Team Fortress 2/Engineer

Engineers build various buildings to help the team. Engineers are great on defense but also good offensively if played correctly.
 * Health: 125
 * Speed: 100%
 * Type: [[Image:TF2_achievement_impossible_defense.jpg||20px]] Defense

Weapons
The engineer is not well suited for combat. Your weapons won't do enough damage to kill before you're killed, but paired with a sentry you can kill almost anything.

Shotgun
The shotgun is the Engineer's stock primary weapon. It works well with a sentry nearby, as you can finish of opponents who are weakened by the sentry with a shotgun round. Firing your shotgun at corners or suspicious teammates to spycheck. The shotgun is also useful as a self-defense weapon when away from your sentry, such as to collect metal.
 * Clip Size: 6 - Reserve Ammo: 32
 * Point Blank Damage: 86-90
 * Mid Range Damage: 24-67
 * Long Range Damage: 3-26
 * Critical Hit: 120

Frontier Justice
The Frontier Justice is the Engineer's unlockable primary weapon. It only holds half as many bullets in a clip and cannot deal random critical hits, but it gets "revenge crits" after your sentry is destroyed dependent on your number of kills with that sentry. Due to it's smaller clip size, you must rely more on good aim then the spread of the gun to maximise the guns effectiveness. You can store a maximum of 35 revenge crits, but you will lose all of them if you die. Multiple sentry gun kills do add up on your revenge crits, so you can build a new one after your old one's destroyed without worrying of losing the crits.
 * Clip Size: 3 - Reserve Ammo: 32
 * Point Blank Damage: 86-90
 * Mid Range Damage: 24-67
 * Long Range Damage: 3-26
 * Critical Hit: 120

It is possible to destroy your old sentry guns with the Demolish Tool, but it is not recommended unless you're using Combat Mini Sentry Guns. Put your sentry gun in areas with active combat to get as much kills as possible. Try not to waste your revenge crits for simply taking down the one that destroyed your sentry. Save it for fighting more dangerous classes.

While using this weapon the engineer can use the Dischord taunt, in which he will play a chord on his guitar before slamming it, killing any opponent in it's way. This taunt kill is rarely viable, as the duration is very long and the chord can give away your intentions.

Widowmaker
The Widowmaker uses 60 metal for each shot, but it doesn't need reloading and landing hits gives him more metal. This makes the Engineer more reliant on metal than ever, but is also balanced out by his ability to earn metal from a successful shot. It only allows three shots with full metal, but hitting at close range let's you gain back all of them while hitting at mid range gives back some of the metal. The Widowmaker can be well fed with metal and be able to be constantly fired when standing near a dispenser or the Payload cart.
 * Clip Size: 1 for every 60 metal
 * Point Blank Damage: 86-90
 * Mid Range Damage: 24-67
 * Long Range Damage: 3-26
 * Critical Hit: 120

Secondary Weapons
The engineer's pistol is useful for irritating enemies at a distance and serves as a good backup when your shotgun needs reloading. It is very difficult to run out of ammo with this gun, so fire away.
 * Pistol - Clip Size: 12 - Reserve Ammo: 200

Wrench
Unlike other classes, you will be using this all the time. Hitting a damaged building will repair it and give it ammo (if applicable). Hitting an undamaged sentry will give it ammo and upgrade it (if it isn't level 3). Hitting a building that is still assembling will speed up the build time. If a building gets sapped, hitting it twice will knock the sapper off. As for combat, the wrench is particularly known for its high crit rate, and many a spy has succumbed to the whump of the wrench. Be careful when attacking enemies with it near your buildings, as the game prioritises hitting buildings over fighting enemies, so you might accidentally hit the building but not the enemy.
 * Attack Interval: 0.8 seconds
 * Normal Damage: 65
 * Crtical Hit: 195

Golden Wrench
The Golden Wrench is an extremely rare item given out before the Engineer update. It functions similarly to the Wrench, except killing enemies turns them into Australium statues. This effect is purely cosmetic, so don't go running around showing off the Wrench and trying to kill with it.
 * Attack Interval: 0.8 seconds
 * Normal Damage: 65
 * Crtical Hit: 195

Gunslinger
The Gunslinger is the Engineeer's unlockable melee weapon. It is designed for Engineer's who are constantly moving and attacking instead of defending. It gives the Engineer the ability to build Combat Mini Sentry Guns and gives him 25 more health. The weapon cannot randomly crit, but it has a combo system in which the third hit with the weapon on the enemy will result in a critical.
 * Attack Interval: 0.8 seconds
 * Normal Damage: 65
 * Crtical Hit: 195
 * Organ Grinder Duration: 4 seconds
 * Organ Grinder Damage: 500 damage

The Gunslinger is best used for offensive building, such as when on the attacking team on Payload or Control Point maps. The ability to quickly deploy cheap Combat Mini Sentry Guns is really helpful in such offensive situations, as they're quite expendable and their metal usage can easily be replenished. Deploy them in tight spots such as corridors to serve as distractions and obstacles. Keep moving your mini sentries to different locations. Build a new one as soon as the old one is destroyed. Note that if a spy saps your mini sentry, you can destroy the sapper, but you can't repair the damage done, so just let it be destroyed while you prepare to build another.

Note that when you're on defense, it's not recommended that you equip this weapon, since mini sentries can't defend positions well. However, if there's a traditional Engineer in your team, you can work with him by deploying mini sentries at the frontlines and falling back to resupply and help upgrade his buildings.

The Gunslingers combat ability is subpar compared to other melee weapons, since the high critical rate of melee weapons usually ensures you usually get a crit out of three hits anyway.

The Gunslinger also gives the Engineer the Organ Grinder taunt kill. The Gunslinger revs up, which stuns enemies, before the Engineer thrusts the rotating machine forward, instantly killing anyone in it's path. This taunt, like other taunt kills, has very little use in serious play, but you can kill a distracted enemy with it. The taunt can also be used to stun Ubercharged enemies to waste their Uber time.

Southern Hospitality
The Southern Hospitality cannot randomly crit and gives you 20% vulnerability to fire, but it gives enemies bleed status upon a hit. The Southern Hospitality is a pretty good weapon that has not too bad downsides. The loss of critical hits can be negated by the bleed effect, and the vulnerability to fire isn't too bad unless you're caught with an enemy Pyro away from your sentry. The bleeding effect is great against spies, as it exposes them when they're cloaked.
 * Attack Interval: 0.8 seconds
 * Normal Damage: 65
 * Crtical Hit: 195

Jag
The Jag let's you construst buildings faster, but has a damage penalty. The wrench is great for the quick deployment of buildings, and even one second saved can be vital. Dispensers can be built faster this way, giving you metal earlier. This weapon is great if you're only supporting other engineers, as it's increased build rate helps finish their buildings faster during setup time or near spawn.
 * Attack Interval: 0.8 seconds
 * Normal Damage: 49
 * Crtical Hit: 146

Saxxy
The Saxxy functions exactly like the Golden Wrench, having the abilities of a normal Wrench but turns enemies into Australium upon killing them. Again, don't go about showing it off and only use it to tend to your buildings or defend yourself in close combat.
 * Attack Interval: 0.8 seconds
 * Normal Damage: 65
 * Crtical Hit: 195

Build Tool
Not really a weapon at all, but a tool. Once you have it out, press 1 to build a sentry, 2 to build a dispenser, 3 to build a teleporter entrance or 4 to build a teleporter exit. You can also press Q to cancel. If you had enough metal, you will now be in build mode. In build mode, you can move around normally and right click to rotate your building. When you've found a good spot for your building, left click to place it.

Demolish Tool
Again, not really a weapon at all. Once you have it out pressing 1, 2, 3 or 4 will destroy the corrosponding building. If you got this out by accident, pressing Q will cancel. This tool is almost completely useless with the ability to haul buildings to a better location, but it can be used to destroy sentries for Frontier Justice revenge crits if you're really desperate. Note that the Demolish Tool is merged with the Build Tool in console versions, so pressing the button for a building already built destroys it.

Buildings
Engineers build things using metal. Engineers start with 200 metal, but use some as they repair or build things. You can replenish your metal by using the resupply, picking up fallen weapons, picking up ammo packs, or by using a Dispenser. Once you have placed a building you can leave it alone to assemble by itself or you can hit it with the wrench to speed up the process. You can haul buildings by right-clicking when close to the building, which allows you to move it elsewhere.

When a building is destroyed, it drops scrap metal. Each piece of scrap replenishes half of your ammo reserve and a small amount of metal.

Sentry Gun
Health: 150 (level 1), 180 (level 2), 216 (level 3) Metal Cost: 130 Dropped Metal: 60 Upgrade Cost: 200 Metal per level

The sentry gun is your main method of dealing with attacks. It will automatically fire at enemies within its range. When you are placing the sentry, you should see 2 lines that extend outward to make a cone. While the sentry can fire out of this cone, it will take much longer to lock on and turn. You can rotate your sentry to give it a better view of where you are trying to defend. If you have your settings turned high enough, you can also see a large blue globe (you might not see it indoors). This is your sentry's maximum range. Enemies outside of this range will not be targeted, meaning they can bombard your sentry with impunity. Good sentry placement is the key to surviving as an engineer.

The sentry can be upgraded by hitting it with the wrench. Each hit puts 25 metal into the sentry, once it has 200 it will upgrade to the next level. Sentries cannot be upgraded once they reach level 3. Level 1 sentries are fairly weak and can be taken out by almost any class if noticed. Level 2 sentries are much stronger and you can safely start building other structures once it's done and level 3 sentries kill enemies almost instantly.

Remember though: Any level of sentry can be taken out by an experienced player if you are not there to protect it. An unmanned sentry is little more than a speedbump.

Dispenser
Health: 150 Metal Cost: 100 Dropped Metal: 50

The dispenser is a useful little building which gives health and ammo to friendlies and gives metal to you and your fellow engineers. When it is first built, the dispenser will hold 25 metal and it will generate 40 metal every 5 seconds automatically. Metal in the dispenser is automatically distributed to nearby engineers. Replenishing ammo and health does not deplete the dispenser's metal supply.

You can upgrade the dispenser to level 3 just like the sentry gun. Each level will increase the metal and health output of the dispenser.

On offense, this building is almost as important as the sentry gun, if not more so.

Teleporter Entrance
Health: 150 Metal Cost: 125 Dropped Metal: 60

One half of a teleporter system. Even if you don't plan on placing an exit (which you should), plop this thing down outside your spawn anyway and resupply. It only takes up 5 seconds of your time. Once both entrance and exit have been built, this building will start glowing and a yellow arrow will point in the direction of the exit. Standing on the teleporter briefly will instantly move you to the exit. Once used, a teleporter takes 10 seconds to recharge. After using a teleporter, a team colored glow will be visible at your feet. This can give away the location of a secret teleporter, so be careful.

This can be upgraded like a dispenser or a sentry gun at 200 metal a level. It doesn't matter if you upgrade the entrance or the exit, they will both be upgraded at the same time. If either the entrance or the exit is destroyed the other one's level is reduced back to one making it more vital to protect both ends. Before a match starts it can be helpful to go engineer and upgrade other engineer's entrances so they can concentrate on other things.

The teleporter on offense can be the key to taking an enemy point as it helps you get to the front lines faster. It can also be helpful on some maps for defense if your spawn is far away from the area that needs defending.

Teleporter Exit
Health: 150 Metal Cost: 125 Dropped Metal: 60

The other half of a teleporter system. You can place this with your sentry where it will be protected or somewhere where the enemy won't find it. On defense, the sentry method is usually better, but on offense either method can work. Placing your teleporter behind enemy lines can help turn the tide of battle.

When you are placing a teleporter exit, a small yellow arrow will be visible on the blueprint (another one will float in the air). This indicates which way a player will be facing once teleported. Right click to rotate the exit, try to place it so that it is pointing in the right direction.

This can be upgraded like a dispenser or a sentry gun at 200 metal a level. It doesn't matter if you upgrade the entrance or the exit, they will both be upgraded at the same time. If either the entrance or the exit is destroyed the other one's level is reduced back to one making it more vital to protect both ends. Before a match starts it can be helpful to go engineer and upgrade other engineer's entrances so they can concentrate on other things.

The teleporter on offense can be the key to taking an enemy point as it helps you get to the front lines faster. It can also be helpful on some maps for defense if your spawn is far away from the area that needs defending.

Using the Engineer
Engineers are a versatile class. Usually 1 will suffice on offense, but on defense you can have up to 4 without hindering your team. While you don't need to be good with the shotgun to defend well, on offense you will need good aim with all your weapons. Against spies you will usually want to use the wrench, but sometimes the shotgun is needed. If a spy hangs around your stuff after sapping, he will probably resap once you knock off a sapper. You will need to kill him or chase him off before you try to repair your stuff. Teleporters are easy to replace, but a level 3 sentry will take a long time, as will a full dispenser. Unsap your sentry first, then your dispenser, then your teleporters.

On defense, there are 2 main ways to place a sentry. You can put it somewhere behind the front line so your team can fall back when things go bad (if you do this you can help with your shotgun) or you can put it on the frontline, where it will need constant repair and some protection while you set up. Generally, you'll want to put your dispenser next to your sentry so you have a constant stream of metal.

On offense, there are also 2 ways to place a sentry. You can use it to defend your outpost, or you can place it behind enemy lines where it'll hopefully get a kill or two before being destroyed. If you choose the second method, it helps to have a steady source of metal nearby so you can place the sentry over and over. Never put a sentry in the same place twice in a row.

On defense, you'll generally want to put your dispenser next to your sentry so you have a constant stream of metal.

On offense, you can either place it in your outpost or put use it as a constant stream of metal used to set up ninja sentries. You can also place ninja sentries and just leave the dispenser with your teleporter exit, if you do this you'll need your team to defend it.

On defense, the front line is typically somewhere far from the spawn, so the simplest way to place a teleporter is to put the entrance at your spawn and the exit somewhere near enough to the front to be useful, but far enough away to be out of danger. Alternatively, you can put it near your sentry and dispenser. Be careful about that, because sentry guns tend to attract a lot of fire and if a grenade hits you'll have 3 structures to repair instead of 2.

On offense, teleporters can be placed behind your front line or behind the enemy line, your choice. Teleporters behind enemy lines tend to be destroyed fairly quickly as the sparkles around your teammates feet give it away, but it's usually well worth it. If you think your sentry and dispenser can survive when you take the time to replace your exit, this is a good method of teleporter placement. Otherwise, just place your teleporter in the same spot as the rest of your buildings.

Defeating the Engineer
Any class can take out an engineer in direct combat. Taking out sentries, however, is harder. The standard method is edging, which is peeking around a corner until you can see a tiny bit of the sentry but it can't see you, then shooting it from there. Edging leaves you vulnerable, however, so it is usually not viable in heavily congested spots.


 * 1) As a scout, your only hope is to edge it while the engineer isn't looking. By standing still long enough to edge it, you negate your main advantage, speed, so you should usually just try to avoid sentries outright. Bonk energy drink can also be used to help get past it.
 * 2) Soldiers are well equipped to take out sentries in most positions. If the engineer isn't babysitting it, 3 rockets will take down a level 3 sentry and 2 rockets will take out anything else. If the engineer is repairing his sentry, try to take either him or his dispenser out first with splash damage.
 * 3) Pyros are not usually good against sentries, however, in some positions you can edge with the flamethrower and kill the sentry very quickly. Even if the engi is repairing it, you can usually damage faster than he repairs and you may even kill the engineer in the process.
 * 4) Demomen are the best sentry killers in the game. Just put 3 stickies next to a sentry, detonate and kaboom. If the engineer doesn't die, you can finish him easily with your grenade launcher.
 * 5) Heavies can go toe to toe with sentries in some cases. Otherwise, if a pyro can edge a sentry, chance are the heavy can too.
 * 6) Engineers have about the same chance as a scout. Avoid.
 * 7) Medics aren't good against sentries on their own, but their ubercharge is a guarenteed way to kill any level of sentry. Best uber canditates for sentry killing are demomen and pyros. Soldiers and heavies can also work, but others are better.
 * 8) Snipers slightly better at edging than scouts. If you can see the engineer's head you can snipe that then move on to the sentry, or you can snipe his dispenser. If he's repairing his sentry you won't be able to kill it, but otherwise you are in with a good shot. Two snipers that fire fully charged shots at the same time can instantly eliminate a level 3 sentry.
 * 9) As a spy you are the second best standalone sentry killer in the game. The methods for dealing with a sentry are numerous, but most of them are negated when there are multiple sentries covering each other. When it comes to sentry nests you might serve your team best you suicidally sapping everything while your team blasts the enemy buildings to bits. If you encounter a lone engineer with his sentry, you can try stab'n'sap, sap'n'stab or just plain sap to take it out.

Overall though, the best answer is teamwork. Even scouts can kill sentries if there's enough of them.