Temel Engineer stratejisi

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Dua etmeye başla, evlat!
Engineer
Engineertaunt1.PNG

Engineer diğer sınıflardan farklı olarak Yapı inşa etme yeteneğine sahiptir. Tareti zayıf silahlarını ve hassasiyetini telafi etmekle kalmayıp ön saflar için gerekenden de fazla saldırı gücü sağlar. Işınlayıcı sistemi takım arkadaşlarını haritada taşırken Dispanseri de iyileştirir ve takım arkadaşlarına mühimmat sağlar. Bir yapıyı inşa ettikten sonra, yerinden alıp yeni bir konuma Buildings/tr#Ta.C5.9F.C4.B1ma/taşıyabilir, böylece takımı ilerledikçe ya da geri çekildikçe üssünü elde tutabilir. Engineer ve yapıları Demomanler ve Spylar tarafından sıklıkla hedef alınacaktır. Özellikle iyi zamanlanmış bir ÜberŞarj tüm çalışmalarını hızlıca mahvedebilir. Yapıları yok edildiğinde Engineer'ın oradan sağ şekilde ayrılması üssünü yeniden inşa edebilmesi için en önemli şeydir. İyi bir Engineer yapılarını stratejik noktalara yerleştirir ve korumak için ellerini kana bulamaktan çekinmez.


Birincil silahlar

Av Tüfeği + reskinleri

Shotgun Festive Shotgun

Kullanılabilecek tüm birincil silahlar arasında Av Tüfeği en güvenilir olanıdır ve en istikrarlı hasarı verir. Yakın ve orta menzilde oldukça güçlü bir silah olsa da mesafe arttıkça oldukça zayıf hale gelir. Bu silahı yalnız kaldığınızda veya kılık değiştirmiş Spylar gibi Taretinizin nişan alamadığı düşmanlar üzerinde kullanın.

Yargısız İnfaz + reskinleri

Frontier Justice Festive Frontier Justice Australium Frontier Justice

Yargısız İnfaz'ın şarjör kapasitesi Av Tüfeği'nin yarısı kadar olsa da Taretinizin kazandığı her leş veya asist için İntikam Kritleri alır. Bu silah kendini Taretinizi ya da Mini-Taretinizi yok edilmeden önce bir kaç leş ya da asist kazanabileceği ofansif bir pozisyona koyduğunuz zaman gösterir. Yüksek sayıda İntikam Kritine sahip olsanız bile küçük şarjör boyutu ve öldükten sonra hepsini kaybetme tehdidi küçük bir katliam yapmanıza engel olacaktır. Taretinizde biriken kritleri Tareti yıkıp alıp yeniden Taret kurabilirsiniz. Ancak, Taretinizi yanlış zamanda yok etmeniz halinde takımınızı geri çekilmek zorunda bırakıp gözünüzden kaçırdığınız alanı kaybedebilirsiniz.

Kriz Tetikleyici

Widowmaker

Kriz Tetikleyici atış başına 30 metal harcar ama vereceğiniz hasara göre metal geri verir. Kısa menzildeki isabetli atışlar 30 metalden fazlasını verecektir. Orta ve uzun menzilli atışlar genellikle 30 metale yakın veya 30 metalin altında verecektir. Kriz Tetikleyici Taretiniz tarafından hedef alınan hedeflere daha çok hasar uygulayarak sizi yapılarınızın yakınında oynamaya teşvik eder. Özellikle Silahşör kullanıyorsanız doğrudan çatışmada büyük destek sağlayabilirsiniz. Öte yandan atışlarınızı çok sık kaçırmanız metalinizin bitmesine ve ateş edememenize neden olabilir, bunu telafi etmek için Dispanserinizin yakınında durabilirsiniz. Kriz Tetikleyici'nin yanında Tabanca kuşanarak metaliniz bitse bile güvenilir bir menzilli saldırıya sahip olabilirsiniz.

Pomson 6000

Pomson 6000

Av Tüfeğine kıyasla Pomson 6000 daha az hasar verdiği, daha düşük şarjör boyutuna sahip olduğu ve yavaş mermilere sahip olduğu için doğrudan çatışmada daha düşük verime sahiptir. Ancak isabetli olduğu ve hızlıca yeniden doldurulduğu için Sniper gibi uzaktaki rakiplerinizi kolaylıkla rahatsız edebilirsiniz. Pomson 6000'in gerçek değeri özelliklerinde bulunmaktadır: düşman bir Medic ya da Spy vurulunca (sırasıyla) ÜberŞarj'ından ya da görünmezlik barından küçük bir miktar düşürür. Bu, standart ölümsüzlük kazandıran ÜberŞarjlar ve Kusursuz Kopya kullanan Spylara karşı oldukça kullanışlıdır. Kaybedilen şarj miktarı mesafeye bağlı olup daha uzun menzillerde hiç kayıp yaşanmaz, sadece biraz risk alarak yeteneklerini kullanmalarını önleyebilirsiniz. Yanında tabanca kullanarak kendizi korumak için daha güvenilir bir silaha sahip olabilirsiniz.

Hızır Polis

Rescue Ranger

Hızır Polis 100 metal gibi yüksek bir bedel karşılığında yapılarınızı uzak mesafeden alabilmenizi sağlar. Hauling requires a direct line of sight, shows a visible tracer, and marks you for death; you can safely move buildings across open areas, but are discouraged from sneaking into the enemy base. Use this ability to save your Sentry Gun, especially if you see enemy Stickybombs or an ÜberCharge. Additionally, the Rescue Ranger fires weak bolts that repair buildings for 4 health per 1 metal. Don't use this to stay away from battle; the Wrench still repairs faster and the bolts do not remove Sappers. Overall, the Rescue Ranger is an excellent weapon if you prefer to rely on your Sentry Gun for firepower. Its mobility pairs well with the Jag, which aids in redeploying hauled buildings.

Panic Attack

Panic Attack

The Panic Attack deploys 50% faster than the Shotgun, making it useful for a few panicked shots against a surprise attacker. However, the pellet spread widely increases as you fire consecutively, making it far less effective in prolonged combat. Unlike with the other classes, the Panic Attack replaces your primary weapon. If using it, keep your Pistol handy, avoid the main melee, and switch weapons when needed.

Secondary weapons

Pistol + reskins

Pistol Lugermorph C.A.P.P.E.R

As an Engineer, you have a tremendous supply of Pistol bullets, so feel free to spam them to fend off enemies or check for Spies. It is deceptively effective at medium range, making it combo well with Combat Mini-Sentry Guns.

Wrangler + reskins

Wrangler Festive Wrangler Giger Counter

When the Wrangler is your active weapon, your Sentry Gun gains a damage-reducing shield and can be aimed manually. While the Sentry Gun is under your control, it fires more rapidly and turns quickly, but you must do all the aiming. Use the Wrangler to attack enemies outside your Sentry Gun's normal range, siege an area, or destroy Stickybombs. Although the Wrangler grants your Sentry Gun protection, you will usually need to expose yourself to aim; like when using other weapons, duck in and out of cover to avoid being picked off. Deactivating the Wrangler will disable your Sentry Gun for 3 seconds, so you need to balance its activation with building repairs. If you need to focus on something else, don't be afraid to allow your Sentry Gun to function normally.

Short Circuit

Short Circuit

The Short Circuit's primary fire is a very short-ranged burst of electricity that deals damage equivalent to a Pistol bullet and draws from your metal supply, an overall downgrade. The weapon's selling point is its secondary fire, a ball of electricity that destroys projectiles and reveals Cloaked Spies. It's best used near your Dispenser, as each shot costs 65 metal. The Short Circuit is useful for defending from rockets, grenades, and even Stickybomb carpets. You can't pick up buildings while the Short Circuit is your active weapon; this means that your team needs to quickly take out the enemies firing projectiles before you no longer have metal to fire the Short Circuit in defense.

Melee weapons

Wrench + reskins

Wrench Golden Wrench Saxxy Festive Wrench Silver Botkiller Wrench Australium WrenchGolden Frying Pan Necro Smasher Prinny Machete

The Wrench is not just a weapon; hitting buildings with your Wrench will cause them to build twice as fast. Hitting a pre-constructed building you hauled speeds up reconstruction, so it's possible to build and upgrade while at spawn before hauling your buildings into position. If a Spy places a Sapper to disable a building, two hits from your Wrench will remove it. Disabled Sentry Guns take 0.5 second to reactivate after having a Sapper removed, so first take care of the Spy if he hangs around. The game prioritizes repairing and upgrading buildings over melee combat, making it possible to accidentally hit your buildings instead of an enemy; use your Shotgun to dispatch nearby enemies instead.

Gunslinger

Gunslinger

The Gunslinger grants you 25 additional health points and replaces your Sentry Gun with a cheap, rapidly constructed, but weaker Combat Mini-Sentry Gun. The Gunslinger is great when constructing a full Sentry Gun can be inefficient, such as when you're on the offensive, in the middle of combat, or moving around too often. If you're staying at medium range, support your Mini-Sentry Gun with the Pistol or Wrangler. For a more aggressive playstyle, use the Shotgun or Widowmaker; the Shotgun needs to be reloaded less frequently while a few well-aimed shots with the Widowmaker will give you enough metal to build another Mini-Sentry. While the Gunslinger can deal a guaranteed Critical hit upon landing three successful consecutive attacks, using a loaded Shotgun is less risky and deals more damage-per-second at point-blank range.

Southern Hospitality

Southern Hospitality

The Southern Hospitality grants a bleed effect on hit, but deals no critical hits and increases your vulnerability to fire. The bleed effect inflicted can be useful in a one-on-one fight and helps to track down Cloaked Spies. The fire vulnerability is negligible; if a Pyro manages to catch you alone and away from your buildings, you're probably going to die anyway.

Jag

Jag

Hitting buildings with the Jag, which has increased construction and swing speed, causes them to build even faster than when using the standard Wrench. This makes the Jag more effective for immediately constructing a Sentry Gun or redeploying a nest of buildings as your team moves around. However, the Jag has a reduced repair rate, deals less damage, and takes three hits to destroy Sappers, making defense against a constant assault or Spies much more difficult.

Eureka Effect

Eureka Effect

The Eureka Effect allows you to use the reload button to teleport back to your current spawn room or Teleporter Exit, allowing you to immediately restock metal for your buildings. However, hitting buildings does not speed up construction as quickly and all metal gained from external sources is reduced by 20%. Use nearby ammo pickups to initially erect your buildings, then teleport to-and-fro your base to upgrade them. The teleport can also be used to reach your buildings from far away or retreat from imminent death. Although you cannot teleport while hauling a building, you can sneak a Teleporter Exit behind enemy lines to build a nest in their territory. Overall, the Eureka Effect makes it easier to construct a full base but weakens your in-battle repairs due to the reduced metal pickups.

Buildings

You are most valued for your Buildings, which all considerably impact a battle. It takes time to fully set up a base, which means you need to choose certain buildings to prioritize. The Sentry Gun provides most of your firepower, so fully upgrade it first in most situations. If your teammates can hold the line without the aid of your Sentry Gun, upgrade your Dispenser or Teleporter system first. Additionally, spread your buildings out so that not all can be damaged by a single explosive from the Soldier or Demoman. If any building is in danger of being destroyed, you can haul it away; it's sometimes more important to save an upgraded Sentry Gun than to stall your enemies.

Sentry Gun

Sentry Gun

The Sentry Gun automatically detects and fires at enemies within its radius, making you the best class for area denial. It's best to place Sentry Guns in well-frequented areas to prevent enemies from passing, hauling and repositioning it as needed to support your team. As soon as possible, secure a stable source of metal from either a Dispenser or ammo spawn to upgrade your Sentry Gun and improve its firepower. Keep in mind the power of your Sentry Gun and what it can comfortably fight, depending on where you placed it. If a Sentry Gun is placed out in the open, it can cover more ground but is more vulnerable to attackers. If placed in a corner, it is naturally protected from flanking by walls, but can only focus on certain angles. Precise placement of your Sentry Gun can be very rewarding; a few inches can keep it from being picked off by Soldiers or Snipers. Compensate for what the Sentry cannot detect with your Shotgun, especially enemy Spies.

Combat Mini-Sentry Gun

Combat Mini-Sentry Gun

Due to their small size and quick build time, Mini-Sentry Guns can often be placed in positions that a normal Sentry Gun cannot and perform exceptionally well when laid in concealed areas. These advantages, coupled with the bonus health the Gunslinger provides, allow for more aggression compared to the defensive playstyle of the default Sentry Gun. Place them alongside teammates at the front lines, forcing your opponents to choose between targets. They only cost 100 metal to deploy, so you should be able to provide a constant source of suppressive gunfire. Mini-Sentry Guns have reduced health and deploy significantly slower until constructed, requiring you to stay put and speed up the construction yourself if you want them to be anything beyond a minor distraction. They are far less useful when placed in defensive positions, where their reduced firepower won't be able to fight enemies off efficiently.

Dispenser

Dispenser

A Dispenser is typically the first building you want to construct so that you have a stable source of metal, as a Dispenser has the potential to dispense unlimited health and ammo. It takes a very long time for a Dispenser to build, even with the help of your Wrench, so consider placing it in a safe location to let it build by itself while you focus on setting up your other buildings. Placing Dispensers in forward locations will keep teammates healthy and allow them to hold an area for a longer period of time. Additionally, because the Dispenser is a solid object, you can hop on your own Dispenser to climb to inaccessible places or block narrow passages from enemy Spies.

Teleporter

Teleporter

The Teleporter Entrance and Exit are constructed separately but upgrade via your Wrench and downgrade via destruction together. Keep a Teleporter system active to help a steady tide of reinforcements reach the front lines, even if the distance covered is short. As you leave spawn, drop a Teleporter Entrance so it will build itself and link to your Exit later. Place the Teleporter Exit near your other buildings, where it will be well defended, or behind cover, as a visible Teleporter will draw attention. Rotate the Exit using alternate fire so that it faces away from a wall and allows teammates to see the battlefield immediately upon coming through. If either Teleporter member comes under fire, hitting one end with your melee weapon will repair the other. Try to keep the Teleporter System at least at level 2, as level 1 Teleporters usually have too long of a recharge to be worth the wait. If guarding your buildings, refrain from standing on your Teleporter Exit, as enemy Spies are able to come through and telefrag you.