Difference between revisions of "Anti-Engineer strategy"
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{{Quotation|'''The Medic'''|Did ze Fräuleins have zeir Mittelschmerz?|sound=Medic_specialcompleted08.wav}} | {{Quotation|'''The Medic'''|Did ze Fräuleins have zeir Mittelschmerz?|sound=Medic_specialcompleted08.wav}} | ||
− | The '''[[Engineer]]''' is a defensive support class who primarily helps his team by constructing various buildings. The bulk of his firepower comes from his [[Sentry Gun]], which is capable of fighting almost any enemy head-on when fully upgraded. For utility, his [[Dispenser]] keeps his team supplied, while a [[Teleporter]] system saves travel time from spawn to the front lines. Generally, an Engineer will build a "base", consisting of a Sentry Gun, Dispenser, and Teleporter Exit, that acts as a rallying point for his team. His buildings are extremely useful for either helping his team advance or holding a strategic position. | + | The '''[[Engineer]]''' is a defensive support class who primarily helps his team by constructing various buildings. The bulk of his firepower comes from his [[Sentry Gun]], which is capable of fighting almost any enemy head-on when fully upgraded. For utility, his [[Dispenser]] keeps his team supplied, while a [[Teleporter]] system saves travel time from spawn to the front lines. Generally, an Engineer will build a "base", consisting of a Sentry Gun, Dispenser, and Teleporter Exit, that acts as a rallying point for his team. His buildings are extremely useful for either helping his team advance or holding a strategic position. If the Engineer is caught alone or without his Sentry Gun, he has below-average direct combat and mediocre health, although there are a few loadout options that drastically enhance his solo combat, such as the [[Gunslinger]] and [[Southern Hospitality]]. |
== General == | == General == | ||
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! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]] | ! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]] | ||
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− | * The Engineer's firepower comes primarily from his Sentry Gun. It has several limitations, such as detection range and turning speed, that can be taken advantage of. | + | * The Engineer's firepower comes primarily from his Sentry Gun. It has several limitations, such as detection range and turning speed, that can be taken advantage of. Destroying the Sentry Gun frees up significant breathing room. |
* The Engineer must typically stand near his Sentry Gun to repair it, which exposes him to danger. | * The Engineer must typically stand near his Sentry Gun to repair it, which exposes him to danger. | ||
− | * If the Engineer equips the [[Gunslinger]] and uses the [[Combat Mini-Sentry Gun]], he has enough direct | + | * If the Engineer equips the [[Gunslinger]] and uses the [[Combat Mini-Sentry Gun]], he has enough firepower in a direct fight to decisively defeat the frailer classes. |
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* Combat Mini-Sentry Guns are much weaker at area-denial, but a Gunslinger Engineer can deploy them quickly at close range. They have respectable firepower when combined with the Engineer's Shotgun. | * Combat Mini-Sentry Guns are much weaker at area-denial, but a Gunslinger Engineer can deploy them quickly at close range. They have respectable firepower when combined with the Engineer's Shotgun. | ||
* When fighting a Gunslinger Engineer, you are forced to choose between two targets. Take out the Mini-Sentry with one hit before it fully constructs, as it starts with only 50 health, or move out of its line of fire. | * When fighting a Gunslinger Engineer, you are forced to choose between two targets. Take out the Mini-Sentry with one hit before it fully constructs, as it starts with only 50 health, or move out of its line of fire. | ||
− | * An Engineer chasing an enemy with his bare Gunslinger will try utilizing the Gunslinger's triple-hit combo. | + | * An Engineer chasing an enemy with his bare Gunslinger will try utilizing the Gunslinger's triple-hit combo. Do not let him hit you with three melee attacks in a row. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Southern Hospitality}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Southern Hospitality}} | ||
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| align="center" valign="center" style="padding:0.5em" | [[File:Lvl1sentry.png|100px|Sentry Guns]]<br />'''[[Sentry Gun]]''' | | align="center" valign="center" style="padding:0.5em" | [[File:Lvl1sentry.png|100px|Sentry Guns]]<br />'''[[Sentry Gun]]''' | ||
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− | * The Sentry Gun is | + | * The Sentry Gun is likely the first building you must attack thanks to its high firepower. |
− | * An Engineer can hide behind his Sentry Gun while repairing it with his Wrench. Target him first by either using splash damage or repositioning yourself. For example, Soldiers can fire rockets to the side of the Sentry Gun, while Snipers can pick a different vantage point | + | * An Engineer can hide behind his Sentry Gun while repairing it with his Wrench. Target him first by either using splash damage or repositioning yourself. For example, Soldiers can fire rockets to the side of the Sentry Gun, while Snipers can pick a different vantage point. |
* Sentry Guns turn slowly and can be safely damaged from around a corner, as it takes time to lock onto the attacker. | * Sentry Guns turn slowly and can be safely damaged from around a corner, as it takes time to lock onto the attacker. | ||
* Don't assume you know where a Sentry Gun is, even if you've already fought it. The Engineer can [[Buildings#Hauling|haul]] buildings between key points. | * Don't assume you know where a Sentry Gun is, even if you've already fought it. The Engineer can [[Buildings#Hauling|haul]] buildings between key points. | ||
− | * Listen for the Sentry Gun's signature 'beep' sound and count how many 'beeps' are played, as the count corresponds to the Sentry Gun's level, which | + | * Listen for the Sentry Gun's signature 'beep' sound and count how many 'beeps' are played, as the count corresponds to the Sentry Gun's level, which helps you decide whether you can defeat it. |
* A level 3 Sentry Gun at full health that is actively being repaired can be overcome using the Medic's invincibility [[ÜberCharge]], Spy's [[Sapper]], or a cluster of the Demoman's [[Stickybomb]]s. Coordinate with your teammates to damage the Sentry Gun faster than it can be repaired. | * A level 3 Sentry Gun at full health that is actively being repaired can be overcome using the Medic's invincibility [[ÜberCharge]], Spy's [[Sapper]], or a cluster of the Demoman's [[Stickybomb]]s. Coordinate with your teammates to damage the Sentry Gun faster than it can be repaired. | ||
− | * | + | * Dealing with a nest that has multiple Sentry Guns usually requires a team effort. |
+ | ** The Medic can use his invincibility-granting [[ÜberCharge]] on a Heavy or Demoman to break a stalemate. | ||
+ | ** If an allied Spy saps the buildings to disable them, the rest of your team can push in. | ||
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| align="center" valign="center" style="padding:0.5em" | [[File:Lvl1dispenser.png|100px|Dispensers]]<br />'''[[Dispenser]]''' | | align="center" valign="center" style="padding:0.5em" | [[File:Lvl1dispenser.png|100px|Dispensers]]<br />'''[[Dispenser]]''' | ||
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* The Dispenser is often an easier building to destroy, as an Engineer will usually prioritize repairing his Sentry Gun. | * The Dispenser is often an easier building to destroy, as an Engineer will usually prioritize repairing his Sentry Gun. | ||
− | * If destroying a Sentry Gun isn't possible, | + | * If destroying a Sentry Gun isn't possible, target the Dispenser to cut off the Engineer's supply of metal first. |
* Destroying a Dispenser will reduce the entire enemy team’s health regeneration, especially if there is no enemy Medic. | * Destroying a Dispenser will reduce the entire enemy team’s health regeneration, especially if there is no enemy Medic. | ||
* You can use an enemy Dispenser as cover from an enemy Sentry Gun; Sentry Guns cannot attack you through Dispensers. | * You can use an enemy Dispenser as cover from an enemy Sentry Gun; Sentry Guns cannot attack you through Dispensers. | ||
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* The Teleporter Entrance tends to be less defended than the Exit, if you can get far behind enemy lines. | * The Teleporter Entrance tends to be less defended than the Exit, if you can get far behind enemy lines. | ||
* Waiting behind a Teleporter Exit and killing enemies that come through can halt their momentum. High burst damage, such as that from [[Stickybomb]]s or the Knife's backstab, work best. | * Waiting behind a Teleporter Exit and killing enemies that come through can halt their momentum. High burst damage, such as that from [[Stickybomb]]s or the Knife's backstab, work best. | ||
− | ** Although this method can easily allow you to gain kills, it is recommended you only attempt this a few times | + | ** Destroy the Exit eventually, as enemies will likely warn their teammates and tell them to not take the Teleporter. |
+ | ** Although this method can easily allow you to gain kills, it is recommended you only attempt this a few times. | ||
* On some maps, Engineers like to use "dummy" Teleporters as an early warning system. If you see a Teleporter in an unusual place, especially if it is inactive, you may want to leave it alone to avoid losing the element of surprise. | * On some maps, Engineers like to use "dummy" Teleporters as an early warning system. If you see a Teleporter in an unusual place, especially if it is inactive, you may want to leave it alone to avoid losing the element of surprise. | ||
* Don't stand on a functioning Teleporter Exit, as you risk dying by [[telefrag]]. | * Don't stand on a functioning Teleporter Exit, as you risk dying by [[telefrag]]. |
Revision as of 21:46, 24 August 2022
“ | Did ze Fräuleins have zeir Mittelschmerz?
Click to listen
— The Medic
|
” |
The Engineer is a defensive support class who primarily helps his team by constructing various buildings. The bulk of his firepower comes from his Sentry Gun, which is capable of fighting almost any enemy head-on when fully upgraded. For utility, his Dispenser keeps his team supplied, while a Teleporter system saves travel time from spawn to the front lines. Generally, an Engineer will build a "base", consisting of a Sentry Gun, Dispenser, and Teleporter Exit, that acts as a rallying point for his team. His buildings are extremely useful for either helping his team advance or holding a strategic position. If the Engineer is caught alone or without his Sentry Gun, he has below-average direct combat and mediocre health, although there are a few loadout options that drastically enhance his solo combat, such as the Gunslinger and Southern Hospitality.
Contents
General
Attributes | Anti-Engineer strategy |
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Role |
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Health |
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Speed |
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Power |
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Weapon-specific
Primary weapons
Weapon | Anti-Engineer strategy |
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Shotgun + reskins |
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Frontier Justice + reskins |
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Widowmaker |
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Pomson 6000 |
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Rescue Ranger |
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Panic Attack |
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Secondary weapons
Weapon | Anti-Engineer strategy |
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Pistol + reskins |
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Wrangler + reskins |
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Short Circuit |
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Melee weapons
Weapon | Anti-Engineer strategy |
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Wrench + reskins |
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Gunslinger |
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Southern Hospitality |
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Jag |
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Eureka Effect |
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Buildings
Buildings are unaffected by critical hits, including those from sources like the Soldier's Buff Banner and Medic's Kritzkrieg.
Building | Anti-Engineer strategy |
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Sentry Gun |
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Dispenser |
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Teleporter |
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Combat Mini-Sentry Gun |
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See also
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