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MvM: How to play Engineer on 'Hamlet Hostility'
By Burrito Fingas! and 1 collaborators
This is a complete guide on how to properly play Engineer on 'Hamlet Hostlity' in a very effective way; most of it related to a support-attack playstyle and focused to help provide tips and tricks for new players.
This guide includes important topics and game mechanics, such as loadouts, upgrade paths, specific building placements, list of tasks to do on each wave, dealing with Spybots, Sentry Busters and Tanks, and most importantly... sentry-blocking.

As said before, this guide primarily targets newer players to MvM itself, and to those newcomers: This is not a Bible, do not treat it as such. This is what we have learned in our time of playing the game and has been very effective for us. Adapt and play how you'd like to, and most importantly, have fun!
   
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Introduction
What you should know before playing
Before you start playing Engineer in MvM, there are some things you need to know and consider.
Engineer is a class that takes a long time to master and might not be very friendly to nearly clueless or completely inexperienced players. If you decide to main it for a certain amount of time, you'll find out that the Engie is a very easy, powerful, versatile and helpful class to play.
On the other hand, new players tend to ignore some things and usually make mistakes they should not be making. Playing Engineer isn't only about placing your buildings in only one point while you're guarding it from behind like a turtle: a proper positioning and having both optimal upgrades and wave knowledge also take good participation at the moment of playing this class... and this is very important to know.

Move your buildings if the situation demands it
This includes your Sentry, Dispenser, Teleporter exit and it's VERY important. On Rottenburg, It's very normal to see new players (and even players with considerable tour counts in Mann Up) who just keep their buildings placed on the left, even when no more robots are coming from there and now they spawn on the right. This is a very common mistake.
On certain waves, there are times when the robots only come from a specific area of ​​the map (for example, the balcony of ​​Mannhattan or the hill on the right side of Rottenburg). In this case, it's important to move your buildings and place them in a spot close to the area where the bots are spawning, so your team can have a stronger and more solid defense.
Also remember that buildings can have plenty of different placements on different spots around the map; all of them fitting with different playstyles. On this guide, we are going to cover most of the different and most effective building placements you can have on this mission.

Don't turtle with your Sentry
Don't stand behind your Sentry all the time. Be aware of your other buildings and repair them if they're about to be destroyed. You can also use the Rebuild Canteens to fix or rebuild all of them instantly.

Your Sentry can block Giants: make use of it
This is a game mechanic known as "Sentry-block" and is based on blocking giant robots (especially Giant Scouts) with the Sentry if the building is placed correctly in certain and specific spots around the map. If your team fails to keep a good blocking against Giant Scouts, try solving that issue by doing a good and reliable sentry-block.

Is this a hard mission to play?
The first 3 waves of Hamlet can be a little bit challenging, as you won't have too many credits to have the most important upgrades. This mission has Über Medics, and if you don't have someone who can take the role of killing the Meds without popping them, it can make the game kind of annoying and difficult if you don't have solid teammates with you.
Anyways, Hamlet is a very good introduction to the multi-task Engineer, shall we say. Following and attacking the Tank while your Sentry is doing crowd control on the frontline, sentry-blocking Giant Scouts and helping your team defend the right robot spawn as you provide them with ammo and improved movility with proper building placements while the Sentry is bomb guarding, all of those tasks can be done simultaneously and show that Engineer isn't only about passive building supporting.
Weapon loadout: Options to consider
Generally and based on the classic MvM meta and regarding to weapon choices, Engineer has certain options which can be very effective to equip and use; ignore this section if you already know about what weapons can be used in this gamemode:

Primary: The Rescue Ranger
The Rescue Ranger allows players to move and place any building instantly by pressing right-click in case they want to keep them safe from enemy robots, and also can repair them by using left-click while aiming to the building that needs such fix. In terms of support-only, the Rescue Ranger is an excellent tool for the Engineer and makes the class easier to play.
It's by far, the most reliable tool for beginners.

Primary: The Widowmaker
This other option doesn't take too much action for a support-only play style but we didn't want to exclude it from this guide... at least to show players that this primary also exists and can be used properly if they're good enough.
The Widowmaker is a very reliable and good damage dealing tool. It doesn't require ammo to shoot and will use your metal instead - all the damage dealt with this primary is returned as metal, basically giving you infinite shots if you have a very good aiming. An Engineer with Widowmaker is a good choice to help destroy giant robots.

Secondary: The Wrangler
The Wrangler allows players to control the Sentry manually, featuring an extended range when using this secondary, this being very effective in case you need to kill Sniperbots on the balcony or leaving the Über Medics to the Demoman or Sniper of your team. Also and as important as the other features we mentioned, a wrangled Sentry gains a shield that protects the building and reduces damage by 66%, this working perfectly as a good tanking method against giant robots. This secondary also allows players to Sentry jump in case they want to go to certain places faster (especially when they're leaving the upgrade station) and/or help a teammate Medic to build an Übercharge faster by shooting themselves.

Secondary: The Short Circuit
A good counter to explosive spam from robots because the electricity orbs that can be fired by pressing right-click will destroy any kind of enemy projectiles.
On this mission, this secondary can be used in practically any wave, but if you equip it, then your Sentry can pop Über Medics if it's placed close to their spawn area, so use it at your own risk. Nevertheless, it's an excellent counter against blast damage spam coming from the robots on early waves.


Melee: Default Wrench



Using the default Wrench is a good melee option because it doesn't have any downside that can affect your gameplay. It's good enough to keep your buildings working.





Melee: The Jag

Unlike the default Wrench, using The Jag will increase the building deploying time with each hit you give to it. Otherwise, it will slow down by 20%.
You'll also have to hit 3 times to a building to take out the sapper from a Spybot, making your job "harder" in some cases.
Know the map
A little chapter made for new players about map knowledge. This is a must when you're playing Engineer and any class that demands certain and specific positioning.

Frontline

The frontline is the place where all the teams start playing at the start of a mission and can be divided into 3 places: Left side, Right side and the Left side tunnel
  • The Left side is the place where most part of the robots are going to spawn on the mission
  • On the other hand, the Right side, also known as "the hill" or "cliff", is the secondary robot spawn point, used by Sniperbots and some hordes during all waves
  • The Left side tunnel is the Tank spawn point

Town square

Once the team has lost the frontline, it's very common to see players defending from the tunnel that connects the Rottenburg town with the frontline. The town square surrounds a tall tower that divides the Bomb and Tank path in two: Left and Right (In this case, the screenshot shows the right one)


When the robots take the left bomb path, they'll surround the tower in the middle of the town square, going through the dirt path underneath it. This place tends to be a choke point when the team fails to keep a defense on the town tunnel. Dispenser and Teleporter exit can go next to the pitfall down below the tall tower and the Sentry can be placed on the corner next to the pit, covering the dirt path and also working as a good sentry-blocking spot.


In case the robots are following the right bomb path, they'll go through the bridge next to the tall tower in the middle. This is another choke point when the team fails to keep the town tunnel clear. Dispenser and Teleporter exit can go close to the two barrels showed on the image above, next to the corner of the dirth path in the middle. Sentry usually goes on a similar spot with the Dispenser; as long as it's bomb guarding, it's acceptable.

Outer hatch Tank gates
This is in case the players taking the role of Tank Busters are taking too long to destroy a Tank. Exclusively for the left bomb path. Both entrance and exit gates for the Tank are part of the outer hatch area.


Entrance. The door opens when the Tank is close to it and once it's on the inside it will close. At this point, the Tank Busters will have to move to the exit gate to continue attacking the Tank.


Exit, connected to the bomb hatch. Tank Busters won't have a lot of time to destroy the Tank, so using Crits canteens are an option to consider.
Building placements
Teleporter

Standard Teleporter entrance with 2-Way, always pointing at the nearest upgrade station. In this guide, Teleporter placements are only focused if the player buys the 2-Way upgrade.


Standard Teleporter exit with 2-Way, always placed close to the frontline. The robots DON'T attack the teleporter exit unless someone is standing on it, so an exposed position is much better than a distant one in most cases. The 2-Way Teleporter placed close to the frontline can be used by players who tend to upgrade or buy canteens midwave (Instakill Demoman, Canteen sharing Medic or Damage Scout as some examples). If you're the Engineer, you can also use your teleporter in case you need more canteens or just to buy additional upgrades during a wave.


Another variation for the Tele exit, commonly used on teams with very experienced players. Not really recommended to use at early waves if you're with subpar or inexperienced players.


By far, this is the most common placement for the Teleporter exit in Rottenburg, in most cases without the 2-Way upgrade.
Anyways, if you have such upgrade, you can place it here if you have a good and effective Sniper on your team. Some players picking this class tend to do the same thing of upgrading midwave and might ask you to place the Tele exit close to them; this is for their convenience only.


Teleporter exit in case you lost the frontline and the team is forced to defend close to the Tank barricade.


Another Tele exit placement on the right side of the town tunnel. Can be used if the team lost both frontline and the Tank barricade area.


Dispenser

Standard placement behind the left side rock. Very reliable and effective spot as long as the team has a solid crowd control. Spot only focused when the robots are spawning on the left.


Dispenser placement when the robots are coming from the right. Reliable spot if you have a solid Soldier or Heavy with you.


Another variation when it comes to defend the right side. Very aggressive placement and can be used if you have two or three teammates standing on the hill. The Teleporter exit also shares this spot close to the Dispenser for those who like to spam canteens or upgrading midwave.


If the team is losing the frontline, a Dispenser behind the right side rock next to the Tank barricade is also a good placement if you have to fall back.


Dispenser placement if you have teammates defending on the town tunnel.


Passive Dispenser next to the town tunnel. Can be used if there's a lot of spam from the robots and you can't keep a solid Dispenser on the tunnel.


Sentry

Some kind of aggressive Sentry placement when the robots come from the left. It's a solid spot if you want your Sentry to take less damage from the robots, as they'll already be targeting your teammates instead of your buildings.



Standard Sentry placement when the robots come from the right. It's exposed, but offers a solid crowd control if your teammates are helping you. Having this placement is kind of tricky at the beginning for new players because demands you to place the Sentry on a very specific point on the rock. We decided to include an extra screenshot of how you can place the Sentry on this spot.


Another placement for the Sentry in case you lost the frontline and the robots are starting to drop from the hill. If the team is losing the frontline, a Sentry behind the right side rock next to the Tank barricade is also a good placement if you're stuck on that point.


Sentry spot placed close to the town tunnel in case you lost the entire frontline. If you decide to use this one, we suggest you to equip and use The Wrangler to counter possible high spam from the robots.


Only a good spot for the Sentry when it comes to attack Tanks. Otherwise, it can be very vulnerable on early waves, since the robots will start shooting it very quckly, forcing you to use Building Canteens or move the building to a safer spot.
Wave 1
The first wave doesn't really have certain tasks to cover if you're playing Engineer and most of it is based on assisting your team with the crowd control. In short, keep your Sentry actively working together with your teammates while you're giving them ammo and health via Dispenser, always according to where the robots are coming from: most of the wave is played on the left side and the final part takes place on the right.

Upgrades at the start
From the Wave 1 to Wave 7 chapter, all of the upgrades shown will be cumulative and can be bought without any issue; there's no need to do refunds on each wave.



  • 3 points of +100% of Dispenser Range: A bigger Dispenser range will give ammo, health and metal to players without requiring them to touch or "hug" the building. If the Dispenser doesn't have this upgrade, players will be forced to hug it and stay very close to the building, making it weak against splash damage
  • 2-way Teleporters: An excellent option in case you want to buy additional upgrades and canteens midwave or at the end of the wave. This upgrade allows everyone to get back to the base very quickly without having to walk all the way back to the spawn or using a killbind, and can also be used during a wave to get more upgrades and canteens. Usually, a canteen sharing Medic or players with aggressive playstyles tend to do this thing very frequently, so a 2-way tele should do the trick
  • Buy 3 Building canteens and use them to keep your buildings safe or in case you need to rebuild something quick. If you run out of canteens at a certain point in the game, remember that you can take the 2-Way Teleporter back to the base and buy more of them

How to play
- Wave 1 starts with 5 groups of 6 Scoutbots spawning on the left side. Place the Sentry covering that place to kill them.

Scouts rarely aggro the Sentry because they'll be shooting at your teammates already.

- As soon as the 6 groups of Scoutbots are destroyed, a Giant Soldier will spawn on the right side. Place your Sentry looking at the hill and use The Wrangler to make it more tanky and shoot the giant until you take it out.

Depending on where the bomb is, this Giant Soldier can fall from the hill or just walk through it, so be prepared to move your Sentry if such thing is happening.

- Move the Sentry to the left side again and let it kill the incoming groups of Soldierbots.
When you see the Giant Demoman with 3 Über Medics coming, use The Wrangler again and don't attack in order to not pop the Meds and leave them to the Medicpicker of your team - Having a Medic picker (Sticky Demoman, Explosive Headshot Sniper or a Gas Passer Pyro) is strongly recommended for this wave. Otherwise, using the secondary weapon won't be necessary and your team will have to pop the Meds.


Once the Über Medics are down, continue attacking while using The Wrangler or just let the Sentry shoot automatically.


- Following the Giant Demo, you'll have a Giant Soldier followed by more groups of Soldierbots. After all of them are gone, move your Dispenser and Sentry to the right side in order to continue with the defense.


The rest of the Giants, Scoutbots and Buff Banner Soldierbots will now come from the right side. Once you see the last Giant Demoman and Soldier with the 4 Über Medics are close to leave the hill, use The Wrangler and wait for your teammates to take the Medics out.
After the 4 Über Medics are destroyed, focus on the giants and kill them with the rest of the robots.
Once all of the robots are destroyed, you'll win the wave.
Wave 2
Another easy-going wave, as long as you're having good and decent placements. Unlike the first wave, here you have groups of robots that can be practically handled by the Sentry on its own while your teammates are taking care of the rest of enemies.

In this wave, your main objective will be:
  • 1) Use the Sentry to kill the robots coming from the hill (15 Heavybots, 34 Bowmen, the Giant Heavy with Über Medics and 20 Crit Soldierbots)

Upgrades


  • Buy 2 points of +100% of Building Health: Higher building health equals having more tanky and stronger buildings against enemy damage and this works perfectly on this wave, since your Sentry is going to deal with numerous groups of robots
  • Buy 3 Building canteens just in case

How to play
Wave 2 has an easy start, with groups of Shotgun and Fists of Steel Heavybots. Place your Sentry looking at the left side spawn and let it kill the robots.


- As soon as the 20 Shotgun Heavies are destroyed, another 15 of them (this time using the Minigun) will spawn from the right; move the Sentry and place it looking at the hill in order to kill them.


- More robots will now come from both sides: a Giant Pyro pocketed by an Über Medic and 2 Flare Gun Pyrobots on the left and 32 Bowmen on the right. Since your team can handle the Giant Pyro easily, it's recommended to just place the Sentry on the hill and let it handle the situation with the Bowmen.


- Once the 32 Bowmen are gone, move your Sentry down the hill and wait for the Giant Heavy with 4 Über Medics coming from the right side. Use The Wrangler and wait until your teammates kill the Medics, then continue shooting the giant.


- The wave is pretty much over for now. You'll have 20 Crit Soldiers coming from the right side and the last Giant Pyro with an Über Medic with 2 Flare Gun Pyrobots on the left. Keeping the Sentry defending the right spawn is strongly encouraged, since the Crit Soldiers are always a big threat for the entire team.

It's also recommended to place the Dispenser down the hill so your teammates can keep a solid defense on the right without running out of ammo. Sadly, you can't deal with the entire hordes of Soldiers on your own, so you are going to need help from your team.
Wave 3
Wave 3 is more challenging and demands some classes as the Engineer to do multiple tasks. Your main priorities here will be the Giant Scouts and the Tank, so both sentry-block and tank busting are going to be part of your job here.

In this wave, your main objectives will be:
  • 1) Sentry-block and destroy the 3 Giant Force-A-Nature Scouts coming from the left
  • 2) Equip The Widowmaker to follow and destroy the Tank
  • 3) Keep your Sentry on the fronline to kill the 12 Pyrobots and the 6 Support Engineerbots spawning on the left while you're dealing with the Tank

Upgrades



  • Equip The Widowmaker and buy full +10% of Firing Speed in order to follow and destroy the Tank
  • (Optional) Buy 1 point of +10% of Sentry Firing Speed: Works perfectly to help your team handle the frontline and to kill robots faster. This upgrade is optional, so if you want to avoid it, you can try buying the third and last point of +100% of Building Health
  • Buy 3 Building canteens just in case. It's worth mentioning that you can also buy Crits canteens, since they work perfectly at the moment of destroying the Tank faster

How to play
- The wave starts with 36 Demomanbots coming from the left side, followed by a Giant Soldier pocketed by 3 Über Medics. Same thing as usual: When your see the giant coming, use The Wrangler and don't pop the Meds.


- Once the first Giant Soldier with Medics is down, a Giant Scout will spawn on the left followed by another Giant Soldier with 3 Über Medics. Depending on where the bomb is standing, you'll have to move your Sentry and apply sentry-block these giants.

Placing the Sentry next to the left side rock is a very reliable sentry-blocking spot. Try using it to impede the bomb carriers path.

- Once the second Giant Soldier is destroyed, the last 2 Giant Scouts will spawn from the left as well; make sure to sentry-block them too.

This is another sentry-blocking spot used as a backup plan in case the Giant Scouts make their way through the left side rock. More blocking positions will be covered in the next chapter.

- As soon as the last Giant Scout is coming, a Tank will spawn on the left side tunnel. Since the Engineer with The Widowmaker upgraded with full firing speed is an excellent Tank-busting method, we recommend you to do this task so that your team can stay on the frontline handling the rest of the robots, which are going to be 12 Pyrobots followed by 6 Support Enginneerbots and 3 Giant Soldiers pocketed by 6 Über Medics and 9 Minigun Heaybots; all of them spawning at the left. Once the Tank is destroyed, all of your task will be done, so just try to assist your teammates against the rest of the enemy robots.
Wave 4
For experienced players on MvM, wave 4 is one where you can see subpar teams constantly failing because sometimes they can't handle the numerous Giant Scouts, and chances of failure increase if a newer player who doesn't know about sentry-block is picking Engineer and/or the other players aren't killing the robots fast enough.
To summarise in a few words, the key on this whole wave is to do sentry-block.

In this wave, your main objective will be:
  • 1) Sentry-block and destroy the 12 Giant Force-A-Nature Scouts coming from the left side

Upgrades


  • Buy the last point of +100% of Building Health. There's a considerable ammount of spam from enemy robots on this wave, so consider to make your buildings (especially your Sentry) as tanky and stronger as possible
  • Buy Buildings canteens just in case
On this wave, using The Widowmaker isn't necessary, so you're free to go back to The Rescue Ranger; it's good as long as you have your buildings working

Sentry-block spots
Since this wave has a considerable amount of Giant Scouts, you might want to know how many blocking positions you have to choose before trying to play.
Robots will take certain routes depending on where the bomb is being dropped, these being the Left or Right bomb path. Notice that the Sentries showed on the images down below are the spots that you can use to do sentry-block, so consider all of them.
All of the sentry-block spots showed here are exclusively focused on the frontline area because they're the most important for an average game; a more in-depth Sentry-blocking guide including more spots is going to be released in the future.


Left robot spawn. Here, you have a 5 safe and good possibilities: 2 on the left and 3 on the right.


Right robot spawn. Once the robots are close to the right side rock, they'll take a single path to carry the bomb. These 3 spots showed are good options for a good sentry-block.

Of course, there are many more spots for sentry-blocking, but the ones showed above are enough for you to have options at the moment of doing this task.

How to play
- The 4th wave starts with 4 groups of Minigun and G.R.U. Heavybots followed by a Giant Scout, all of them spawning on the left.


Once you destroyed the first Giant Scout, you'll have 20 Soldierbots coming from the hill. This time you won't have to move your Sentry because your main and only important job in this wave is to sentry-block the giants, so ask your teammates to deal with the Soldiers on the right.

Usually a Sticky Demoman or a decent Soldier are good enough to kill the 20 Soldiers. You can also move the Dispenser to the right for your teammates for a few seconds and then place it back on its previous spot on the left once the Soldierbots stop spawning.

- Another Giant Scout will come from the left followed by a Giant Heavy with 2 Quick-Fix Medicbots, so consider using The Wrangler here to kill the giants faster and make your Sentry more tanky against the Heaybots.



- The rest of the wave is the same, more groups of Minigun, Shotgun and G.R.U. Heaybots, 10 Giant Scouts and 2 Giant Heavies with 4 Medics will come from the left, so keep your Sentry in a good blocking spot and that's it.

Support Engineerbots
If the robots manage to carry and drop the bomb close to the tunnel that connects the frontline with the Rottenburg town, Engineerbots will start spawning in certain spots according on where the bomb is. In case you want to know about the spawn points for the Engiebots, we suggest you to read the "Engineer Bot spawn/deploying points" chapter.
Wave 5
This wave is simpler compared to the previous one we covered but stills requiring good and decent contributions from the entire team in case you want to keep the frontline safe. You'll have robots spawning from both left and right sides, so be prepared to move your buildings (especially your Sentry) when it's required.

In this wave, your main objectives will be:
  • 1) Equip and use The Widowmaker to follow and destroy the Tank
  • 2) Use the Sentry to destroy the 30 Bowmen and the Buff Banner-Concheror Soldierbots spawning on the right

Upgrades


  • Buy 3 Crits canteens and combine them with your Widowmaker with full firing speed if you're following and attacking the Tank
  • Also, it's suggested to upgrade your Crit Resistance if you don't want to be too weak against the Buff Banner Soldierbots spawning on the right. This upgrade also applies with mini-crits

How to play
Wave 5 begins with 30 Soldierbots coming from the left, so you can use the Sentry to cover the main robot spawn and help your teammates with the defense. When 20 of the 30 Soldiers are destroyed, the Tank will spawn.


- While the Tank is on the left, you'll have groups of Bowmen on the right, so you can place your Sentry on the hill to kill these robots before you go with the Tank.



Having the Sentry on the hill while you're attacking the Tank is a good way to keep the frontline clear and make the wave go faster.

- As soon as the Tank is destroyed, Concheror and Buff Banner Soldierbots will spawn on the right aswell, so place the Sentry this time on the right side rock looking at the hill and use the Rebuild canteens to keep your buildings working if it's necessary. Meanwhile on the left, your team will have to handle a Giant Deflector Heavy with 2 Über Medics and 2 Flare Gun Pyrobots - This robot is easy to kill if you count with a solid Heavy or Sniper, so it shouldn't be a problem.


At this part of the wave, the rest of the robots will come from the hill, so it is recommended to move the Dispenser and place it on the right side so your team has a better defense.
The wave ends with the last Giant Deflector Heavy with Über Medics and Flare Gun Pyros spawning on the left. As said before, they are easy to kill and won't be a problem as long as you have teammates handling the left side.
Wave 6
Wave 6 is even way simpler than wave 5. You'll have robots coming from both left and right sides aswell, so having your Sentry on the hill in order to kill the robots spawning on the right while your teammates are taking care of the left can be done with no major issues.

In this wave, your main objectives will be:
  • 1) Use the Sentry the destroy the groups of robots coming from the hill (20 Demoknights, 15 of the 30 Bowmen and the 12 Samurai Demos)
  • 2) Equip The Widowmaker and use it to attack the Major Bomber boss spawning on the right side at the end of the wave

Upgrades


  • Buy the 3 points of +25% of Blast Resistance: You'll have a considerable ammount of pipe spam coming from the Demomanbots, so consider having this upgrades if you inexperienced by means of dodging projectiles and drawing/losing aggro.
  • Keeping your 3 points of Crit Resistance is recommended on this wave, especially at the moment of attacking the Major Bomber
  • As usual, make sure you have some Building canteens and use them if it's necessary

How to play
- The wave starts with 20 Force-A-Nature and 20 Hyper League Scouts coming from the left, but these are not your deal. Whilst your team is killing the Scouts on the main robot spawn, it's recommended to place the Sentry on the right side rock while looking at the hill so it can kill the 20 Demoknights coming from the right.


- Once all the Demoknights are gone, you'll have 15 Bowmen on the right side as well, so place the Sentry on the hill to kill them instantly before they try to attack your buildings. In the meantime, your team will be destroying groups of Demomanbots (normal and giants) on the left.


- When all of the 15 Bowmen are destroyed, move and place the Sentry covering the left side to help your team killing the remaining Demomanbots. Almost when all of them are dead, you'll have 12 Samurai Demos and the last group of 15 Bowmen coming from the hill, so it's suggested to place the Sentry on the right side once again and try to kill these robots with The Widowmaker; try focusing on killing the Samurais in the first place.




- Once all robots are destroyed, the wave ends with the Major Bomber boss coming from the hill. The best strat you can apply here is using The Widowmaker and shoot this giant while using Crits canteens - Such canteens aren't mandatory, so it's up to you. Kill the boss and you'll win the wave.
Wave 7
Only 3 Tanks to destroy; the easiest wave of the entire mission. Since this wave is about Tank busting, you might want to contribute by using The Widowmaker.

In this wave, your main objective will be:
  • 1) Equip The Widowmaker and use it to destroy the 3 Tanks

Upgrades

  • Buy 3 Crits canteens and use them to shoot and destroy the Tanks. The only thing that matters in this wave is to destroy the Tanks, so equipping a fully upgraded Widowmaker is by far the smartest move you can do to help finish the game quickly
  • In case you decided to refund some upgrades you bought on the previous waves and you want to buy new ones, you can try picking additional resistances, since sometimes you can get killed by pipes from the Demomen, Snipers or even Pyrobots, or maybe increasing your movement speed if you want to keep your buildings on adequate spots through the entire wave according to where your team is attacking the Tanks; this decision is up to you.

How to play
Only Tanks are the main targets to destroy in this wave, so this time place your buildings on a spot close to the left side tunnel.



Placing the Dispenser and Teleporter exit behind the rock showed on the images above used to be a good general spot several years ago, but is still being a good strat point for this Tank-only wave. On the other hand, the Sentry goes on a place when it can cover part of the frontline while you are attacking the Tanks.

Close to the frontline upgrade station, as a little example. It can also be placed close to the barricade so it can kill the robots coming from the hill faster.

Then, you'll have the Tanks. It's simple, use The Widowmaker and shoot them. If you have credits, try buying and using Crits canteens in order to destroy them faster.


Engineer Bot spawn/deploying points
Engineerbots spawn in plenty of places around the map depending on where the bomb is located. In case you want to prevent Engiebots to deploy their Sentries and Teleporter exits that can be a problem for your team and the progress of the wave, you'll have to know where they can spawn.

These are their spawn points showed in order:















Sentry Busters: How to deal with them
Engineer's most common enemy in MvM.
There are plenty of ways to "trigger" (detonate) Sentry Busters and here you'll learn all of them, so you can have different options to take in case you need to deal with these robots.

Passive triggering
Passive triggering refers to a way to detonate Busters without having to attack them. It can be done by 3 possible ways:
  • Using the Rescue Ranger: The most simple method. If the Buster is about to explode next to your Sentry by using the detonation animation with its beeping sound, point at your main building with the Rescue Ranger and press right-click so you can pick it up away from the robot and the big explosion it will make. Rescue Ranger's alt-firing costs 100 of metal, so make sure you have enough of it before trying to rescue your building.

  • Detonation baiting: Another variation of passive triggering but this time it doesn't require the use of the Rescue Ranger. In case you want to trigger a Buster quickly, just pick your Sentry and walk towards the robot or you can wait for it to come to you. Once the Buster collides with you, it will make the animation to detonate itself, so you'll have to walk away from it in order to avoid the explosion.
    This can be very obvious but in case you're asking, do this baiting away from your team and the rest of your buildings.

  • Destroy-Rebuild: Another possibility in case you don't like to deal with multiple Busters if your Sentry is doing a considerable amount of damage. Some players will find easier and more simple to just let the Buster destroy the Sentry and then rebuild another one instantly by using a Building canteen.

Aggressive triggering (Damage farming)
Attacking the Buster before it reaches the Engineer's Sentry is also another way to deal with this robot. Stickybomb traps, blast and bullet damage and also assisting by milking and slowing the Buster (only if the Scout has the -35% Speed on Target upgrade of The Mad Milk), all of them can be applied if teammates want to give the Engineer a little break from these enemies. Attacking Busters is also a good way to farm damage.
One important thing to follow here is that attacking and killing Busters is ok as long as you don't destroy them close to any building, so make sure that your Dispenser and Teleporter exit are in safe spots from detonations. Buildings can resist rockets, bullets and pipes but one single explosion from a Buster will instantly destroy them.

Special trick: Sentry Buster glitch
It's possible to insta-detonate the Sentry Buster before it reaches the Sentry and it's also possible to lock it into one place without triggering, working as a helpful "Übercharge "dispenser" in case you're playing with a teammate Medic.
If you want to learn more about this special trick, check this guide. All credits go to its creator:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1680114554
Dealing with Spybots
There's not really a special way to kill Spies, just be aware of where they're spawning and take them out quickly before they try to backstab you.
On this mission, Spybots spawn in Wave 3, 5, 6 and 7, always coming in pairs.
Unlike on Empire Escalation or Metro Malice, when some Spies appear on certain areas, on Rottenburg and their respective missions it's different - Spybots can spawn behind or in front of the team, and if for some reason there are players on the base (being AFK or buying upgrades midwave), they'll also spawn close to the bomb hatch.

Try asking for a teammate (we suggest a Soldier or Pyro) to kill the Spybots quickly when they spawn so they won't be a problem for the rest of the team.
Additional tips?
Don't be scared of using multiple canteens on a single wave
Especially if you're using Building canteens. They only cost 50 credits each and are an excellent option to insta-repair deploy your buildings in case they're getting a lot of damage or got destroyed.

Move your buildings!
Use the Sentry to watch and secure the bomb if the robots dropped it far away from the frontline.
Place the Dispenser on the area where the team is defending; you have plenty of possible placements around the map.
Be reactive to building relocation requests, especially when they come from experienced players; don't be unteachable

Don't ignore Spybots
They can be very annoying for you and the whole team if you don't kill them quickly. When you hear the Spybot alert by the Administrator, watch your back and be aware.
If the team has a Soldier or Pyro, try asking them for help to deal with Spies because they're good classes for this task in particular, or you can also do it by yourself by playing aggressively (hitting them with your primary or your wrench).
In conclusion
  • Learning how to properly play this and any mission as Engineer will require map knowledge and wave memorization
  • Know which robots will and won't be your priorities on each wave. Having or not having a good Demoman or Sniper on your team can make a big difference at the time of playing
  • The Rescue Ranger is the best primary for new players. If you're good enough, try using the Widowmaker for a different game experience
  • Know how to Sentry-block; this shows the difference between a good and a bad Engineer
  • Use the Wrangler to not pop Über Medics and leave them to the Medic pickers of your team
  • Apply aggressive or passive building placements according to your teammates playstyles
  • If you want a solid and easy-going game, buy and make use of the 2-Way Teleporters
  • Know how to deal with Sentry Busters
  • Request your teammates to kill Spybots when they spawn or try doing it by yourself; don't ignore them
  • Be aware when you get the Engineerbot alert from the Administrator and try to take them out before they place their Sentries. It's important to know their spawn points
  • On this mission, the Engineer tends to require more help from teammates, especially on early waves. Although, he can solo certain groups of robots coming from the right side hill on waves 2, 5 and 6. This mission is also a good training method for Sentry-blocking and Tank busting
We hope this guide can benefit the plethora of beginner Engineer players in MvM, and we hope to see you using our tips and tricks in a future game!
If you have questions related to this mission we'll be more than happy to answer them in the comment section down below, cheers.
More guides available
For those who are interested in maining Engineer in the Two Cities operation, check the rest of our guides:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2785801375
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2814488742
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2822140061
-- We appreciate any kind of feedback or comments related to the guide. Off-topic comments will be ignored/deleted/blocked. --
3 Comments
Excesswharf9002 15 Oct, 2022 @ 8:26pm 
good guide :steamthumbsup:
Burrito Fingas!  [author] 4 Oct, 2022 @ 5:00pm 
Glad to know that. We appreciate your comment! (:
StumbleBumble 4 Oct, 2022 @ 4:22pm 
yo this was actually super helpful, +rep