Difference between revisions of "Engineer (competitive)"

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=== 5-CP Push Strategies ===
 
=== 5-CP Push Strategies ===
When Engineers are used in 5-CP matches, they are usually used to defend the final point of 5-CP maps, preventing back-capping by Scouts, as well as stalling the enemy Soldiers. An aware enemy Demoman, however, will easily dispatch the Engineer's Sentry Gun with sticky bombs on most maps, meaning that the Engineer will need a great deal of support from his team simply to keep his Sentry up. Outside of the last point, Engineers rarely see play, due to his [[Building]]s' slow haul speed and the need to keep up with the rest of the team.
+
When Engineers are used in 5-CP matches, they are usually used to defend the final point of 5-CP maps, preventing back-capping by Scouts, as well as stalling the enemy Soldiers. The main idea behind using a Sentry Gun is that the enemy team will have to focus on killing it before they can attack anything else, this can give you the time to build up an Ubercharge and push against the enemy now that they have used their Ubercharge.
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 +
An aware enemy Demoman, however, will easily dispatch the Engineer's Sentry Gun with sticky bombs on most maps, meaning that the Engineer will need a great deal of support from his team simply to keep his Sentry up. Outside of the last point, Engineers rarely see play, due to his [[Building]]s' slow haul speed and the need to keep up with the rest of the team.
  
 
=== Attack-Defend Strategies ===
 
=== Attack-Defend Strategies ===

Revision as of 09:52, 10 August 2011

Engineer.png
This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.

The Engineer (oftentimes shortened to "engy", "engie", or "engee") is a situational utility class sometimes used in the standard competitive lineup, valued for his defensive support and area denial capabilities.

Information

Health

Health State Max Health Overheal Max Pill Bottle First Aid Tin
Normal 125 hit points 185 hit points +26 hit points +63 hit points
Gunslinger-equipped 150 hit points 225 hit points +31 hit points +75 hit points

Speed

Movement State Running Backpedaling Swimming Crouching
Normal 100% (300 u/s) 90% (270 u/s) 80% (240 u/s) 33.33% (100 u/s)
Building-carrying 75% (225 u/s) 67.5% (202.5 u/s) 60% (180 u/s) 25% (75 u/s)

Speeds written in "u/s" refer to in-game units per second. When running in a certain direction causes slowness, rapidly switching between diagonals usually improves speed.

Weapons

Main article: Engineer weapons (competitive)
# Weapon Damage Critical Damage Function Times Special
1 Shotgun
Shotgun IMG.png
Point-Blank: 90
512u: 6/hit, avg 6 hits
1024u+: 3/hit
Critical: 18/hit (max 180)
Point-Blank Mini-Crit: 121
512u+ Mini-Crit: 8/hit
Attack: 0.625s
Reload Start: 1.0s
Reload More: 0.5s
Affected by fixed weapon spread (1 extra pellet at center).
Frontier Justice
Red Frontier Justice.png
Point-Blank: 90
512u: 6/hit, avg 6 hits
1024u+: 3/hit
Critical: 18/hit (max 180)
Point-Blank Mini-Crit: 121
512u+ Mini-Crit: 8/hit
Attack: 0.625s
Reload Start: 1.0s
Reload More: 0.5s
Affected by fixed weapon spread (1 extra pellet at center).
Has half the clip size of the Shotgun.
Can fire Revenge Crits upon a Sentry Gun's destruction
2 Pistol
Pistol.png
Point-Blank: 22
512u: 15
1024u+: 8
Critical: 45
Point-Blank Mini-Crit: 30
512u+ Mini-Crit: 20
Attack: 0.125s
Reload: 1.36s
If unfired in the past 1.25 seconds, shot has perfect accuracy.
Wrangler
RED Wrangler.png
N/A N/A Sentry Down Time: 3s Banned or restricted in most leagues.
Allows Engineers to directly control their Sentry Guns.
Doubles Sentry Gun rate of fire and improves missile launch rate at Level 3.
Shield provides Sentry 66% damage reduction and remains during down time.
3 Wrench
Wrench IMG.png
Melee: 65 Critical: 195
Mini-Crit: 88
Attack: 0.8s Hitting friendly buildings increases build speed by 100%.
Damages Sappers, upgrades buildings, and resupplies Sentry Guns.
Gunslinger
RED Gunslinger.png
Melee: 65 Critical: 195
Mini-Crit: 88
Attack: 0.8s Hitting friendly buildings increases build speed by 100%.
Damages Sappers, upgrades buildings, and resupplies Sentry Guns.
Grants the Engineer an additional 25 Max health.
Allows the Engineer to build Mini-Sentry Guns instead of normal Sentry Guns.
Three consecutive hits results in a guaranteed Critical hit on the third strike.
Southern Hospitality
Southern Hospitality.png
Melee: 65
Bleed Hit: 4
Critical Melee: 195
Mini-Crit Melee: 88
Mini-Crit Bleed: 5
Attack: 0.8s
Bleed Hit: 0.5s
Bleed Duration: 6.0s
Hitting friendly buildings increases build speed by 100%.
Damages Sappers, upgrades buildings, and resupplies Sentry Guns.
Inflicts Bleeding on hit; total bleed damage 48 (Mini-Crit 60).
Increases fire vulnerability by 20% while equipped.
- Buildings
Toolboxengineer cropped.png
See below. See below. See below. All buildings have 150|180|216 health (levels 1|2|3).
Hits from and against buildings are unaffected by damage ramp-up and fall-off.
Buildings are immune to Crits and Mini-Crits.
"u" stands for "units of distance." "+" stands for "or more." "s" stands for "seconds." "Reload Start" refers to how long it takes for 1 ammo to be reloaded after beginning to reload, and "Reload More" refers to how long it takes for each additional ammo to reload after the first. Damages and times are approximate and determined by community testing.

Buildings

Main article: Buildings (competitive)
Building Stats Functions Special
Sentry Gun
RED Level 3 Sentry Gun.png
Build Time: 10s
Metal Cost: 120M
Scrap Return: 60M
Fires bullets at 4|8|8 per second for 16 damage each (Mini-Crit 22).
Rocket packs fire once per 5 sec for ~100 damage (Mini-Crit ~135).
Holds 100|120|145 bullets and 0|0|20 rocket packs.
Can Mini-Crit if target is Jarate'd or Engineer is Banner Buffed.
Can hit its owner if he gets in line of fire.
Combat Mini-Sentry
Red Mini Sentry.png
Build Time: 2.5s
Metal Cost: 100M
Scrap Return: 28M
Fires bullets at 4 per second for 8 damage each (Mini-Crit 11). Can Mini-Crit if target is Jarate'd or Engineer is Banner Buffed.
Can hit its owner if he gets in line of fire.
Dispenser
Lvl2dispenser.png
Build Time: 20s
Metal Cost: 100M
Scrap Return: 50M
Heals for 10|15|20 health/s.
Dispenses 20|30|40% ammo/s.
Stocks 40|50|60 Metal every 5s, holding up to 400 Metal.
Dispenses to disguised enemy Spies (even cloaked ones).
Teleporter
Telespin.png
Build Time: 20s
Metal Cost: 130M
Scrap Return: 60M
Provides one teleport every 10|5|3 seconds. Can be upgraded from either side, but destroying either side resets level to 1.
Sappers are placed and applied to both simultaneously.
Can be taken by enemy Spies (which can telefrag).
"s" stands for "seconds." "M" stands for "Metal." Damages and times are approximate and determined by community testing.

Usage

The dynamic gameplay of competitive Team Fortress 2 on 5-CP maps makes the Engineer, with his need for time to set up his buildings and slow move speed less than useful. On the flip side of things, Engineers' usefulness increases dramatically on attack/defend maps such as Gravel Pit, due to his Sentry Gun's ability to counter the opposing team's Scouts. Because the enemy team's two Soldiers and Demomen are very capable of destroying an Engineer's buildings, Sentry Guns are usually considered temporary measures to stall an enemy team. Using a Sentry to aid a defense is very useful for buying time, which is essential for defenders on maps played in the Stopwatch format.

Common Tactics

When building their Sentry Guns, Engineers must keep in mind the fact that they are mainly building it to ward off jumping Soldiers or Demomen and to take the brunt of the enemy Ubercharge. An aware Soldier or Demoman will have little trouble destroying buildings. Sentry Guns should be placed in a location relatively safe from pipes and rockets spammed from afar, but useful against any enemies who try to flank or try to capture the point.

Engineers need to keep a look out for Spies who can easily destroy their buildings. The Teleporter is an important building, it negates part of the defending teams longer respawn time by allowing them to quickly get to the point and defend it, without it, each loss that the defending team takes is harder to replace and weakens their grip on the point.

The Dispenser is also important, not only does it allow players to quickly and easily replenish used ammo, the Medic can also hide within the dispenser if a Scout attacks. Whilst this might not get rid of the damage completely, it will reduce it and give the Medic's team mates longer to kill the intruder.

5-CP Push Strategies

When Engineers are used in 5-CP matches, they are usually used to defend the final point of 5-CP maps, preventing back-capping by Scouts, as well as stalling the enemy Soldiers. The main idea behind using a Sentry Gun is that the enemy team will have to focus on killing it before they can attack anything else, this can give you the time to build up an Ubercharge and push against the enemy now that they have used their Ubercharge.

An aware enemy Demoman, however, will easily dispatch the Engineer's Sentry Gun with sticky bombs on most maps, meaning that the Engineer will need a great deal of support from his team simply to keep his Sentry up. Outside of the last point, Engineers rarely see play, due to his Buildings' slow haul speed and the need to keep up with the rest of the team.

Attack-Defend Strategies

One of the most significant uses of the Engineer in competitive play is on Attack/Defend maps. Setup time allows the Engineer to build his base up without being harassed by the enemy team. This makes starting off the map with one Engineer a popular choice for defending teams. Because competitive Attack/Defend maps are played with the Stopwatch format, Engineers will want their Sentry Guns to stall the enemy team for as long as possible. While it is important to actively participate in the defense of control points, a level 3 Sentry Gun is not as disposable as it is in other game-types, due to its effectiveness against enemy Scouts. Thus, it is important to keep a Sentry up for as long as possible, providing a safe zone where teammates need not fear attack from enemy Scouts.

Capture-the-Flag Strategies

In a Capture-the-flag game, Scouts are valuable, as they are able to pick up the intelligence and run off unharmed. They are fast and agile enough to avoid prolonged combat with their enemies, and for this reason, a team will generally need to be able to counter any attack on the Intelligence by Scouts. The Engineer is thus used at the beginning of most Capture-the-flag games, and sent to their teams' Intelligence room to build. The large distance between the Intelligence room and the enemy's spawn room gives the Engineer time to set up a base and stall an enemy attack on the intelligence with a level 3 Sentry Gun. The Sentry is effective against incoming Scouts, and, with enough support, can become the cornerstone of a successful defense of the Intelligence room.

See Also