Difference between revisions of "Class:Engineer"

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{| border="0" style="background:#000000" width=25% align="right"
+
{{Infobox manual/Header}}
|
+
{{Class
{| border="0" style="background:#000000" width=100% align="center"
+
| infoboxclass =
|
+
{{Infobox Class Small
{| border="0" style="background:#ffffff;font-size:140%" width="100%" align="center" cellpadding="0" cellspacing="0" font-size="100%"
+
| classportrait = [[Image:engineer_pic.jpg]]
|+ style="background:#000088; color:#ffffff"|'''Engineer'''
+
| classname = '''Engineer'''
|}
+
| health = <span style="color: red">Low</span>
|}
+
| healthval = 80
{| border="0" style="background:#000000" width=100% align="center"
+
| armour = <span style="color: red">Low</span>
|
+
| armval1 = 50
{| border="0" style="background:#ffffff;font-size:100%" width="100%" align="center" cellpadding="1" cellspacing="5" font-size="50%"
+
| armval2 = 50%
|+ style="background:#a9a9a9; color:#000000"|'''Health And Armour'''
+
| power = <span style="color: orange">Medium</span>
|-
+
| speed = <span style="color: orange">Medium</span>
|width="70%"; align="left"| '''Health Maximum:'''
+
| speedval = 300
|width="30%"; align="right"| 90
+
| role = <span style="color: royalblue">Defense</span>
|-
+
| gren1 = [[Grenade:Frag|Frag]]
|width="70%"; align="left"| '''Armour Type:'''
+
| gren2 = [[Grenade:EMP|EMP]]
|width="30%"; align="right"| [[Armour:Yellow|Yellow]]
+
| slot1 = [[Weapon:Spanner|Spanner]]
|-
+
| slot2 = [[Weapon:Railgun|Railgun]]
|width="70%"; align="left"| '''Armour On Spawn:'''
+
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]
|width="30%"; align="right"| 25
+
| slot4 = [[Buildables:Dispenser|Dispenser]]
|-
+
| slot5 = [[Buildables:Sentry_Gun|Sentry Gun]]
|width="70%"; align="left"| '''Armour Maximum:'''
+
}}
|width="30%"; align="right"| 50
 
|}
 
{| border="0" style="background:#ffffff;font-size:100%" width="100%" align="center" cellpadding="1" cellspacing="5" font-size="50%"
 
|+ style="background:#a9a9a9; color:#000000"|'''Movement'''
 
|-
 
|width="70%"; align="left"| '''Maximum Speed:'''
 
|width="30%"; align="right"| 300
 
|}
 
{| border="0" style="background:#ffffff;font-size:100%" width="100%" align="center" cellpadding="1" cellspacing="5" font-size="50%"
 
|+ style="background:#a9a9a9; color:#000000"|'''Grenades'''
 
|-
 
|width="70%"; align="left"| '''Grenade 1:'''
 
|width="30%"; align="right"| [[Grenade:Frag|Frag]]
 
|-
 
|width="70%"; align="left"| '''Grenade 2:'''
 
|width="30%"; align="right"| [[Grenade:EMP|EMP]]
 
|}
 
{| border="0" style="background:#ffffff;font-size:100%" width="100%" align="center" cellpadding="1" cellspacing="5" font-size="50%"
 
|+ style="background:#a9a9a9; color:#000000"|'''Weapons'''
 
|-
 
|width="30%"; align="left"| '''slot1:'''
 
|width="70%"; align="right"| [[Weapon:Spanner|Spanner]]
 
|-
 
|width="30%"; align="left"| '''slot2:'''
 
|width="70%"; align="right"| [[Weapon:Railgun|Railgun]]
 
|-
 
|width="30%"; align="left"| '''slot3:'''
 
|width="70%"; align="right"| [[Weapon:Super Shotgun|Super Shotgun]]
 
|-
 
|width="30%"; align="left"| '''slot4:'''
 
|width="70%"; align="right"| [[Buildable:Dispenser|Dispenser]]
 
|-
 
|width="30%"; align="left"| '''slot5:'''
 
|width="70%"; align="right"| [[Buildable:Sentry_Gun|Sentry Gun]]
 
|}
 
|}
 
|}
 
  
=Content=
+
| infoboxammo =
 +
{{Infobox_Ammo
 +
| gren1 = [[Grenade:Frag|Frag]]
 +
| gren1atspawn = 2
 +
| gren1max = 4
 +
| gren2 = [[Grenade:EMP|EMP Grenade]]
 +
| gren2atspawn = 2
 +
| gren2max = 4
 +
| discardgren1 = No
 +
| discardgren2 = No
 +
| shellsatspawn = 20
 +
| shellsmax = 50
 +
| discardshells = Yes
 +
| nailsatspawn = 25
 +
| nailsmax = 50
 +
| discardnails = Yes
 +
| cellsatspawn = 100
 +
| cellsmax = 200
 +
| discardcells = Yes
 +
| rocketsatspawn = 10
 +
| rocketsmax = 30
 +
| discardrockets = Yes
 +
| detpacksatspawn = 0
 +
| detpacksmax = 0
 +
| discarddetpacks = No
 +
}}
 +
| classname =
 +
Engineer
 +
| classintro =
 +
If you fancy yourself a tinkerer and builder, the engineer may be for you. The personality of a disgruntled construction worker combined with a genius intellect does wonders in the world of Fortress. The engineer fortifies his base with [[:Category:Buildables#Sentry_Gun|sentry guns]] and supplies other defenders with ammunition via [[:Category:Buildables#Dispenser|dispensers]]. Sentry guns are automatic turrets that can be upgraded to three different levels, each progressively more powerful than the last. It takes a bit to lock on to an enemy, but once it happens the enemy is certainly in for a world of pain.
  
Having only average speed and the second lowest armor and health, the Engineer is not well suited for gunning it out; however, he more than makes up for his shortcomings with his special ability to construct a [[Buildable:Sentry_Gun|Sentry Gun (SG)]], a stationary automated weapon that targets any enemy players it can detect, unleashing a hail of firepower at them. With a well-placed SG, an Engineer forms the backbone of a team's defense, able to defend two points at once.
+
Besides his buildable structures, the engineer has a modest repertoire of weapons including the [[Weapon:Railgun|railgun]], [[Weapon:Super Shotgun|super shotgun]], and [[Grenade:EMP|EMP grenades]]. The railgun is the engineer's own unique invention: a heavily modified pistol that shoots magnetically charged slugs. The result is a powerful ricocheting weapon that ignores enemy armor. The super shotgun is your standard shoot 'n kill weapon. It packs a reliable punch and is useful in a variety of situations. The engineer's EMP grenade releases a pulse that detonates ammunition on enemies and on the ground, creating powerful explosions that can bring down many classes extremely fast.
  
Once built, a so-called [[Buildables:Level_1_Sentry_Gun|"Level 1" SG]] consists of a turreted machine gun, which is somewhat slow to lock on to enemies, inflicts fairly light damage and is easy to destroy. It can be "upgraded" by any Engineer of the same team who hits it with his [[Weapon:Spanner|Spanner]] (at the cost of 130 [[Ammo:Cell|Cells]]) to a [[Buildables:Level_2_Sentry_Gun|Level 2 SG]]. This replaces the single-barrel machine gun with an [[Class:HWGuy|HWGuy]]-style minigun, making it very effective at cutting down lighter classes and increases its range and durability. The SG can be upgraded yet again to [[Buildables:Level_3_Sentry_Gun|Level 3]], which adds a second chaingun and a powerful rocket launcher to the mix, and another increase to range and durability. A Level 3 SG can out slug even a heavily armored HWGuy under the right conditions.
+
The precise nature of an engineer's work requires him to not be protected by much more than a hardhat. Too much armor gets in the way and makes building things more difficult than they should be. Thus, the engineer dies much easier than all classes but the Scout. But who needs armor when you have a giant automatic gun cutting down your enemies for you?
 +
| changesinfo =
 +
Fortress Forever engineers cannot build teleporters like TFC engineers can.
 +
| specialcommandinfo =
 +
Special command opens up a radial menu with various SG/Dispenser-related commands.
  
As powerful as it is, the SG does have drawbacks. It only locks onto enemies that pass within its detection range, and it only sweeps an area of approximately 270 degrees, creating potential blind spots that can be exploited, especially if it is not well placed, or if the other team stays beyond its limited range. It cannot detect disguised [[Class:Spy|Spies]] at all, who can safely bombard it with [[Grenade:Frag|Frag Grenades]]. It rapidly consumes ammunition, requiring near-constant trips to resupply areas, leaving it unguarded and vulnerable. Proper placement and maintenance of an SG is crucial to the Engineer's effectiveness.
+
The Engineer can build Sentry Guns and Dispensers at the cost of Cells.
  
In addition to the SG, this class can also construct [[Buildables:Dispenser|Dispensers]] - stationary machines that slowly generate ammunition of all types, and can be used by any player — friend or foe. When a player touches an enemy Dispenser, it sends an alert to its builder. For this reason, dispensers are sometimes more useful as a perimeter alarm at choke points (sometimes even temporarily slowing a player down). An Engineer can also detonate his Dispenser at any time, causing incredible damage if the Dispenser is fully loaded.
+
When discarding ammo, the Engineer discards a little of ''all'' his ammunition.
 +
| basicstrategy =
 +
* Build a Sentry Gun in the flag room. Upgrade and repair it by hitting it with your wrench, as long as you have enough cells.
 +
* Build a Dispenser in order to provide ammunition and armour to you and your teammates.
 +
| abilities =
 +
{{Inline_Ability|
 +
|name =[[:Category:Buildables#Sentry_Gun|Sentry Gun]]
 +
|description=
 +
A Sentry Gun is an automatic turret, best suited to defense. It costs 130 cells to build a Sentry Gun and another 130 for each upgrade. Hitting the gun with your [[Weapon:Spanner|wrench]] will repair or upgrade it if you have enough cells. Each successive level increases the gun's killing power, maximum health, and ammo capacity, but an untended Sentry Gun, even at level 3, is easily destroyed by the enemy. Right clicking will point your gun in the direction you are currently aiming.
 +
}}
  
The Engineer can monitor his [[Category:Buildables|Buildables]] via graphics at the bottom right of his screen. Text next to a picture of a SG and a Dispenser indicate the respective health and ammo levels of the weapons. An Engineer can see the current ammo loadout (broken down by ammo type) of his Dispenser by pointing his crosshair at the Dispenser.
+
{{Inline_Ability|
 +
|name =[[:Category:Buildables#Dispenser|Dispenser]]
 +
|description=
 +
The Engineer can also build dispensers. A dispenser serves as a field ammunition/armor repository for the Engineer and his teammates. Standing next to a dispenser will replenish your ammo and armor, assuming it has enough resources. Although a dispenser automatically fills itself slowly, it will also eat any bags that are tossed or dropped near it. The Engineer can also fill it up with his own ammo by hitting it with his wrench. Enemy players can use your dispenser, though you will receive a warning when this happens. Detonating a dispenser unleashes a powerful explosion, the damage depending on the amount of ammo inside it.
 +
}}
  
In order to construct the above items the Engineer requires Cells converted from armor pickups or standard ammunition packs scattered around the map. The Engineer must make frequent trips to ammunition caches in order to upgrade sentry guns or re-stock ammunition dispensers. Teammates often support their Engineers by tossing unwanted ammunition to them whenever possible.
+
{{Inline_Ability|
 +
|name = Repair
 +
|description=
 +
The Engineer can repair his sentry guns, dispensers, and teammates' armor, by hitting them with his wrench, provided he has enough cells.
 +
}}
  
Aside from the SG, this class carries another of the most fearsome weapons in TFC – the [[Grenade:EMP|EMP grenade]]. This potent weapon does not explode itself. Rather, it detonates the cell, [[Ammo:Rocket|Rocket]], and [[Ammo:Shell|Shell]] ammunition of any enemy within its area of effect (as well as any ammunition on the ground), approximately 15' radius, including through narrow walls and floors. This makes the EMP extremely deadly to classes that rely on cell ammunition, such as the [[Class:Pyro|Pyro]] and [[Class:Demoman|Demoman]], but is also effective against [[Class:Soldier|Soldier]] and HWGuys. The explosive damage caused by closely clustered foes is often enough to annihilate the entire group at once, even the lighter classes, who would otherwise not be particularly vulnerable to the EMP.
+
{{Inline_Ability|
 +
|name = Armor Regeneration
 +
|description=
 +
Much like the [[Class:Medic|Medic's]] health regenerates, the Engineer's armor slowly regenerates.
 +
}}
  
An Engineer can repair teammates' armor, or any other Engineer teammates' SGs or Dispensers by hitting them with his spanner (at the cost of cells). The Engineer also regenerates his own armor at the rate of 2 units of armor at the end of every 3 seconds.
+
{{Inline_Ability|
 +
|name = Special Ammo Discard
 +
|description=
 +
When discarding ammo (default "X"), the Engineer discards a little of ''all'' ammunition types (cells, shells, and rockets), regardless of whether the ammunition is needed for his weapons.
 +
}}
  
This class spawns with up to 4 normal grenades, and is also armed with a [[Weapon:Super_Shotgun|Super Shotgun]] and a [[Weapon:Railgun|Railgun]] (not to be mistaken for the Quake eapon of the same name) that fires slow-moving blue projectiles. While close to ineffective against normal opponents, this weapon has infinite range and is primarily intended for use against Sentry Guns. Fortress Forever has upgraded the Railgun by adding an charging ability; the player can hold down the attack button and charge up a shot at the expense of additional [[Ammo:Nail|Nails]]. Once a shot is fully charged, it will bounce off of surfaces if it hits them at a shallow angle and will explode either upon contact with an enemy or a wall after completing two bounces. The Railgun can also be used to "railjump" by shooting it straight downwards.
+
|weapons =
 +
{{Inline_Weapon|
 +
|name=[[Weapon:Spanner|Spanner]]
 +
|imgsrc=W_sp_380x190.jpg
 +
|width=190
 +
|description=This baby makes everything possible. Use it to upgrade and repair your structures.
 +
}}
 +
{{Inline_Weapon|
 +
|name=[[Weapon:Railgun|Railgun]]
 +
|imgsrc=W_rg_380x190.jpg
 +
|width=190
 +
|description=Pew pew, laser gun. You can charge it up by holding down the fire button. If you charge it up for 3.333 seconds, it will produce 40 cells, but won't fire. The projectile bounces off surfaces (getting more powerful with each bounce) and ignores armor. You can use a charged up blast to jump higher; just point down, then fire and jump at the same time.
 +
}}
 +
{{Inline_Weapon|
 +
|name=[[Weapon:Super_Shotgun|Super Shotgun]]
 +
|imgsrc=W_ss_380x190.jpg
 +
|width=190
 +
|description=Great against a Spy trying to mess up your sentry or if you feel the need to go Rambo into the enemy's base. This is generally your main weapon at close ranges.
 +
}}
 +
| grenades =
 +
{{Inline_Weapon|
 +
|name=[[Grenade:Frag|Frag Grenade]]
 +
|imgsrc=G_fr_190x190.jpg
 +
|width=95
 +
|description=
 +
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, insta-killing scouts or other weak opponents, and general destruction.}}
 +
{{Inline_Weapon|
 +
|name=[[Grenade:EMP|EMP Grenade]]
 +
|imgsrc=G_em_190x190.jpg
 +
|width=95
 +
|description=
 +
When it blows up, it will blow up the shotgun shells, rockets, and cells of everyone in its range. Does huge damage to classes that carry a lot of high-energy ammunition, such as Pyros.
 +
}}
  
''Text for the [http://en.wikipedia.org/wiki/Team_Fortress_Classic#Engineer Engineer] taken from the [http://en.wikipedia.org/wiki/Team_Fortress_Classic Wikipedia article on Team Fortress Classic]''
+
| strategyandtips =
  
==Ammunition==
+
====Defensive Engineer====
 +
* You are a defense master! Always have a sentry up in your base, even if you're away, just having the sentry up can help your team drastically.
 +
* Remember to place your gun well; Scouts and Medics love to stay out of your sentry's range and nailgun it. Try blasting them with your railgun or shotgun, and perhaps toss an EMP.
 +
* On levels where ammo bags are scarce, a dispenser will help your teammates maintain their armour, and enable you to upgrade your gun much faster. If you have time before the enemy arrives, build a dispenser, then build your gun with the cells it generates.
 +
* Ammo bags dropped by dead enemies will always contain 30 cells, so be sure to pick them up if cells are scarce.
 +
* Watch for Demomen with their MIRVs trying to get your SG. If they drop one next to your sentry, it is as good as dead, don't try to repair it because then you'll be dead too! Soldiers can also be a pain due to a well-placed nail grenade or volley of rockets easily destroying your gun.
 +
* A dispenser placed on the flag or security button can be used in the same way as a Demoman's pipe trap: detonate it if enemies get too close. A well-stocked dispenser will instantly kill a Scout.
  
{| border="1" width="50%" align="center"
+
====Offensive Engineer====
! Ammunition !! At Spawn !! Maximum !! Discard
+
* This role is situational, and some maps favour it more than others. If it's not working out, switch to a more suitable offense class such as Scout, Medic or Spy.
|-
+
* Build sentries in or very near the enemy base to cause annoyance, but don't expect them to last long.
! [[Grenade:Frag|Frag Grenade]]
+
* Heavily armed defenders will crush you. Don't bother going for the flag unless the flag room is totally empty.
| 2
+
* While you're no good in direct combat, a couple of grenades or railgun shots while retreating may weaken and distract enemy defenders.
| 4
 
| No
 
|-
 
! [[Grenade:EMP|EMP Grenade]]
 
| 2
 
| 4
 
| No
 
|-
 
! [[Ammo:Shell|Shells]]
 
| 20
 
| 50
 
| Yes
 
|-
 
! [[Ammo:Nail|Nails]]
 
| 25
 
| 50
 
| Yes
 
|-
 
! [[Ammo:Cell|Cells]]
 
| 100
 
| 200
 
| Yes
 
|-
 
! [[Ammo:Rocket|Rockets]]
 
| 10
 
| 30
 
| Yes
 
|-
 
! [[Ammo:Detpack|Detpacks]]
 
| 0
 
| 0
 
| Yes
 
|}
 
  
==Special Command==
+
====Playing Against an Engineer====
 +
* The Engineer has little armour and will die to two rockets, or a few Super Shotgun shots.
 +
* As any class apart from Engineer, pressing "X" after you spawn will discard unneeded ammo. This will cause you to take less damage from EMPs.
 +
* Watch out for the Engineer's dispenser on the flag. Its explosion packs a punch, and has a large radius.
 +
* The Engineer is defenseless for the time it takes him to construct his gun. Try to capitalise on this.
 +
* The Sentry Gun can only deal with one target at a time, and doesn't turn all that quickly. Multiple players will overwhelm it if it isn't supported by the Engineer's teammates.
 +
* There are many ways in which a Sentry Gun can be taken down.
 +
** As a Scout or Medic, fire the Nailgun at it from one of its blind spots, or try to sneak up on it and circle-strafe.
 +
** As a Soldier, a few rockets or a laser grenade will easily destroy a Sentry.
 +
** A Demoman's MIRV grenade will inevitably destroy a Sentry if it explodes anywhere near it.
 +
** A Spy can attempt to sabotage a Sentry if the Engineer is absent. This will cause it to fire on its own team.
 +
** If an Engineer's gun is out in the open, a Sniper can destroy it with a fully charged shot.
 +
** Sentries can't dodge, so even standard frag grenades are deadly to them.
 +
| credconceptart =
 +
dood
 +
| credmodel =
 +
dood
 +
| credskin =
 +
dood
 +
| credvoice =
 +
dood
 +
| mediapage =
 +
[http://www.fortress-forever.com/media/47 Engineer's Media Page]
  
* Muh?
+
| furtherreading =
 
+
* How to [[:Category:Buildables|build things]]
==Special Abilities==
+
}}
 
 
* Specific to class: [[:Category:Engineer_Abilities|Abilities]].
 
* The Engineer can create various [[:Category:Buildables|Buildables]] to aid in defence of areas & replenishment of Ammo & Armour.  See the page for details.
 
* The Engineer can repair the armour of teammates using the [[Weapon:Spanner|Spanner]].  See the page for details.
 
  
 
[[Category:Classes]]
 
[[Category:Classes]]
{{Classes}}
+
{{Rating|3}}

Latest revision as of 10:32, 29 October 2011


Engineer pic.jpg
Engineer
Health Low 80
Armour Low 50 (50%)
Speed Medium 300u/s
Power Medium
Role Defense

If you fancy yourself a tinkerer and builder, the engineer may be for you. The personality of a disgruntled construction worker combined with a genius intellect does wonders in the world of Fortress. The engineer fortifies his base with sentry guns and supplies other defenders with ammunition via dispensers. Sentry guns are automatic turrets that can be upgraded to three different levels, each progressively more powerful than the last. It takes a bit to lock on to an enemy, but once it happens the enemy is certainly in for a world of pain.

Besides his buildable structures, the engineer has a modest repertoire of weapons including the railgun, super shotgun, and EMP grenades. The railgun is the engineer's own unique invention: a heavily modified pistol that shoots magnetically charged slugs. The result is a powerful ricocheting weapon that ignores enemy armor. The super shotgun is your standard shoot 'n kill weapon. It packs a reliable punch and is useful in a variety of situations. The engineer's EMP grenade releases a pulse that detonates ammunition on enemies and on the ground, creating powerful explosions that can bring down many classes extremely fast.

The precise nature of an engineer's work requires him to not be protected by much more than a hardhat. Too much armor gets in the way and makes building things more difficult than they should be. Thus, the engineer dies much easier than all classes but the Scout. But who needs armor when you have a giant automatic gun cutting down your enemies for you?

Basic Strategy

  • Build a Sentry Gun in the flag room. Upgrade and repair it by hitting it with your wrench, as long as you have enough cells.
  • Build a Dispenser in order to provide ammunition and armour to you and your teammates.

Special Abilities

  • Sentry Gun
    A Sentry Gun is an automatic turret, best suited to defense. It costs 130 cells to build a Sentry Gun and another 130 for each upgrade. Hitting the gun with your wrench will repair or upgrade it if you have enough cells. Each successive level increases the gun's killing power, maximum health, and ammo capacity, but an untended Sentry Gun, even at level 3, is easily destroyed by the enemy. Right clicking will point your gun in the direction you are currently aiming.

  • Dispenser
    The Engineer can also build dispensers. A dispenser serves as a field ammunition/armor repository for the Engineer and his teammates. Standing next to a dispenser will replenish your ammo and armor, assuming it has enough resources. Although a dispenser automatically fills itself slowly, it will also eat any bags that are tossed or dropped near it. The Engineer can also fill it up with his own ammo by hitting it with his wrench. Enemy players can use your dispenser, though you will receive a warning when this happens. Detonating a dispenser unleashes a powerful explosion, the damage depending on the amount of ammo inside it.

  • Repair
    The Engineer can repair his sentry guns, dispensers, and teammates' armor, by hitting them with his wrench, provided he has enough cells.

  • Armor Regeneration
    Much like the Medic's health regenerates, the Engineer's armor slowly regenerates.

  • Special Ammo Discard
    When discarding ammo (default "X"), the Engineer discards a little of all ammunition types (cells, shells, and rockets), regardless of whether the ammunition is needed for his weapons.

Weapons

Spanner

Spanner

This baby makes everything possible. Use it to upgrade and repair your structures.

Railgun

Railgun

Pew pew, laser gun. You can charge it up by holding down the fire button. If you charge it up for 3.333 seconds, it will produce 40 cells, but won't fire. The projectile bounces off surfaces (getting more powerful with each bounce) and ignores armor. You can use a charged up blast to jump higher; just point down, then fire and jump at the same time.

Super Shotgun

Super Shotgun

Great against a Spy trying to mess up your sentry or if you feel the need to go Rambo into the enemy's base. This is generally your main weapon at close ranges.

Grenades

Frag Grenade

Frag Grenade

The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, insta-killing scouts or other weak opponents, and general destruction.

EMP Grenade

EMP Grenade

When it blows up, it will blow up the shotgun shells, rockets, and cells of everyone in its range. Does huge damage to classes that carry a lot of high-energy ammunition, such as Pyros.

Additional Strategy and Tips

Defensive Engineer

  • You are a defense master! Always have a sentry up in your base, even if you're away, just having the sentry up can help your team drastically.
  • Remember to place your gun well; Scouts and Medics love to stay out of your sentry's range and nailgun it. Try blasting them with your railgun or shotgun, and perhaps toss an EMP.
  • On levels where ammo bags are scarce, a dispenser will help your teammates maintain their armour, and enable you to upgrade your gun much faster. If you have time before the enemy arrives, build a dispenser, then build your gun with the cells it generates.
  • Ammo bags dropped by dead enemies will always contain 30 cells, so be sure to pick them up if cells are scarce.
  • Watch for Demomen with their MIRVs trying to get your SG. If they drop one next to your sentry, it is as good as dead, don't try to repair it because then you'll be dead too! Soldiers can also be a pain due to a well-placed nail grenade or volley of rockets easily destroying your gun.
  • A dispenser placed on the flag or security button can be used in the same way as a Demoman's pipe trap: detonate it if enemies get too close. A well-stocked dispenser will instantly kill a Scout.

Offensive Engineer

  • This role is situational, and some maps favour it more than others. If it's not working out, switch to a more suitable offense class such as Scout, Medic or Spy.
  • Build sentries in or very near the enemy base to cause annoyance, but don't expect them to last long.
  • Heavily armed defenders will crush you. Don't bother going for the flag unless the flag room is totally empty.
  • While you're no good in direct combat, a couple of grenades or railgun shots while retreating may weaken and distract enemy defenders.

Playing Against an Engineer

  • The Engineer has little armour and will die to two rockets, or a few Super Shotgun shots.
  • As any class apart from Engineer, pressing "X" after you spawn will discard unneeded ammo. This will cause you to take less damage from EMPs.
  • Watch out for the Engineer's dispenser on the flag. Its explosion packs a punch, and has a large radius.
  • The Engineer is defenseless for the time it takes him to construct his gun. Try to capitalise on this.
  • The Sentry Gun can only deal with one target at a time, and doesn't turn all that quickly. Multiple players will overwhelm it if it isn't supported by the Engineer's teammates.
  • There are many ways in which a Sentry Gun can be taken down.
    • As a Scout or Medic, fire the Nailgun at it from one of its blind spots, or try to sneak up on it and circle-strafe.
    • As a Soldier, a few rockets or a laser grenade will easily destroy a Sentry.
    • A Demoman's MIRV grenade will inevitably destroy a Sentry if it explodes anywhere near it.
    • A Spy can attempt to sabotage a Sentry if the Engineer is absent. This will cause it to fire on its own team.
    • If an Engineer's gun is out in the open, a Sniper can destroy it with a fully charged shot.
    • Sentries can't dodge, so even standard frag grenades are deadly to them.

Further reading


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