undocumented] Turned quality of some Vintage Lugermorphs to unique.
- Added hats: Big Country and Googly Gazer.
- Added misc: Teddy Roosebelt.
- [Undocumented] Added Professor's Peculiarity.
April 14, 2011 Patch (Hatless Update)
- Added 3 new training courses for the Engineer.
- Added "styles" for the: Googly Gazer.
- Updated the Googly Gazer to be paintable.
- Replaced the no-crit attribute with -25% damage on the following: The Gunslinger, The Southern Hospitality.
- Bot changes:
- Engineer bots are better at moving their sentry gun nest as the scenario changes.
- [Undocumented] Modified the Googly Gazer's default textures.
- [Undocumented] Replaced the -25% damage attribute with no-crit on the following weapons:
- Added more instructions to the Engineer training regarding metal resources.
- Added Hetman's Headpiece
May 5, 2011 Patch (Replay Update)
- Added hats: Western Wear and Ol' Geezer.
- Hetman's Headpiece made craftable, tradeable, and paintable.
- Hetman's Headpiece was added to the list of hats that can be unusual.
- Sentry Guns now properly target the Horseless Headless Horsemann as an enemy.
July 1, 2011 Patch (Summer Camp Sale)
- Added misc: Prairie Heel Biters.
- Prairie Heel Biters became craftable.
- Added weapons Short Circuit and Widowmaker.
- [Undocumented] Added Hat Clockwerk's Helm.
October 13, 2011 Patch (Manniversary Update & Sale)
- Added hats: Virtual Reality Headset and Pencil Pusher.
- Added misc item: Builder's Blueprints.
- Fixed a problem that caused the Engineer to not to say thanks after exiting a teleporter.
- Saxxy kills will use the same lines as kills from the Golden Wrench.
- Added a previously unused Golden Wrench kill line.
- Added an occasional response when swinging the Gunslinger.
- Wrangler taunt now performs the Pistol taunt animation .
- [Undocumented] The Widowmaker now takes 30 metal per shot, down from 60.
October 27, 2011 Patch (Very Scary Halloween Special)
- Add hat: Buzz Killer.
- Added misc items: Frontier Flyboy and Legend of Bugfoot.
- [Undocumented] Added new voice filter, and sped up idle animations for the Engineer when equipped with the Brundle Bundle set.
- Added misc: Itsy Bitsy Spyer.
- [Undocumented] Changed description of Teddy Roosebelt to be a "Pocket Buddy" rather than a "Hat".
December 15, 2011 Patch (Australian Christmas 2011)
- Added weapons: Pomson 6000 and Eureka Effect.
- Added misc items: Brainiac Hairpiece, Brainiac Goggles, and Stocking Stuffer.
- [Undocumented] Added weapons: Festive Wrench.
- [Undocumented] Added a vomiting animation.
- Fixed the Frontier Justice getting infinite crits.
- Fixed an exploit with The Eureka Effect where the effects could activate without taunting in high-lag situations.
- Fixed the Stocking Stuffer candy cane using the incorrect material.
- Fixed hearing the deny sound while rotating a sentry during placement.
- Added draw/recoil/reload/crit forces for the Pomson 6000.
- Fixed some cases where strange Wrenches would fail to correctly count kills.
- Added crafting recipes for the Pomson 6000 and Eureka Effect.
- Removed Engineer-specific text from Itsy Bitsy Spyer's description.
- [Undocumented] The Brainiac Hairpiece was moved to the hat slot.[2]
- [Undocumented] The Short Circuit and Virtual Reality Headset now make robotic noises when moved around in the backpack.
- [Undocumented] The Pencil Pusher and Virtual Reality headset no longer fall off on death.
- [Undocumented] The Brainiac Goggles no longer hide the Engineer's hardhat.
- [Undocumented] The Pencil Pusher is no longer marked as paintable.
- Fixed RED Engineers building inside their spawn room on cp_gravelpit
Bugs
- In the first person view, the Engineer's gloves will always be orange, regardless of team (orange for RED, yellow for BLU.).
Trivia
- The Engineer wears his default helmet backwards; however, this is not an uncommon practice among construction workers.
- The Engineer seldom removes his welding goggles. To date, the only instances in which the Engineer has his goggles off are in the Loose Canon and True Meaning comics.
- The Engineer designed and built the Sentry Gun under contract from TF Industries in 1965. The PDF manual for the game that is listed in Steam shows a blueprint and promotional guide to using the Sentry Gun.
- The Engineer's favorite equation is in fact part of the equation that governs character lighting in-game, known as Phong on the Valve Developer Community.
- The first BLU team Engineer resembled Template:W, armed with a bag of blueprints instead of a PDA.
- The song the Engineer plays during Meet the Engineer is titled "More Gun". More Gun is based on "Someone Else's Song", which was originally written by Jeff Tweedy and performed by the American Country band Template:W.
- A photograph on the Engineer update page displays a young boy (presumably the Engineer) trying on his first pair of goggles, as the Engineer from Team Fortress Classic looks on proudly and pats him on the shoulder.
- A large cutout of the Engineer makes an appearance in Template:W as part of a playable stage. Additionally, his hardhat and goggles are selectable hats for the player's worms.
- The Engineer's hardhat is wearable by the Support class of Monday Night Combat.
- In Poker Night at the Inventory, an image of the Engineer's disguise mask can be seen on the lower half of the Spy Jack of Diamonds cards in the "Poker Night" and "Poker Night Alternative" decks, respectively.
- The Engineer, alongside the Pyro, Heavy, and Medic, appears as one of four Team Fortress 2-based Familiars in Template:W.
- The Red Pyro seems to be friends with the Red Engineer since he was shown reading the Pyro the book "The Story of Australian Christmas" in the comic True Meaning.
Gallery
The Engineer class of Team Fortress Classic.
- Engineer concept r.png
Concept art of the Engineer.
Trading card front
Engineer as seen without his goggles or hard hat in Loose Canon.
Class card as seen on the TF2 Official Website
Related merchandise
See also
- Meet the Engineer
- Metal
- Engineer match-ups
- Anti-Engineer strategy
- Engineer taunts
- Engineer responses
- Engineer voice commands
- Basic Engineer strategy
- Community Engineer strategy
- List of references (Engineer)
- Sentry Gun jump
- Engineer (Classic)
References
- ↑ a b Team Fortress 2 Trailer 2, released in September 2006.
- ↑ This change was then undone in an item schema change on February 10, 2012. (OPTF2 Schema Tracker, February 10, 2012, 20:48:02 (UTC))
External links
- Engineer page on the Official TF2 Website
- The Engineer Update
- TF2 Official Blog - Loose Canon
- Comic: Loose Canon
- 119th Update! - Coming soon teaser
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