Tips for Playing Engineer and the Engineer’s Weapons
Why Play Engineer?
Out of all 9 classes, playing the engineer is probably the most interesting class in Team Fortress 2. By being an effective engineer, you will make an invaluable contribution, or credit, to your team’s victory.
The Sentry gun is an auto aiming gun but stationary building that can make quick work of enemy players especially when fully upgraded with twin Gatling guns and rockets. At Level 3, the sentry gun acts as an area denial weapon to most classes and can kill a Scout with 125 hitpoints in about a second with bullets and rockets. Remember, most players will not always have the maximum hit points if they have been fighting on the frontlines without obtaining a healthpack. This allows the sentry gun to pick off wounded enemy players and awards you kills as an Engineer.
The location of where to build your sentry depends greatly on your map knowledge. Know where chokepoints are, where ambush points are and where spies can come (or drop from!) can greatly help your team. New locations are constantly being found, allowing for dynamic strategies on TF2 maps. Playing the engineer has a high skill ceiling depending on your map knowledge.
While your primary attack mode will be with your weapons and your sentry guns, your dispensers and teleporters can be invaluable and key to your team’s victory. In large games with 12 or more players, the teleporter will be an invaluable asset to your team in winning and slowing down enemy BLU players far out on the frontlines. Slower team members playing heavy or soldier will be greatly assisted in using your teleporter to get to the front lines quickly. As an engineer, remember to build your teleporter entrances near the spawn gate.
Destroying the enemy’s teleporter and dispensers all the more important and makes the engineer a high value target for spies and the enemy team. Furthermore, spies can use sappers against all 4 of your buildings, disabling them. Spies can even use sappers while in disguise as a member of your team so be sure to spy check!
Spies with Sappers – Specialized Weapons
Every spy is equipped with a sapper, a melee range weapon that can instantly disable any sentry gun, dispenser or teleporter. Spycheck with pistols or shotguns or melee weapons as an engineer in that order because of the fire rate. The stock pistol is an effective spycheck weapon with 200 bullets and can fire 6-7 shots per second. Any bullets from a shotgun or pistol hitting a cloaked invisible spy will reveal an outline of the invisible spy. Do not worry about friendly fire in Team Fortress 2. All friendly fire is off.
Spotlight on the Engineer’s Weapons
On the BLU team, you will be attacking. Going on the offense on engineer requires a different loadout. The Gunslinger is useful for going offense. The minisentry’s quick build time, and even faster redeploying time, combined with the additional 25 hitpoints for 150 total hitpoints, enables the engineer to become an offense class especially on payload maps. As an added bonus, the Gunslinger’s third successful melee hit on an enemy player will result in critical damage for 180 hitpoints. On payload maps, the payload bomb also functions as a level 1 dispenser for the BLU team, enabling an engineer playing offense to recharge metal quickly and rebuild destroyed sentries, especially if they are too far away to be redeployed.
Most of the time, players defending on the RED team will play defensively which necessitates at least 1 player playing the engineer class.
The Southern Hospitality
While the 25% extra fire damage makes the engineer more vulnerable to pyros, with the dispenser nearby, healing afterburn damage should be trivial. This makes the Southern Hospitality Wrench superior to the stock wrench for most occasions.
The Frontier Justice
The Frontier Justice primary weapon shotgun acts like a regular shotgun but gives your critical damage bonus (3x damage) for every kill your sentry or mini sentry makes. As a gamer prototype, the critical damage bonus is only awarded after the sentry is destroyed. You can equip another shotgun at the beginning of the round when the enemy team is not targeting your sentry. When
the enemy team becomes aware of your sentry, you can reequip the Frontier Justice at the medical cabinet in your spawn point which will then obtain the critical damage bonus kills when your sentry is destroyed even before you equipped your Frontier Justice. This works best with the Eureka Effect melee wrench special ability which allows you to teleport back to spawn quickly before your sentry is destroyed, saving you time from running back.
The number of critical hits stored in the Frontier Justice is shown on the bottom right. There is no limit to the number of critical that can be stored but they will disappear upon death or re equipping another weapon.
The Pomson Ranger 6000
The Pomson Ranger 6000 is a potent long range weapon against medics and spies. Hitting a medic reduces their ubercharge by 10% when it is not activated. Hitting a spy reduces their cloak by 20%. The drawback is a reduced 78% firing rate compared to the regular shotgun and
4 shot clip size compared to the regular shotgun. The damage against enemy buildings, such as enemy engineer sentry guns and mini-sentries is reduced by 80%. This is a disadvantage for an engineer looking to play offensively because of constant ammo requirements on the frontlines. However, for an engineer playing defensively on RED, this is not much of a disadvantage.
The Wrangler replaces the pistol as a secondary weapon. As an engineer with a wrangler, you can manually fire the sentry at a faster rate and with a shield and protects the sentry from damage. However, the engineer will have to be in sight of the target and a laser will connect both of you, alerting enemy players to your location.
The Short Circuit
The Short Circuit is an effective weapon against projectile objects on the map. It works against the Demoman’s sticky bombs and grenades. It can also disable the Soldier’s rockets if you are lucky and quick enough to catch the projectile in midair.
Where do I setup sentries as an Engineer?
Setup sentries in ambush locations. These can be corners where the sentry can face enemy players fall but make it difficult to get out of the range of sentry guns.
For example, on the Badwater Basin Payload Map, as an engineer, setting up a sentry nest in this position in front of the first payload checkpoint is good since you are only facing enemies in 1 direction. Enemies must pass the range of the sentry in order to carry the payload. Any enemy spies who try to reach you will come in front of you. It is difficult for Demoman to place stickybombs inside this area since. Furthermore, there is no far away place out of range of your sentry for a sniper to pick off you or your buildings.
Never build a sentry nest next to another engineer’s sentry. A full ubercharged Demoman or Heavy can easily take out both, costing valuable effort generally leads to the enemy team advancing to capture the next point or winning the match. The Demoman’s stickybomb can easily destroy all buildings in a sentry nest with 3-4 sticky bombs.
Stay tuned for the next guides on ideal locations to build sentries as an engineer and weapon tips.