Team Fortress 2

Team Fortress 2

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Advanced Engineering
By nedoplatek and 1 collaborators
Welcome to my Engineer guide for more experienced players. If you remember my Engineering Guide, this is part 2. Anyway let's get right into it.
   
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Introduction
Last time we went over Engineer basic tips and tricks to a effective Sentry placements. Let's say you now have decent knowledge about Engineer class and you have won several matches. Still there's a lot to learn and practice.
This guide will be about more advanced tips surrounding the Engie. Again, if you're god-like Engineer main, chances are, you'll most likely know these tips.

Anyway without further ado, let's start.
How to deal with Spies





In pubs, Spies are usually easy to see and therefore, easy to kill. When Spy manages to kill an
Engineer and sap his nest, he often has the simmilar mindset and movement like many Spy players. Learning this mindset (and Spy's behaviour) is important when playing Engineer.
For example, there are few things you should look out for when there's a Spy creepin' around here.
  • A teammate who's focused or following around other teammates
  • A teammate who's aren't firing their weapons or have unnessessary their melee weapon out
  • A teammate who's trying to avoid being walked into
  • A teammate with missing body parts
  • A teammate holding incorrect weapon for their class
  • A teammate reacts to being shot or by you or another teammate
  • A teammate who's in the area which they shouldn't be in (Scout behind Snipers etc.)
  • A teammate who's behaving strangely in any way
If any of those are true, chances are that it's a Spy. Shoot him with your Shotgun or Pistol or better with Pomson 6000. Try to avoid being baited into stairs or around corners, more experienced Spy can easily trickstab your back and then sap your buildings.
Better just back away and kill them with your guns rather than your Wrench.
Dead Ringer technique
If the Spy wasn't cloaked before and you killed him, chances are he has a Dead Ringer.





With this tool, Spy can feign death and absorb certain amout of damage.
There are a few things an engineer can do to see if a spy has for sure died. It can get pretty annoying when a spy keeps coming back to sap your buidlings. Here are a few tips for identifying deadringer spies in particular:

He's dead, get back to work
  • Corpse drops the Spy's weapon
  • Corpse drops an ammo pack that gives you ammo
  • The scoreboard shows that the Spy is dead for more than 5 seconds (check it on top of your HUD)
  • If he was killed by your Sentry, the kill was added to the total Sentry kill count on your HUD

He's not dead, prepare for second attack
  • Corpse does not drop the Spy's weapon
  • Corpse's ammo pack is fake and doesn't give you ammo when grabbed
  • The scoreboard (or your HUD) shows him alive in next 5 seconds
  • He's killed by your Sentry but the kill isn't added in the total Sentry kill cound on your HUD
It may be advisable to run after him until he dies if you have an anti-spy weapon (Pomson or Southern Hospitality) or if you have no buildings worth maintaining up. But watch out for trickstabs again.
Advanced Sentry Jumping
Some of you may tried it before. It's like rocket jumping with with your level 3 Sentry gun when using Wrangler.





This one tool can grant Engineer more mobility and therefore, creating new Sentry / Teleport spots.
Sadly, Engineer has only 125 total health and after jumping with rockets from Sentry, you got only about 50 health + fall damage = ~25 HP which is very low. It's decent with the overheal though.

My point is that there's no useful jumping at the moment but we still have left button on our mouses.
I mean it is no secret but what I'm trying to say is that you can still bullet jump. Mini sentry is a great option for this. Bullet jumping is slightly less viable and it can take a lot of heath but after practice, it's more consistant.

Quick Guide: Build a Mini sentry, then hop on it (you can crouch), switch to the Wrangler and aim to the air trough your body. Jump and immediately start firing, doing so you'll launch yourself to the air or to the chosen direction.

The rocket jumping with Wrangler may take a lot of health but with sacrifice comes reward in a good position and spot! Take advantage of your surrounding but remember, rockets fires from your Sentry, not from your Wrangler so it may take longer to reach to you if you're away from your gun.

Shortly, jumping with Wrangler is risky but rewarding.
Quickbuild Sentry
So useful, especially on Attack (offense) is the Quickbuild Sentry technique.
I guess you know that feeling when you manage to move your level 3 Sentry but suddenly a Pyro ambushes you! You'll drop your Sentry and start to back away or die (and your Sentry too).
Well not anymore with the Quickbuild Sentry.

Jag recommended

Basically you need to setup your Sentry in front of spawn doors and upgrade it to level 2
Then go back to ressuply cabinet and hit your Sentry gun 7 times so it has the 175 / 200 upgrading progress (1 more swing to upgrade left).
After that, you should move that Sentry to the aggressive lines. When enemy sees a Sentry going up, they often expect the level 3 which takes longer to build and therefore, it's easier to be destroyed. But when the Sentry stops building itself on level 2, it can now defend itself with a decent fire power and kill attacking enemies.

It is always good to carry a 200 metal in your pocket for your Sentry to repair AND upgrade it to level 3 with your final swing.

Whenever playing with a big sentry on offense, try out this tactic. It will improve your efficiency and self-defense remarkably.
C-tap Hauling
It can be done with Sentry or Dispenser. The idea is to boost yourself and jump "higher" with your building.
Basically hop on your building. You need to jump again in the direction but you must face the building. So jump and crouch at the same time + pick up the building in the air. It takes a lot of practice but trust me, if you learn this, you won't even think about the process.

If you don't understand, here's a tutorial by EngineerApostles.
Even this video is kinda old, it still do a great job teaching you more than I do.
Blast Hauling
Blast Hauling is the long-forgotten technique of taking your sentry with you during a rocket-based sentry jump. This can be done without the Rescue Ranger. You'll still need the wrangler, of course. However, it is extremely challenging to execute correctly, even with a script, as it requires the pressing of multiple keys in rapid succession.

To successfully do the Blast Jumping, follow this tutorial:
  • Wrangle your Sentry under your feet
  • Face the Sentry and jump with forward momentum in the direction you want to go
    (the next four steps need to be done in less than half a second)
  • Right click at your feet, and hold right click
  • Switch to Wrench (IMPORTANT)
  • You should pick up the building if you have been holding right click
  • Airstrafe to a safe, desirable location to build
Ever since the Mecha Update, this tactic has become almost completely obsolete, because the Rescue Ranger allows you to take your sentry with you after you land safely, rather than with you while you attempt to land safely. While the traditional Rockethaul lets you do this without the weapon, giving you more self-defense, most places reachable with a rockethaul aren't particularly useful places to have a shotgun + you'll save 100 metal.
2x Metal from Dispenser
More like glitch than the actual tip but it's useful. Basically when you're standing on top of your level 2 or 3 Dispenser, you'll get your metal 2x faster.

For instance, let's say you have Widowmaker equipped and due to your terrible aim, you have 0 metal left. But on the bright side, your level 3 dispenser has full ammo capacity and you know that Dispenser will give you 60 metal in 1 second. But you need that metal quickest as possible.
Solution? Hop on your Dispenser, that way, it'll give you 120 metal instead of 60 metal.

It's good to know this trick but teammates won't kick you for no knowing it.
Short Cicruit ball management
Ever since Blue Moon update, the Short Cicruit was changed and now it appears like more skillful, uselful and overall more viable secondary for Engineer.





The right click fires a special energy ball that consumes any projectile in it's range. Ball costs 65 metal which is a lot and it can deal damage.

By ball management I mean that every ball should be useful as possible.
  • Ball should remove most projectiles that you know, they're gonna do a lot of damage.
  • Ball should also deal a little bit of damage
  • Ball should save lives of your teammates and your buildings
  • Ball should delete spam
The ball can also penetrate enemies and if they're backing up, they can get pretty messed up with the total damage of the ball 90 damage!
End
Thank you so much for reading and I hope you learnt something new here. Don't forget to rate this guide and write a comment, I read all of them and they really cheer me up.

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6 Comments
He's in the Basement 20 Aug, 2018 @ 9:51pm 
This guide was really usefull. Thanks for the advice
Fourmi 19 Aug, 2018 @ 2:47am 
It is pretty difficult to quickbuild a sentry when you have teammates who fully upgrade all your buildings.
Bartu 18 Aug, 2018 @ 1:17pm 
YOU DİDNT SAY SHORT CİRCİUT JUMP 0/10 xd
Dark Archon 16 Aug, 2018 @ 6:07pm 
ThanK UnCEL DaN The OnLY EngIE mAN
Hägar 15 Aug, 2018 @ 10:40pm 
Great guide, pretty much favourited every single one. Keep up the good work!
harrison bergeron 15 Aug, 2018 @ 6:45pm 
in my opinion most of what the engineer apostles taught is just outdated filler at this point, if not extremely situational to the point where nobody should bother.

and as for the spy section shouldn't it be noted that when fighting a spy who has sapped your sentry, you hit it once then deal with the spy then hit your sentry to remove it so the spy is unable to spam it to death ?

along with it should be common practice to be constantly looking around and peppering anyone walking dead straight to your sentry or just in the area.