Difference between revisions of "Engineer"

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[[File:MclaneIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Mclane]]
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[[File:EngineerIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Engineer]]
An invaluable defense tool, the '''Mclane''''s sentries, dispensers, and teleporters are very helpful to defend a point or cart. On offense, the Mclane is able to consolidate the ground gained by his team, and assist them in getting to the battle  faster.
+
An invaluable defense tool, '''Engineer's''' Sentry Gun, Dispenser, and Teleporter are very helpful support utilities that greatly assist a team in defending a Control Point or Payload Cart. On offense, Engineer cannot attack directly, but can defend his team's territory, heal them as they retreat from combat, and bring them to the objective much faster.
  
 
==6v6==
 
==6v6==
{{main|Mclane (6v6)}}
+
{{main|Engineer (6v6)}}
  
In 6v6, the Mclane is considered an [[offclass]].  Most often used on the map [[cp_gravelpit]], the Mclane is only used to defend last on most maps.
+
In the standard [[6v6]] format, Engineer is an [[offclass]] on most maps, used primarily to defend last on most 5CP maps. When pushed back to the last point, a Scout or Soldier will often switch to Engineer and build a Sentry Gun to soak up damage and delay the enemy ÜberCharge - once it runs out, his team can counterattack. If his Sentry goes down, he will generally switch back to his main class and attempt to clean up damaged enemies.
The main purpose of the Mclane and his sentry in [[6v6]] is to soak up damage and waste uber to let his team pop later. Occasionally, it may get a few kills as well, but for the most part the Mclane waits for his sentry to die, then switches to his main class to get cleanup frags.
+
It is important to note that a well-placed Sentry will often prevent the other team from pushing in with a Kritzkrieg ÜberCharge, as it provides no defensive bonus, and the Engineer's buildings are unaffected by critical hits.
It is important to note that a well-placed Sentry can prevent the other team from pushing in with a Kritzkrieg, as they will not be invulnerable and the Mclane's Sentry will only take base damage from critical hits.
 
  
 
==Highlander==
 
==Highlander==
{{main|Mclane (Highlander)}}
+
{{main|Engineer (Highlander)}}
  
The Mclane's main job in [[Highlander]] is to defend points and deny areas to the other team. Through the use of the Sentry Gun, the Mclane is easily able to defend and stall for a point in time. However, Highlander presents a new risk in the form of the [[Spy]], whose Sapper can destroy the Mclane's buildings. The Mclane can also use such tools as The Wrangler and The Gunslinger to be more effective on offense or to assist in defense. The Mclane is also often used to push the cart on Payload maps.
+
A far cry from his minor role in 6v6, Engineer's buildings form the backbone of his team in [[Highlander]]. His Sentry shreds overextending enemies, his Dispenser restores injured teammates to full health without Medic's help, and his Teleporter summons a teammate from spawn to the battle every 3 seconds. On Defense, his
 +
main job is to defend the objective, deny the other team's pushes, and stall for time until the clock runs out. On Offense, his job is to get teammates to the front lines as quickly as possible and defend the ground they gain. However, Highlander presents a new risk in the form of [[Spy]], whose Sapper can disable and destroy Engineer's buildings. Engineer can also use such tools as The Wrangler and The Gunslinger to extend his effective range on Defense, or to fight alongside his team on Offense. On Offense, his life isn't as important, so he may be expected to sacrifice his life to push the payload cart or capture control points.
  
 
==Weapons==
 
==Weapons==
Line 19: Line 19:
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Shotgun
 
|weaponname = Shotgun
|description = The '''Shotgun''' is the default weapon for Mclane. Most Mclanes will stick to this shotgun for its reliability. Unlike other shotguns, the "stock" Shotgun has a clip large enough to kill three enemies without stored crits, allowing Mclanes to engage multiple enemies at once in favorable circumstances. Additionally, the Shotgun's large clip doesn't punish Mclanes for missing a few shots.
+
|description = The '''Shotgun''' is Engineer's stock primary. It fires 10 bullets every 0.625 seconds, each dealing 3-9 damage, depending on range. As the most reliable primary for direct combat, Engineer will often run it on offense, as his full attention is not required to maintain his buildings. Its large clip allows it to kill up to 3 enemies at full health, and doesn't punish Engineer harshly for missing a shot in 1v1 fights.
 
|ugc4s = always
 
|ugc4s = always
 
|6s = always
 
|6s = always
 
|ugchl = always
 
|ugchl = always
 
|etf2lhl = always
 
|etf2lhl = always
 +
|rgl6s = always
 +
|rglhl = always
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Frontier Justice
 
|weaponname = Frontier Justice
 
|link = Frontier_Justice
 
|link = Frontier_Justice
|description = The '''Frontier Justice''' is a shotgun that stores critical hits for every assist and kill that the Mclane's sentry earns. The Frontier Justice is useful when the Mclane stays away from large fights and sticks to one-on-one encounters, where the high burst-damage and short clip are most effective. The weapon is most commonly seen in [[King of the Hill]] maps, though overall most Mclanes prefer a larger clip and don't use it in competitive play.
+
|description = The '''Frontier Justice''' has only 3 shots in its clip. When Engineer's sentry is destroyed, however, it will gain two stored critical hits for each kill his Sentry landed, and one stored critical hit for each assist. Its small clip size prevents Engineer from taking Medic's ÜberCharge and charging into the enemy team; rather, he must use it sparingly, in self-defense or when supporting his team. The weapon is most commonly seen in [[King of the Hill]] maps, though most players will stick to the stock Shotgun for its larger clip size. After dying, Engineer may choose to equip the Frontier Justice if his Sentry is about to go down, use the crits, then switch back to stock in his next life.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
 
|ugchl = true
 
|ugchl = true
 
|etf2lhl = true
 
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Widowmaker
 
|weaponname = Widowmaker
|description = The '''Widowmaker''' is a shotgun that consumes metal on firing it and gains metal for damage done to an enemy. It costs 30 Metal per shot, but the weapon never reloads (It is instantly "reloaded" by picking up metal). The Widowmaker is rarely seen in competitive play because it restricts mid-range spamming and heavily punishes missing enemies. Mclanes rely heavily on their sentries, so they can't take the risk of using up all their metal for a bit of damage. Ideally, the weapon could be used as a source of metal by dealing more than 30 damage with every shot, allowing the Mclane effectively infinite metal, but this process can be slow and risky because of the proximity to enemies required for that much damage.
+
|description = When fired, the '''Widowmaker''' consumes 30 metal, and regains 1 metal for each point of damage dealt to enemies, effectively reloading it. Engineer can only use the Widowmaker effectively by attacking enemies at close range, which is extremely risky and will get him killed most of the time. While it deals 10% more damage to the enemy his Sentry is targeting, this slight damage bonus is only noticeable at close range. It cannot be spammed at long range, as it consumes a lot of metal, which may be needed for maintaining Engineer's buildings. As such, the Widowmaker is rarely seen in competitive play, as it heavily punishes missing enemies.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
 
|ugchl = true
 
|ugchl = true
 
|etf2lhl = true
 
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Pomson 6000
 
|weaponname = Pomson 6000
 
|link = Pomson_6000
 
|link = Pomson_6000
|description = The '''Pomson 6000''' is a 4-shot laser weapon that drains Cloak and Über on hit (if a [[Medic]] is hit by the laser he will lose 10% [[ÜberCharge]] and if a [[Spy]] is hit by it he will lose 20% cloak). The futher away a target is, the less of the Cloak or Über is drained. It is banned in all leagues because competitive Team Fortress 2 revolves around ÜberCharge advantages and the Pomson 6000 actively undermines this by allowing an Mclane to deplete an opposing ÜberCharge quickly and outside of normal league gameplay (killing the enemy Medic).
+
|description = The '''Pomson 6000''' has 4 shots in its clip and has infinite reserve ammo, but fires 28% slower than the stock Shotgun, with a 0.8 second attack interval. It launches a slow-traveling laser projectile that cannot be airblasted or destroyed and deals the same base damage as the Shotgun (60), but only ramps up to 72 damage at point-blank range. When a Medic or Spy is hit by the projectile, he will lose up to 10% ÜberCharge or 20% Cloak, respectively, but this draining effect falls off at range. While the Pomson has the potential to deny the enemy Medic's ÜberCharge, the projectile is easy to dodge and is easily blocked by the rest of the enemy combo before reaching the Medic. Thus, the weapon sees little use in competitive games.
|ugc4s = false
+
|ugc4s = true
|6s = false
+
|6s = true
|ugchl = false
+
|ugchl = true
 
|etf2lhl = true
 
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 55: Line 63:
 
|link = Rescue_Ranger
 
|link = Rescue_Ranger
 
|ugc4s = true
 
|ugc4s = true
|6s = true
+
|6s = false
 
|ugchl = true
 
|ugchl = true
 
|etf2lhl = true
 
|etf2lhl = true
|description = The '''Rescue Ranger''' is a weapon that heals friendly buildings for 60 hp on hit. It fires arrow-like projectiles that do moderate damage to enemies. For the cost of 100 metal, an Mclane can use the secondary attack (default MOUSE2) on his buildings to instantly pick them up and haul them. While carrying buildings, the Mclane takes mini-crit damage. Mclanes use the Rescue Ranger, with growing popularity, with level 3 sentries to kite ubers and heal buildings from a safe distance. This weapon allows the Mclane to stop turtling a nest and move the buildings to more useful, spread-out locations to aid his team more efficiently.
+
|rgl6s = false
 +
|rglhl = true
 +
|description = The '''Rescue Ranger''' has only 4 shots in its clip and 16 reserve ammo, and fires bolts that move quickly and are affected by gravity. The weapon deals 40 base damage (the same as Spy's Revolver), making it a poor choice for direct combat. However, the bolt will heal friendly buildings for up to 60 health, consuming 1 metal for every 4 damage healed. This makes it more metal-efficient than Engineer's other wrenches, which heal buildings for 3 health per unit of metal. When the Rescue Ranger is deployed, Engineer can use the alt-fire button (Right-Click by default) to pick up any building within his line of sight, teleporting it to himself at the cost of 100 metal. However, he will be marked for death while hauling any building, making it more difficult for him to survive while doing so.  
 +
 
 +
The Rescue Ranger is Engineer's go-to primary on defense, as it allows him to maintain buildings at a safe distance, and snatch them out of danger if needed. This allows him to stop turtling in a nest and spread out his buildings to more advantageous locations to aid his team more efficiently. However, this makes Engineer more vulnerable to Spy, as buildings cannot be healed or hauled while sapped.
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Panic Attack
 
|weaponname = Panic Attack
 
|link = Panic_Attack
 
|link = Panic_Attack
|description = The '''Panic Attack''' is a community-created primary weapon for the Mclane, and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].
+
|description = The '''Panic Attack''' is a primary weapon for Engineer, and a secondary weapon for [[Soldier]], [[Pyro]], and [[Heavy]]. It deals 20% less damage per bullet, but fires 50% more bullets in a wide spread and deploys 50% faster. While it deals somewhat more damage at point-blank range (108, compared to the stock Shotgun's 90), it is fairly useless at mid-to-long range, thanks to its low accuracy. It is useful in tight corridors which force enemies into close combat, but is inferior to the stock Shotgun in open areas, as enemies will keep their distance from Engineer, preventing him from dealing much damage.
The Panic Attack starts with 0 rounds in its magazine. Upon pressing and holding down primary fire, the player will begin loading shells into the magazine port, and will continue to do so as long as primary fire is held down. Upon releasing, the player will fire all shots one-by-one. Up to four shells can be loaded and fired in this fashion. The Panic Attack will automatically fire all the shots in the barrel if the player attempts to load in more than 4 shells. Compared to the stock Shotgun, the weapon loads 50% faster and increases speed switch by 50%. In addition, as the user's health decreases, the weapon's firing rate and spread both increase, firing faster shots at lower accuracy when at low health.  
 
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
 
|ugchl = true
 
|ugchl = true
 
|etf2lhl = true
 
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 
}}
 
}}
 
{{Class Weapon Table End}}
 
{{Class Weapon Table End}}
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Pistol
 
|weaponname = Pistol
|description = The '''Pistol''' acts the same as the [[Scout]]'s [[Pistol]], except it has 200 spare shots instead of 36, which is, in practice, limitless. It holds 12 shots, and all of them reload at once. It will usually be paired up the Gunslinger to constantly damage the enemy even after running out of Shotgun ammo or to conserve Frontier Justice crits.
+
|description = Engineer's '''Pistol''' functions similar to [[Scout]]'s [[Pistol]], but has 200 reserve ammo and reloads 23.6% slower (1.36 s vs 1.10 s). It has 12 bullets in its clip, fires every 0.15 seconds, and reloads its entire clip at once. Each bullet deals 15 base damage, which ramps up to 22 damage at point-blank range. While it might seem weak, it can deal up to 140 damage per second at close range if Engineer can hit every shot, making it an excellent backup weapon should Engineer run out of Shotgun ammo. It is often equipped alongside the Gunslinger, which gives Engineer a more combat-oriented role, and can be used to harass enemies at long range.
 
|ugc4s = always
 
|ugc4s = always
 
|6s = always
 
|6s = always
 
|ugchl = always
 
|ugchl = always
 
|etf2lhl = always
 
|etf2lhl = always
 +
|rgl6s = always
 +
|rglhl = always
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Wrangler
 
|weaponname = Wrangler
|description = The '''Wrangler''' allows you to manually control your sentry giving you the ability to shoot farther ranges the sentry won't attack on it's own. When controlling it, the sentry will get a protective shield around it that makes all incoming damage do 66% to it but also reduces ammo and repair given to a shielded sentry. It is extremely useful at holding a point on a [[Payload]] map, however it will be much easier for you to be backstabbed since you'll have to focus more. The Wrangler doubles the firing speed of the sentry, and has a slight "aim-assist" that locks the sentry's aim to the enemy's chest, but at longer ranges, there is significant bullet spread, although there is no damage falloff. Upon death, a wrangled sentry will be protected for 3 seconds but also disabled, similar with switching off the wrangler.
+
|description = The '''Wrangler''' allows Engineer to manually control his Sentry Gun, greatly extending its range, increasing its firing speed, and giving it a 66% damage resistance, and a 66% resistance to repair and reloading. When aiming near an enemy, the Sentry will automatically lock on to their chest. While its moderate bullet spread prevents Engineer from sniping enemies at long range, it still deals respectable damage at this range. The Wrangler gives his Sentry a massive effective health pool, making Engineer's and his Sentry like a second Heavy, able to shred overextending enemies. However, Engineer can only attack targets that both he and his Sentry can see, and he must focus on tracking targets, opening him up to being backstabbed or headshot. Once Engineer holsters the Wrangler or dies, the Sentry will be disabled for 3 seconds before resuming normal operations - during this time, it will still have its 66% resistance to damage, repair, and reloading. Despite increasing Engineer's vulnerability to Spy, the Wrangler is undoubtedly his best secondary for defending, and is far more effective than the Pistol or Short Circuit when locking down an area.
|ugc4s = true
+
 
 +
|ugc4s = false
 
|6s = false
 
|6s = false
 
|ugchl = true
 
|ugchl = true
 
|etf2lhl = true
 
|etf2lhl = true
 +
|rgl6s = false
 +
|rglhl = true
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Short Circuit
 
|weaponname = Short Circuit
 
|link = Short_Circuit
 
|link = Short_Circuit
|description = The '''Short Circuit''' allows you to destroy projectiles within a 75 degree radius for the cost of 15 metal per fire. With this weapon active, the Mclane can not draw metal from allied Dispensers or Payload carts and not pick up buildings.
+
|description = On primary fire, the '''Short Circuit''' consumes 5 metal and fires a burst of electricity that deals 10 damage at point-blank range. Outside of this range, it does nothing. On secondary fire, it consumes 65 metal and fires a large ball of energy that destroys most projectiles in its radius and deals 15 damage every 0.5 seconds to all nearby enemies. While sometimes useful for finishing off damaged enemies or tracking down cloaked Spies, it is more often used to destroy incoming projectiles like rockets, grenades and stickybombs before they can reach Engineer's team. It may be used on Payload Offense, as the card dispenses an infinite supply of metal.
|ugc4s = false
+
 
 +
|ugc4s = true
 
|6s = false
 
|6s = false
 
|ugchl = false
 
|ugchl = false
|etf2lhl = true
+
|etf2lhl = false
 +
|rgl6s = false
 +
|rglhl = false
 
}}
 
}}
 
{{Class Weapon Table End}}
 
{{Class Weapon Table End}}
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Wrench
 
|weaponname = Wrench
|description = The '''Wrench''' is the default melee weapon for the Mclane. It allows you to repair and upgrade buildings for 25 metal per hit. It has no side-effects, and is the base all other Wrenches are based off of. While Wrenches are one of the few items in the game that differ widely between different players, the Wrench is commonly used.
+
|description = The '''Wrench''' is Engineer's stock melee weapon. By hitting friendly buildings, he can accelerate their deployment, repair damage, and upgrade their effectiveness. It swings every 0.8 seconds, and deals 65 damage. Like most other wrenches, it takes 5 swings to build a Sentry Gun, and heals buildings up to 102 health per swing. Hitting a building at full health will spend up to 25 metal to build its "upgrade meter" - once the meter is full, the building will level up and the meter will reset.
 +
 
 +
While the stock Wrench is a well-rounded "jack of all trades," Engineer's other wrenches can often be used to increase his effectiveness in various specific situations, making it somewhat uncommon in competitive play.
 +
 
 
|ugc4s = always
 
|ugc4s = always
 
|6s = always
 
|6s = always
 
|ugchl = always
 
|ugchl = always
 
|etf2lhl = always
 
|etf2lhl = always
 +
|rgl6s = always
 +
|rglhl = always
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Gunslinger
 
|weaponname = Gunslinger
|description = The '''Gunslinger''' allows you to place mini-sentries, but they cannot be upgraded and start at only 50% health. They only cost 100 metal each and build faster than normal level 1 Sentries, however they also have a higher rate of fire and do less damage per shot. It also gives the Mclane +25 hp. It will usually be used when attacking on a [[Payload]] map or in a [[5CP]] and [[KOTH]], since you will constantly be pushing the cart / moving back and forth on the control points, and will rarely need to control the same place for a long period of time. Metal gibs left by a minisentry will grant no ammo.
+
|description = The '''Gunslinger''' grants Engineer +25 max health, and replaces his Sentry Gun with a Mini-Sentry, which costs 100 metal, has 100 health (though it spawns with 50 health), cannot be upgraded, and deals 25% less damage than a Level 1 Sentry. When destroyed, its fragments will restore ammo but not metal. The weapon is often used in Highlander games, especially during offense, as turtling is not an option in this situation, and mobility is of great importance.
 +
 
 +
 
 
|ugc4s = false
 
|ugc4s = false
 
|6s = true
 
|6s = true
 
|ugchl = true
 
|ugchl = true
 
|etf2lhl = true
 
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Southern Hospitality
 
|weaponname = Southern Hospitality
 
|link = Southern_Hospitality
 
|link = Southern_Hospitality
|description = The '''Southern Hospitality''' causes the enemy to bleed for 5 seconds upon getting hit. As a downside, the Mclane will receive 20% increased fire damage. This weapon is useful for tracking Spies since the bleed will show on a cloaked Spy. It will show on a [[Dead Ringer]] Spy if what caused the feign was the wrench itself, and not the bleed. The fire weakness is negligible in 6v6 because Pyro is considered an offclass.
+
|description = The '''Southern Hospitality''' functions identically to the stock Wrench, but causes enemies to bleed for 5 seconds on hit, dealing up to 40 additional damage. Engineer will also gain a 20% fire damage vulnerability, but this drawback rarely comes into play, as Pyro's limited range and average speed will rarely enable them to even come close to Engineer's Sentry Gun. The Southern Hospitality is useful for tracking Spies, who will emit damage particles for at least 2.5 seconds after being hit. Most-often used in Highlander when turtling on the last point, it is almost always a slight upgrade to the stock Wrench, unless the map has good flank routes which allow the enemy Pyro to ambush Engineer.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
 
|ugchl = true
 
|ugchl = true
 
|etf2lhl = true
 
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Jag
 
|weaponname = Jag
|description = The '''Jag''' has a -25% damage penalty, but it allows the Mclane to build 30% faster. The improvement to build speed for buildings is negligible, however some Mclanes find the buff to the rebuild speed, after setting down a building, useful for setting up on the next point after your team loses the preceding point. The jag also has a +15% swing speed in addition to a 20% repair penalty, allowing the maximum repair but hit to be 80hp /swing as opposed to the wrench's 100hp /swing.
+
|description = The '''Jag''' has a 25% damage penalty and repairs buildings by only 81 health per swing, but allows Engineer to construct buildings 30% faster and upgrade them 15% faster. In 6v6, it is an extremely common choice when defending the last point, as the increased building and upgrade rate may allow Engineer to upgrade his Sentry to Level 2 before the enemy reaches him. In Highlander, it is useful when pushed back by the enemy for the same reason. Once his buildings are fully upgraded, Engineer may opt to switch to a more defensive wrench: the Southern Hospitality when defending the last point, and the Eureka Effect when further from spawn.
 +
 
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
 
|ugchl = true
 
|ugchl = true
 
|etf2lhl = true
 
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Eureka Effect
 
|weaponname = Eureka Effect
 
|link = Eureka_Effect
 
|link = Eureka_Effect
|description = The '''Eureka Effect''' allows the Mclane to teleport between spawn and a teleporter exit at the press of your reload key. The teleport animation takes 2 seconds. The construction hit speed boost is decreased by 50% in comparison to the default wrench and causes The Mclane to gain 50% less metal from dispensers and ammo pick ups.
+
|description = The '''Eureka Effect''' boosts building's construction 50% less, and reduces metal pickups by 20%, but allows Engineer to teleport to spawn or his Teleporter Exit with the Reload button (R by default). Upon selecting a destination, Engineer will perform a taunt, lasting approximately 2 seconds, before teleporting. Additionally, if both his Teleporter Entrance and Exit were constructed with the Eureka Effect, upgrading them will cost 50% less metal, making the weapon a great choice for constructing a defense during Setup Time. On larger maps Spy will often travel to the enemy spawn to destroy the enemy Engineer's Teleporter; the Eureka Effect allows Engineer to quickly rebuild it, or confront the enemy Spy directly.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
 
|ugchl = true
 
|ugchl = true
 
|etf2lhl = true
 
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 
}}
 
}}
 
{{Class Weapon Table End}}
 
{{Class Weapon Table End}}
Line 151: Line 188:
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = PDA
 
|weaponname = PDA
|description = The '''PDA''' allows the Mclane to create his buildings at the cost of reserve metal.
+
|description = The '''PDA''' allows Engineer to construct buildings at the cost of metal.
 
|ugc4s = always
 
|ugc4s = always
 
|6s = always
 
|6s = always
 
|ugchl = always
 
|ugchl = always
 
|etf2lhl = always
 
|etf2lhl = always
 +
|rgl6s = always
 +
|rglhl = always
 
}}
 
}}
  
Line 161: Line 200:
 
|weaponname = Destruction PDA
 
|weaponname = Destruction PDA
 
|link = Destruction_PDA
 
|link = Destruction_PDA
|description = The '''Destruction PDA''' allows the Mclane to instantly destroy any of his currently deployed buildings, regardless of how far away he is from them. It is sometimes useful to destroy one's buildings, as scrap metal dropped provides +100 ammo for teammates.
+
|description = The '''Destruction PDA''' allows Engineer to instantly destroy any of his currently deployed buildings, regardless of how far away he is from them. It is sometimes useful to destroy one's buildings, as scrap metal dropped provides ammo for teammates. If Engineer destroys his own Sentry while the Frontier Justice is equipped, he will be granted Revenge crits if the Sentry landed a kill or assist.
 
|ugc4s = always
 
|ugc4s = always
 
|6s = always
 
|6s = always
 
|ugchl = always
 
|ugchl = always
 
|etf2lhl = always
 
|etf2lhl = always
 +
|rgl6s = always
 +
|rglhl = always
 
}}
 
}}
 
{{Class Weapon Table End}}
 
{{Class Weapon Table End}}
Line 172: Line 213:
 
<references />
 
<references />
 
==See Also==
 
==See Also==
*[[Mclane (6v6)]]
+
*[[Engineer (6v6)]]
*[[Mclane (Highlander)]]
+
*[[Engineer (Highlander)]]
 
[[Category:Classes]]
 
[[Category:Classes]]

Latest revision as of 10:51, 21 March 2023

EngineerIcon.png

An invaluable defense tool, Engineer's Sentry Gun, Dispenser, and Teleporter are very helpful support utilities that greatly assist a team in defending a Control Point or Payload Cart. On offense, Engineer cannot attack directly, but can defend his team's territory, heal them as they retreat from combat, and bring them to the objective much faster.

6v6[edit]

Main article: Engineer (6v6)

In the standard 6v6 format, Engineer is an offclass on most maps, used primarily to defend last on most 5CP maps. When pushed back to the last point, a Scout or Soldier will often switch to Engineer and build a Sentry Gun to soak up damage and delay the enemy ÜberCharge - once it runs out, his team can counterattack. If his Sentry goes down, he will generally switch back to his main class and attempt to clean up damaged enemies. It is important to note that a well-placed Sentry will often prevent the other team from pushing in with a Kritzkrieg ÜberCharge, as it provides no defensive bonus, and the Engineer's buildings are unaffected by critical hits.

Highlander[edit]

Main article: Engineer (Highlander)

A far cry from his minor role in 6v6, Engineer's buildings form the backbone of his team in Highlander. His Sentry shreds overextending enemies, his Dispenser restores injured teammates to full health without Medic's help, and his Teleporter summons a teammate from spawn to the battle every 3 seconds. On Defense, his main job is to defend the objective, deny the other team's pushes, and stall for time until the clock runs out. On Offense, his job is to get teammates to the front lines as quickly as possible and defend the ground they gain. However, Highlander presents a new risk in the form of Spy, whose Sapper can disable and destroy Engineer's buildings. Engineer can also use such tools as The Wrangler and The Gunslinger to extend his effective range on Defense, or to fight alongside his team on Offense. On Offense, his life isn't as important, so he may be expected to sacrifice his life to push the payload cart or capture control points.

Weapons[edit]

Primary[edit]

Weapon 4v4 6v6 Highlander
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Shotgun.png
Shotgun
Always Always Always Always Always Always
The Shotgun is Engineer's stock primary. It fires 10 bullets every 0.625 seconds, each dealing 3-9 damage, depending on range. As the most reliable primary for direct combat, Engineer will often run it on offense, as his full attention is not required to maintain his buildings. Its large clip allows it to kill up to 3 enemies at full health, and doesn't punish Engineer harshly for missing a shot in 1v1 fights.
Frontier Justice.png
Frontier Justice
Allowed Allowed Allowed Allowed Allowed Allowed
The Frontier Justice has only 3 shots in its clip. When Engineer's sentry is destroyed, however, it will gain two stored critical hits for each kill his Sentry landed, and one stored critical hit for each assist. Its small clip size prevents Engineer from taking Medic's ÜberCharge and charging into the enemy team; rather, he must use it sparingly, in self-defense or when supporting his team. The weapon is most commonly seen in King of the Hill maps, though most players will stick to the stock Shotgun for its larger clip size. After dying, Engineer may choose to equip the Frontier Justice if his Sentry is about to go down, use the crits, then switch back to stock in his next life.
Widowmaker.png
Widowmaker
Allowed Allowed Allowed Allowed Allowed Allowed
When fired, the Widowmaker consumes 30 metal, and regains 1 metal for each point of damage dealt to enemies, effectively reloading it. Engineer can only use the Widowmaker effectively by attacking enemies at close range, which is extremely risky and will get him killed most of the time. While it deals 10% more damage to the enemy his Sentry is targeting, this slight damage bonus is only noticeable at close range. It cannot be spammed at long range, as it consumes a lot of metal, which may be needed for maintaining Engineer's buildings. As such, the Widowmaker is rarely seen in competitive play, as it heavily punishes missing enemies.
Pomson 6000.png
Pomson 6000
Allowed Allowed Allowed Allowed Allowed Allowed
The Pomson 6000 has 4 shots in its clip and has infinite reserve ammo, but fires 28% slower than the stock Shotgun, with a 0.8 second attack interval. It launches a slow-traveling laser projectile that cannot be airblasted or destroyed and deals the same base damage as the Shotgun (60), but only ramps up to 72 damage at point-blank range. When a Medic or Spy is hit by the projectile, he will lose up to 10% ÜberCharge or 20% Cloak, respectively, but this draining effect falls off at range. While the Pomson has the potential to deny the enemy Medic's ÜberCharge, the projectile is easy to dodge and is easily blocked by the rest of the enemy combo before reaching the Medic. Thus, the weapon sees little use in competitive games.
Rescue Ranger.png
Rescue Ranger
Allowed Banned Banned Allowed Allowed Allowed
The Rescue Ranger has only 4 shots in its clip and 16 reserve ammo, and fires bolts that move quickly and are affected by gravity. The weapon deals 40 base damage (the same as Spy's Revolver), making it a poor choice for direct combat. However, the bolt will heal friendly buildings for up to 60 health, consuming 1 metal for every 4 damage healed. This makes it more metal-efficient than Engineer's other wrenches, which heal buildings for 3 health per unit of metal. When the Rescue Ranger is deployed, Engineer can use the alt-fire button (Right-Click by default) to pick up any building within his line of sight, teleporting it to himself at the cost of 100 metal. However, he will be marked for death while hauling any building, making it more difficult for him to survive while doing so.

The Rescue Ranger is Engineer's go-to primary on defense, as it allows him to maintain buildings at a safe distance, and snatch them out of danger if needed. This allows him to stop turtling in a nest and spread out his buildings to more advantageous locations to aid his team more efficiently. However, this makes Engineer more vulnerable to Spy, as buildings cannot be healed or hauled while sapped.

Panic Attack.png
Panic Attack
Allowed Allowed Allowed Allowed Allowed Allowed
The Panic Attack is a primary weapon for Engineer, and a secondary weapon for Soldier, Pyro, and Heavy. It deals 20% less damage per bullet, but fires 50% more bullets in a wide spread and deploys 50% faster. While it deals somewhat more damage at point-blank range (108, compared to the stock Shotgun's 90), it is fairly useless at mid-to-long range, thanks to its low accuracy. It is useful in tight corridors which force enemies into close combat, but is inferior to the stock Shotgun in open areas, as enemies will keep their distance from Engineer, preventing him from dealing much damage.


Secondary[edit]

Weapon 4v4 6v6 Highlander
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Pistol.png
Pistol
Always Always Always Always Always Always
Engineer's Pistol functions similar to Scout's Pistol, but has 200 reserve ammo and reloads 23.6% slower (1.36 s vs 1.10 s). It has 12 bullets in its clip, fires every 0.15 seconds, and reloads its entire clip at once. Each bullet deals 15 base damage, which ramps up to 22 damage at point-blank range. While it might seem weak, it can deal up to 140 damage per second at close range if Engineer can hit every shot, making it an excellent backup weapon should Engineer run out of Shotgun ammo. It is often equipped alongside the Gunslinger, which gives Engineer a more combat-oriented role, and can be used to harass enemies at long range.
Wrangler.png
Wrangler
Banned Banned Banned Allowed Allowed Allowed
The Wrangler allows Engineer to manually control his Sentry Gun, greatly extending its range, increasing its firing speed, and giving it a 66% damage resistance, and a 66% resistance to repair and reloading. When aiming near an enemy, the Sentry will automatically lock on to their chest. While its moderate bullet spread prevents Engineer from sniping enemies at long range, it still deals respectable damage at this range. The Wrangler gives his Sentry a massive effective health pool, making Engineer's and his Sentry like a second Heavy, able to shred overextending enemies. However, Engineer can only attack targets that both he and his Sentry can see, and he must focus on tracking targets, opening him up to being backstabbed or headshot. Once Engineer holsters the Wrangler or dies, the Sentry will be disabled for 3 seconds before resuming normal operations - during this time, it will still have its 66% resistance to damage, repair, and reloading. Despite increasing Engineer's vulnerability to Spy, the Wrangler is undoubtedly his best secondary for defending, and is far more effective than the Pistol or Short Circuit when locking down an area.
Short Circuit.png
Short Circuit
Allowed Banned Banned Banned Banned Banned
On primary fire, the Short Circuit consumes 5 metal and fires a burst of electricity that deals 10 damage at point-blank range. Outside of this range, it does nothing. On secondary fire, it consumes 65 metal and fires a large ball of energy that destroys most projectiles in its radius and deals 15 damage every 0.5 seconds to all nearby enemies. While sometimes useful for finishing off damaged enemies or tracking down cloaked Spies, it is more often used to destroy incoming projectiles like rockets, grenades and stickybombs before they can reach Engineer's team. It may be used on Payload Offense, as the card dispenses an infinite supply of metal.


Melee[edit]

Weapon 4v4 6v6 Highlander
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Wrench.png
Wrench
Always Always Always Always Always Always
The Wrench is Engineer's stock melee weapon. By hitting friendly buildings, he can accelerate their deployment, repair damage, and upgrade their effectiveness. It swings every 0.8 seconds, and deals 65 damage. Like most other wrenches, it takes 5 swings to build a Sentry Gun, and heals buildings up to 102 health per swing. Hitting a building at full health will spend up to 25 metal to build its "upgrade meter" - once the meter is full, the building will level up and the meter will reset.

While the stock Wrench is a well-rounded "jack of all trades," Engineer's other wrenches can often be used to increase his effectiveness in various specific situations, making it somewhat uncommon in competitive play.

Gunslinger.png
Gunslinger
Banned Allowed Allowed Allowed Allowed Allowed
The Gunslinger grants Engineer +25 max health, and replaces his Sentry Gun with a Mini-Sentry, which costs 100 metal, has 100 health (though it spawns with 50 health), cannot be upgraded, and deals 25% less damage than a Level 1 Sentry. When destroyed, its fragments will restore ammo but not metal. The weapon is often used in Highlander games, especially during offense, as turtling is not an option in this situation, and mobility is of great importance.
Southern Hospitality.png
Southern Hospitality
Allowed Allowed Allowed Allowed Allowed Allowed
The Southern Hospitality functions identically to the stock Wrench, but causes enemies to bleed for 5 seconds on hit, dealing up to 40 additional damage. Engineer will also gain a 20% fire damage vulnerability, but this drawback rarely comes into play, as Pyro's limited range and average speed will rarely enable them to even come close to Engineer's Sentry Gun. The Southern Hospitality is useful for tracking Spies, who will emit damage particles for at least 2.5 seconds after being hit. Most-often used in Highlander when turtling on the last point, it is almost always a slight upgrade to the stock Wrench, unless the map has good flank routes which allow the enemy Pyro to ambush Engineer.
Jag.png
Jag
Allowed Allowed Allowed Allowed Allowed Allowed
The Jag has a 25% damage penalty and repairs buildings by only 81 health per swing, but allows Engineer to construct buildings 30% faster and upgrade them 15% faster. In 6v6, it is an extremely common choice when defending the last point, as the increased building and upgrade rate may allow Engineer to upgrade his Sentry to Level 2 before the enemy reaches him. In Highlander, it is useful when pushed back by the enemy for the same reason. Once his buildings are fully upgraded, Engineer may opt to switch to a more defensive wrench: the Southern Hospitality when defending the last point, and the Eureka Effect when further from spawn.
Eureka Effect.png
Eureka Effect
Allowed Allowed Allowed Allowed Allowed Allowed
The Eureka Effect boosts building's construction 50% less, and reduces metal pickups by 20%, but allows Engineer to teleport to spawn or his Teleporter Exit with the Reload button (R by default). Upon selecting a destination, Engineer will perform a taunt, lasting approximately 2 seconds, before teleporting. Additionally, if both his Teleporter Entrance and Exit were constructed with the Eureka Effect, upgrading them will cost 50% less metal, making the weapon a great choice for constructing a defense during Setup Time. On larger maps Spy will often travel to the enemy spawn to destroy the enemy Engineer's Teleporter; the Eureka Effect allows Engineer to quickly rebuild it, or confront the enemy Spy directly.


PDA[edit]

Weapon 4v4 6v6 Highlander
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PDA.png
PDA
Always Always Always Always Always Always
The PDA allows Engineer to construct buildings at the cost of metal.
Destruction PDA.png
Destruction PDA
Always Always Always Always Always Always
The Destruction PDA allows Engineer to instantly destroy any of his currently deployed buildings, regardless of how far away he is from them. It is sometimes useful to destroy one's buildings, as scrap metal dropped provides ammo for teammates. If Engineer destroys his own Sentry while the Frontier Justice is equipped, he will be granted Revenge crits if the Sentry landed a kill or assist.


Notes[edit]

See Also[edit]