Tf2 why engineers shouldnt defend
Shotgun or Panic Attack. Pistol or Short Circuit. Wrench or Southern Hospitality. For a purely defensive Engineer. This combination allows the Engineer to hold positions against attack, albeit with high cost in Metal and upgrade time. The Short Circuit and Pistol provides defense against rockets and explosives the greatest bane of a Sentry Gun , although it increases the Engineer's reliance on having a functioning, upgraded, and well-placed Dispenser.
The weak damage of the Short Circuit can leave you open to other attacks, such as Spies and flank attacks. The Pistol by comparison is a great weapon for attacking enemies from long range, along with the increase of ammo for defending the buildings.
Nonetheless, as the sentry is free to fire on its own and won't be disabled by the Wrangler, this combination allows the defensive Engineer to be a bit more independent.
This weapon set will allow you to preserve your Sentry Gun as long as possible and use the Shotgun to weaken foes or kill any Spies in range, or use the Panic Attack as a means to quickly confront a lone threat to any of your buildings and use it in conjunction with Sentry Gun fire to deal additional damage in a short burst, which can come in a handy if an enemy has a Medic providing Overheal.
The Southern Hospitality provides excellent defense against Spies and prevents them from escaping via invisibility, however your weakness to fire can make any sort of offensive pushing much more risky; if there is a great number of Pyros on the other team, and constantly ambushing your buildings, try using the Wrench over the Southern Hospitality.
Frontier Justice or Widowmaker. For an advanced supportive Engineer. This may give you more time to walk around and help maintain the buildings of other Engineers. The Revenge crits will become useful if your sentry happens to be destroyed. The Widowmaker is a great weapon if you don't need time to reload and drop the enemies health. The Pistol provides an alternative firearm and is great for conserving your Revenge Crits or not use metal if you used the Widowmaker. You can freely use the Wrangler instead for long-range offense with your sentry to keep your opponents at bay, though this will distract you from your and other Engineers' buildings.
This combination is similar to the advanced supportive Engineer set but there are small changes. You can use your Wrangler to dispatch Snipers quickly and weaken enemies at a long distance. But having no bonus health means you are more likely to die. This can also be a good loadout for an Engineer who likes to try and build behind the enemy lines.
The Jag helps build up the base more quickly and the Wrangler can help the Engineer build in some unusual locations and immediately attack foes with the enhanced firepower. Frontier Justice or Widowmaker or Panic Attack. This set is for an assault-oriented Engineer who doesn't want to camp in the enemy base for the whole battle and get out and fight. The Gunslinger paired up with the Frontier Justice gives you many stored crits because the combat mini-sentry is very weak and will get destroyed often.
Alternatively, the Widowmaker can be used at close range to replenish your metal quickly. Also, the Panic Attack can serve as an upper hand against a close-range swarm due to the faster load rate of shots, and can work even better due to faster firing rate that comes with lower health. The Pistol also gives you the upper hand when fighting from a distance, and you can also use it to finish off enemies weakened by a revenge crit. The extra 25 health from the Gunslinger gives you extra fighting time and the ability to take more damage.
You can also place your mini-sentry to give you some more firepower in a battle. But this set is sometimes risky when going against classes that have a larger amount of firepower than you do, such as soldiers. An Engineer using these weapons can be used for support, as he can be effective when he sticks by his teammates and helps them out with his revenge crits and mini-sentry. You still pack a punch in most battles, think before you whip out your mini-sentry, as sometimes enemies will have much more firepower than you do.
If so, plant you mini-sentry and retreat before they can catch you. This is another assault oriented setup, however this gives you a range advantage with a wrangled Mini Sentry and allows you to get more revenge crits from said wrangled Sentry Gun. Sentry bullet damage has been changed so it calculates damage based on the sentry's position, not the engineer's. July 2, Patch 1 Gun Mettle Update Construction boosts wrench hits, redeploys from multiple sources is now additive instead of multiplicative.
Calculations are based around a 1x base building speed. Buildings now build 2. On Wrench equip change, buildings no longer self-destruct unless the building type is changed i.
Only Sentry explodes when switching from Wrench to Gunslinger. Building repair costs increased from 20 metal to 33 metal to repair hp per wrench hit from 5HP per metal to 3HP per metal. Level 2 and Level 3 Sentries have less passive damage resistance against Heavy miniguns. July 7, Patch 1 Meet Your Match Update Fixed a bug where the Engineer couldn't remove the Sapper from a linked teleporter if was building not active.
Fixed a bug where the Engineer was able to heal a linked teleporter while it was building. This now matches the behavior for the other buildings.
Fixed the Engineer's missing pelvis hitbox. Level 1 teleporters now cost 50 metal previously July 8, Patch Changed how much metal destroyed objects drop and fixed destroyed teleporters dropping more metal than intended. July 28, Patch Fixed Engineer teleporter exits sometimes detonating when used due to invisible geometry. Silhouette of an early Engineer concept, compared to the present classes. Trading card front.
Pistol Lugermorph , C. Ability taunts. Eureka Effect Taunt. Engineer achievements How to. Hidden category: Pages using duplicate arguments in template calls. Navigation menu Personal tools Create account Log in.
Namespaces Page Discussion. Views Read View source View history. This page was last edited on 11 November , at Click to listen — The Engineer on his profession.
Area Denial [1]. This amiable, soft-spoken good ol' boy from tiny Bee Cave, Texas loves barbeque, guns, and higher education. With the Gunslinger equipped. Hauling a building. Stores 2 guaranteed critical shots for every Sentry Gun kill. On hit: damage dealt is returned as ammo. Base : 60 Crit : Shoots an electric projectile instead of shotgun pellets. Base : 40 Crit : Alt-Fire: Use metal to pick up buildings from long range. Base : 72 Crit : [4. Killed enemies suffer a distinctive death by incineration.
Enables manual control of own Sentry Gun. Alt-Fire: Launches a projectile-consuming energy ball. Base : 65 Crit : Limited item from the Engineer Update. Limited item from the Replay Update. Limited item from the Two Cities Update. For more information, go here.
On hit: causes opponent to bleed for 5 seconds. Base : 49 Crit : Press reload key to either teleport to your spawn area or teleporter exit. Stock Construction PDA. Allows the player to place the Sentry, Dispenser, and both Teleporters in the world. Stock Destruction PDA. Allows the player to destroy his Sentry, Dispenser, and both Teleporters. Main article: Dischord The Engineer takes out his trusty guitar, plays a chord , and then smashes the area in front of him with it.
Smash sound 1 Smash sound 2 Smash sound 3. Main article: Organ Grinder The Engineer pulls the cord of his Gunslinger, thereby making it spin, and thrusts it forward.
Upon being hit, the enemy player will be stunned and take slight damage, and then is gibbed. Tools of the Trade Joe-on-the-Go. Average damage per second bullets : Rocket damage per salvo: Combat Mini-Sentry Gun. Teleporter Entrance Teleporter Exit.
Classless Update. First Community. Mining Light. Engineer's Cap. Texas Slim's Dome Shine. Texas Ten Gallon. Second Community. Australian Christmas. Third Community. Buckaroo's Hat. Industrial Festivizer. Big Country. Googly Gazer. Replay Update. Professor's Peculiarity. Teddy Roosebelt. Hetman's Headpiece. Ol' Geezer. Western Wear. Summer Camp Sale. Prairie Heel Biters. Clockwerk's Helm. Builder's Blueprints. Very Scary Halloween Special.
Hat With No Name. Pencil Pusher. Virtual Reality Headset. Steam Workshop. Australian Christmas Itsy Bitsy Spyer. Pyromania Update. Triad Pack. Stocking Stuffer. Teufort Tooth Kicker. Texas Half-Pants. Idea Tube. Champ Stamp. Mann vs. First Workshop Content Pack. Triad Trinket. Crafty Hair. Pocket Purrer. Master Mind. Spooky Sleeves. Voodoo-Cursed Engineer Soul.
Deadliest Duckling. Mutton Mann. Grizzled Growth. Last Straw. Prize Plushy. Vox Diabolus. Wilson Weave. Data Mining Light. Plug-In Prospector. Teddy Robobelt. Texas Tin-Gallon. Timeless Topper. Second Workshop Content Pack. Summer Event Dual-Core Devil Doll. Pocket Pyro. Dry Gulch Gulp.
Flared Frontiersman. Pardner's Pompadour. Fall Event Trash Toter. Macho Mann. Beep Boy. Cuban Bristle Crisis. Gold Digger. Special Eyes. Viking Braider. Grease Monkey. Snaggletoothed Stetson. Strongbox Pack. Face Full of Festive. Antarctic Researcher. Cute Suit. Scotch Saver. Trencher's Topper. Trencher's Tunic. Mister Bubbles.
Endothermic Exowear. Peacenik's Ponytail. Limited Late Summer Pack. Scream Fortress VI. Hillbilly Speed-Bump. Beep Man. Garden Bristles. Iron Fist. End of the Line Update. Soul of 'Spensers Past. Tiny Texan. Insulated Inventor. Snow Stompers. Clubsy The Seal. Gun Mettle Update. Conagher's Combover. Cop Caller. Holstered Heaters. Thermal Insulation Layer. Sheriff's Stetson. Invasion Community Update. Wild West Waistcoat. Support Spurs. Life Support System. Rocket Operator.
In doing so, they would place sentries in open areas where Snipers could pick it off, or at the frontlines of a chokepoint where it could be immediately gunned down.
Sentries are more effective in close to medium range. They eliminate any threat within that range almost instantly. Instead of placing the Sentry in the open, an Engineer should place his sentry at an obscured vantage point overlooking a choke, or hide it in flank routes.
An Engineer on offense should always remember to move the teleporter up after each successful push. He should never let his teammates walk from spawn to the battlefield. Where a teleporter exit is, that's where the spawn is. In moving the teleporter up, the team is able to more quickly get back in the battle and thus is able to keep sustaining the push.
If, even after taking the teleporter, the transportee still has some ways to walk, then that means the Engineer still has to move the gear up. When a sentry is overwhelmed, newer Engineers in a panic will keep hitting it with their wrench despite the obliterating damage it's facing.
When a sentry is being shot at by an Ubered Heavy, Demoman, Soldier, or Pyro, it's a losing battle, and there's no use to frustratingly repair the sentry. Doing so will put the Engineer in danger of being taken out. The best an Engineer can do in this situation is to run away and build again at a safe retreating point, or save his sentry by recalling it with the Rescue Ranger.
When the sentry is sapped, an Engineer's first instinct is to remove the sapper. A Spy has two options when an Engineer prioritizes removing the sapper. Like shampoo that doesn't rinse off, he can keep sapping the sentry again and again until it is destroyed. If you think your team can hold, crouch behind your Sentry Gun while repairing to minimize the damage you take.
Otherwise, haul one building out and regroup for the next fight. While invulnerable, he will generally run in front of his patient to draw fire and knock back from the Sentry Gun, allowing his patient to get close and easily destroy it. Tactics: A Sentry Gun that is placed in a bad position can be easily picked off. If you use the Wrangler to fight back or try to repair your buildings, you risk being shot yourself. For this match-up, consider a more concealed spot for your Sentry Gun, even if it covers a smaller area.
If you are desperate, use your Sentry Gun as impromptu cover as you continuously repair it. Tactics: If your buildings aren't under enemy fire, stay busy by looking for enemy Spies.
If a Spy saps your equipment, eliminate the Spy first, as he can place Sappers faster than you can remove them, and be ready for any enemies that might simultaneously attack. Refrain from standing on your Teleporter Exit at all times, as even an undisguised Spy can come through to telefrag you. From Team Fortress Wiki. Jump to: navigation , search. Click to listen. Pistol Lugermorph , C. Ability taunts. Eureka Effect Taunt. Engineer achievements How to.
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