Class:Engineer

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Engineer
Engineer pic.jpg
Health And Armour
Health Maximum 90
Armour Type: Yellow
Armour On Spawn: 25
Armour Maximum: 50
Movement
Maximum Speed: 315
Grenades
Grenade 1: Frag
Grenade 2: EMP
Weapons
slot1: Spanner
slot2: Railgun
slot3: Super Shotgun
slot4: Dispenser
slot5: Sentry Gun
slot6: Nothing

TODO on this page

  • Change the template from Page_Class => Class; Info box => Info box small
  • You need to add the abilities, weapons and grenades parameters
    And also the extra parameters for the info box (health, armour, power, speed)
    See Class:Scout or Class:Pyro for example of pages that are already done


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 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.

Once built, a so-called "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 Spanner (at the cost of 130 Cells) to a Level 2 SG. This replaces the single-barrel machine gun with an 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 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.

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 Spies at all, who can safely bombard it with 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.

In addition to the SG, this class can also construct 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.

The Engineer can monitor his 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.

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.

Aside from the SG, this class carries another of the most fearsome weapons in TFC – the EMP grenade. This potent weapon does not explode itself. Rather, it detonates the cell, Rocket, and 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 Pyro and Demoman, but is also effective against 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.

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.

This class spawns with up to 4 normal grenades, and is also armed with a Super Shotgun and a 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 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.

Text for the Engineer taken from the Wikipedia article on Team Fortress Classic

Changes from Team Fortress Classic

Nothing major.

Special Command

Special command opens up a radial menu with various SG/Dispenser-related commands.

The Engineer can build Sentry Guns and Dispensers at the cost of Cells.

When discarding ammo, the Engineer discards a little of all his ammunition.

Special Abilities

The Engineer has no special abilities.

Weapons

Weapons here

Grenades

Grenades here.

Ammunition

All classes are technically capable of carrying all of the different types of Ammunition. The various types of ammo in Fortress Forever are listed here along with the amount the class spawns with, the maximum the class can carry, and whether or not a class can discard that type of ammo. (For example, a Soldier can not discard Rockets since his RPG uses them.)

Some classes spawn with 0 of a specific type of ammo, and some classes can not pick up a specific type of ammo at all (represented by a 0 in the "Maximum" column).


Ammunition
Ammunition At Spawn Maximum Discard
Frag 2 4 No
EMP Grenade 2 4 No
Shells 20 50 Yes
Nails 25 50 Yes
Cells 100 200 Yes
Rockets 10 30 Yes
Detpacks 0 0 No


Strategy And Tips

Credits

Concept Art: dood

Model: dood

Skin: dood

Voice: dood

External Links

These are links related to the Engineer.


Class Guides
Scout  •  Sniper  •  Soldier  •  Demoman  •  Medic •  HWGuy  •  Pyro  •  Spy  •  Engineer  •  Civilian
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Class Guides
Scout  •  Sniper  •  Soldier  •  Demoman  •  Medic •  HWGuy  •  Pyro  •  Spy  •  Engineer  •  Civilian
Back to Main Page