Team Fortress 2/Engineer

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< Team Fortress 2
Revision as of 04:42, 24 June 2008 by Kadir (talk | contribs) (standardisation, added stuff about PDAs. rest of text is horrible but can wait)

Health: 125
Type: Defense
Description: Engineers build sentry guns and other various buildings to help defend and aid the team. Engineers can also be used offensively, making small outposts with teleporters to bring your team to the action faster.

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.

Primary Weapons

  • Shotgun - Clip Size: 6 - Reserve Ammo: 32 - Reloaded one at a time

Just like the shotgun of other classes, only instead of using it as a backup weapon this is your primary. You'll have to get good with it if you want to try offensive engineering.

Secondary Weapons

  • Pistol - Clip Size: 12 - Reserve Ammo: 200

The engineer's pistol is useful for irritating enemies at a distance and when your shotgun runs dry. It is very difficult to run out of ammo with this gun, so fire away.

Melee Weapons

  • 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 and hitting a fully repaired, fully loaded, fully upgraded building will do nothing. If a building gets sapped, hitting it twice will knock the sapper off. Oh, and if needed you can hit enemies with it too.

Other

  • Build PDA

Not really a weapon at all, but a tool. Once you have it out, press 1, 2, 3 or 4 or 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, left click to place it.

  • Destroy PDA

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.

Buildings

Engineers can build things by 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. Your "4th weapon" is your building options. The "5th weapon" gives you the options to destroy any building you created just in case you want to move it. When you start building an object you do not have to stay there with the building, it will automatically assemble itself.

  • Sentry Gun

Cost: 130 Metal
Upgrade Cost: 200 Metal per level

A sentry gun will fire at any enemy within range. When you build a sentry gun it will start out as a Level 1 gun. You can hit your sentry gun with your wrench to give it metal. When you give it enough metal it will upgrade to a Level 2 sentry gun with more guns attached to it. When you upgrade the gun to Level 3, it will have rocket launchers attached to it. You can also help other engineers upgrade their sentries to make the process go faster.

  • Dispenser

Cost: 100 Metal

A dispenser will slowly recover allies, replenish ammo, and supply you and other friendly engineers with metal. When a dispenser is done building it will initially have 25 metal stored in it. The dispenser will create 40 more metal about every 6-8 seconds.

  • Teleporter Entrance and Exit

Cost: 125 Metal each

A teleporter will help move your allies to the action faster. Typically you will want the Entrance to be where your allies spawn, and you want the Exit closer to the action, but in a safe spot. After a teleporter has been used it will take about 10 seconds for it to recharge to be usable again.

The Spy

As an Engineer, your biggest nemesis will be an enemy Spy. Spies can disguise themselves as one of your allies. Your sentry gun will not fire at a disguised or cloaked spy. In addition to bypassing your sentry guns, spies can place sappers on your buildings to disable and eventually destroy them. Placing a sapper does not remove the disguise of a spy, so be on the look out. To remove a sapper, hit it with your wrench twice. However, the spy can immediately place another sapper back on your building. Typically you will want to kill the spy first so he can't re-sap your buildings.

Using the Engineer

Engineers are great for defending your base. Placing your sentry gun is all about a good location. A good location can keep an area well defended. You generally want to keep your Dispensers near your sentry guns to replenish your metal quickly when your sentry is under fire. If you have your sentry gun completely upgraded you should help out other engineers get their sentry guns up to full power. Getting a defense up quickly will prevent early game rushes. Instead of just defending your base your can choose to make a small outpost somewhere along the map. Outposts generally include having a teleporter exit and a Sentry Gun to defend it. Outposts can also server a defense point, just not directly in your base.

Defeating the Engineer

Spies can take out an engineer if you are skilled enough. Sapping their sentry followed by a backstab can easily take care of them. However, one spy is unlikely able to take out multiple engineers and sentries together. Demoman, Pyro, and Soldier along with a medic's ubercharge can easily take out a sentry. A Heavy can also take out a sentry as well, but not from long range. In sudden death, an engineer's buildings are immediately destroyed if the engineer dies.