Team Fortress 2/Engineer: Difference between revisions

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===Primary Weapons===
===Primary Weapons===
====Shotgun====
====Shotgun====
** Clip Size: 6 - Reserve Ammo: 32
* Clip Size: 6 - Reserve Ammo: 32
** Point Blank Damage: 86-90
* Point Blank Damage: 86-90
** Mid Range Damage: 24-67
* Mid Range Damage: 24-67
** Long Range Damage: 3-26
* Long Range Damage: 3-26
** Critical Hit: 120
* Critical Hit: 120
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.
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.


====Frontier Justice====
====Frontier Justice====
** Clip Size: 3 - Reserve Ammo: 32
* Clip Size: 3 - Reserve Ammo: 32
** Point Blank Damage: 86-90
* Point Blank Damage: 86-90
** Mid Range Damage: 24-67
* Mid Range Damage: 24-67
** Long Range Damage: 3-26
* Long Range Damage: 3-26
** Critical Hit: 120
* Critical Hit: 120
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.
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.


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====Widowmaker====
====Widowmaker====
** Ammo: A shot costs 60 metal
* Ammo: A shot costs 60 metal
** Point Blank Damage: 86-90
* Point Blank Damage: 86-90
** Mid Range Damage: 24-67
* Mid Range Damage: 24-67
** Long Range Damage: 3-26
* Long Range Damage: 3-26
** Critical Hit: 120
* Critical Hit: 120
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.
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.


===Secondary Weapons===
===Secondary Weapons===
====Pistol====
====Pistol====
** Clip Size: 12 - Reserve Ammo: 200
* Clip Size: 12 - Reserve Ammo: 200
** Point Blank Damage: 20-22
* Point Blank Damage: 20-22
** Mid Range Damage: 10-15
* Mid Range Damage: 10-15
** Long Range Damage: 8-9
* Long Range Damage: 8-9
** Critical Hit: 45
* Critical Hit: 45
The Pistol is a much weaker weapon than the Shotgun or the Sentry Gun, but it's more accurate and spammable. It's good for accurately shooting at opponents at long to mid ranges, and it racks up damage fairly fast up close. Switch to the pistol in a gunfight as soon as you run out of Shotgun shells to keep shooting the enemy.
The Pistol is a much weaker weapon than the Shotgun or the Sentry Gun, but it's more accurate and spammable. It's good for accurately shooting at opponents at long to mid ranges, and it racks up damage fairly fast up close. Switch to the pistol in a gunfight as soon as you run out of Shotgun shells to keep shooting the enemy.


====Lugermorph====
====Lugermorph====
** Clip Size: 12 - Reserve Ammo: 200
* Clip Size: 12 - Reserve Ammo: 200
** Point Blank Damage: 20-22
* Point Blank Damage: 20-22
** Mid Range Damage: 10-15
* Mid Range Damage: 10-15
** Long Range Damage: 8-9
* Long Range Damage: 8-9
** Critical Hit: 45
* Critical Hit: 45
The Lugermorph is just a reskin of the Pistol, so Pistol strategy also applies to the Lugermorph.
The Lugermorph is just a reskin of the Pistol, so Pistol strategy also applies to the Lugermorph.


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====Short Circuit====
====Short Circuit====
** Ammo: A shot costs 35 metal
* Ammo: A shot costs 35 metal
** Normal Damage: 5
* Normal Damage: 5
** Critical Hit: 18
* Critical Hit: 18
The Short Circuit uses some of your metal to create a shot to destroy all projectiles and damage opponents near yourself, but cannot randomly crit. This weapon is useless for actual combat, instead, it should be used for defending yourself, your teammates or your sentry gun. Use the Short Circuit to destroy rockets, grenades, stickybombs and Flare Gun shots. This weapon let's you be able to defend your sentry from Soldiers or Demomen who launch projectiles at you outside of your sentries range, and can allow you and your sentry to survive a Krizkrieg Ubercharge on a Soldier or Demo.
The Short Circuit uses some of your metal to create a shot to destroy all projectiles and damage opponents near yourself, but cannot randomly crit. This weapon is useless for actual combat, instead, it should be used for defending yourself, your teammates or your sentry gun. Use the Short Circuit to destroy rockets, grenades, stickybombs and Flare Gun shots. This weapon let's you be able to defend your sentry from Soldiers or Demomen who launch projectiles at you outside of your sentries range, and can allow you and your sentry to survive a Krizkrieg Ubercharge on a Soldier or Demo.


===Melee Weapons===
===Melee Weapons===
====Wrench====
====Wrench====
** Attack Interval: 0.8 seconds
* Attack Interval: 0.8 seconds
** Normal Damage: 65
* Normal Damage: 65
** Crtical Hit: 195
* Crtical Hit: 195
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.
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.


====Golden Wrench====
====Golden Wrench====
** Attack Interval: 0.8 seconds
* Attack Interval: 0.8 seconds
** Normal Damage: 65
* Normal Damage: 65
** Crtical Hit: 195
* Crtical Hit: 195
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.
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.


====Gunslinger====
====Gunslinger====
** Attack Interval: 0.8 seconds
* Attack Interval: 0.8 seconds
** Normal Damage: 65
* Normal Damage: 65
** Crtical Hit: 195
* Crtical Hit: 195
** Organ Grinder Duration: 4 seconds
* Organ Grinder Duration: 4 seconds
** Organ Grinder Damage: 500 damage
* Organ Grinder Damage: 500 damage
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.
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.


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====Southern Hospitality====
====Southern Hospitality====
** Attack Interval: 0.8 seconds
* Attack Interval: 0.8 seconds
** Normal Damage: 65
* Normal Damage: 65
** Crtical Hit: 195
* Crtical Hit: 195
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.
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.


====Jag====
====Jag====
** Attack Interval: 0.8 seconds
** Attack Interval: 0.8 seconds
** Normal Damage: 49
* Normal Damage: 49
** Crtical Hit: 146
* Crtical Hit: 146
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.
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.


====Saxxy====
====Saxxy====
** Attack Interval: 0.8 seconds
* Attack Interval: 0.8 seconds
** Normal Damage: 65
* Normal Damage: 65
** Crtical Hit: 195
* Crtical Hit: 195
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.
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.