Team Fortress 2

Team Fortress 2

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Engineering 101 for those less experianced engie masters
By Masher.exe
You've seen how other engineers play like gods, but when you try to you seem to get killed a lot or not be a great help to you team? Well then, that's where I come in. This guide is going to be more focused towards people who want to get to know more of how an engineer plays, his playstyles and how he comes accross as useful. Not intended for pros, but they can look at this guide when they are looking at random guides, and can give them a refresher if they have forgotten something. (This guide is in-progress, please notify me if parts of something is missing)
   
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Engineer - The basics of an engineer.
The first things you need to know is what the engineer stats are compared to the rest.

The engineer first off has 125, the lowest health pool shared by the scout (Sandman = 110), spy (Big Earner = 100, Kunai = 70) and sniper (Darwins danger shield = 150), You move at an unhindered speed when not carrying your buildings (talk about that later), for reference, the scout moves much faster, medic and spy are slightly faster, pyro and sniper are the same, demo is slightly slower, soldier is more slow and heavy is much slower. Your hit box is also small, meaning you're harder to hit (because you yourself is much smaller than a heavy). You, as an engie, have the special ability to build buildings! This includes a sentry gun, dispenser and two teleports, here;s a quick run down on how they work.

All buildings - Lv 1 = 150hp | Lv 2 = 180hp | Lv 3 = 210 hp
All buildings need 200 metal in the upgrade bar to be upgraded, 25 metal is added in each swing, teleporters both get upgraded at the same time and only 25 is used on both. If a building needs 17 more metel to level up (183 in upgrade), it'll only use 17 metal to upgrade the building. When having to do more than one hting in a swing (eg. Repair, and upgrading), reparing is always prioritised by the game, using your metal on the repair, then the upgrade.

This is with stock wrench speeds, wrench speed may vary on wrench itself.
Building times (without hitting it with a wrench) - Sentry = 10.5s | Dispenser/Teleporters = 21s
Building times (if hitting it from start to finish) - Sentry = 4.2s | Dispensers/Teleporters = 8.4s

Sentry - 130 initial metal | Dispenser = 100 initial metal | Teleporters = 50 metal or 25 (Eureka effect)

Spies!

Spies are you're main enemy, as they can disgiuse as your team to trick you sentry into not shooting them, getting healed by your dispenser, and they can also place sappers on all your buildings, which disables them and slowly drains their health. Hitting them two times will remove them, but sentries will take 0.5 seconds longer to reactivate, lettings spies sap, shoot and sap some more, so try to pick priorities, kill spy or repair building? Depends on the situation.

Hauling buildings!

When you place a building down, if you're close enough to it, you can pick it up and relocate it, usefull if you place you sentry or dispenser in a bad place, or need to move it away to stop it from getting destroyed. The downside to this is you need to place the building down before you can fire any weapons, and you move 10% slower while moving them, so be quick, and be sure you need to move them before doing so.

The Sentry!

The sentry is able to shoot enemies with bullets whom come within its range, it's range is detectable by the big bubble thats around you when you hold out the blue prints. A level 1 sentry isn't too much of a threat, shooting some what slow and having low health can make it easily destroyed. A level 2 sentry is a much bigger threat, growing a little bigger, and shooting twice as fast with a little more health as well. A level three sentry is destructive, as it has even more health and can shoot rockets, which can devestat unaware enemies.

Try to put sentries in defencive positions where they can cover the objective or the objective path, without being in the open to be spamed from outside its range, but used in closed quarters.

The Dispenser!

The dispenser is one of the most useful utilities in the game, being able the heal everyone close to it, give ammo to people, extinguish allies, and generate metel for engineers every 5 seconds. He's a little run down on how a dispenser works
Health per second = 10/Lv1 | 15/Lv2 | 20/Lv3
Max Ammo per second = 20%/Lv1 | 30%/Lv2 | 40%/Lv3
Metal per second (generates to give to engineers) 40 per 5s/Lv1 | 50 per 5s/Lv2 | 60 per 5s/Lv 3

Despite thinking you'll need the dispenser to have metal, put it somewhere where your allies can also benifit from it, if you have a medium or large ammo pack next to you, put it up front where allies can use it as a heal and ammo station, otherwise, put it somewhere where everyone can benefit from it without much loss.

Teleporters!

There are actually 2 teleporters, the Entrance and the Exit. They both have to be built serperatly, and also determines which one to enter. The entrance can be built anyway, but the exit needs more thinking. When holding the blueprints for the building, alt-fire (Right click by default) will turn it 90* degrees, allowing you to put a teleporter against the wall, but not facing it (You can see which way it's facing the the little arrow the on side, this shows which direction players who go through will be facing), this lets allies not have to worry too much from telecamping spies, and lets them move straight forward without having to turn. Upgrading teleporters is different from the dispenser and sentry. Both teleporters share the upgrade progress, so only 200 is needed to upgrade both at the same time, in edition, hitting the exit can repair the entrance, and vice versa, but beware, when one teleporter is destroyed, the other one is reverted to level 1, and enemy spies are able to take teleporters and telefrag you, which instantly kills any enemy on the teleporter (deals 9000 damage in mvm)

Upgrading your teleporter decreases its cooldown between teleports, here's a little reference.
Lv 1 = 10 seconds | Lv 2 = 5 seconds | Lv 3 = 3 seconds

Put your teleporters somewhere safe, so enemies can't find it and destroy it, but close enough to the front lines so allies can get the pressure on the enemy. Also keep an eye out for spies, as they love sapping teleporters, then going through them as you repair it.
Engineer 101 - Weapons and when to use them - Shotguns
Now, one of the many questions you'll have is "Which weapons is the best weapon?". Now first off, there is no "best" weapon, as all weapons are supposed to be side grades and work in different situations, but never are good in all of them, so lets get to it shall we?

NOTE! --- All weapons (except sniper rifles) have a damage Ramp up and Damage fall off, where the closer you are, the more damage you deal, but if your far away, you'll deal very little damage. Weapons which shoot more than one bullet will have weapon spread, where the one bullet will go on the middle of your crosshare, while the rest will shoot around it, so more bullets = more damage.

Stock - The stock shotgun is quite simple, the closer you are to your enemy, the more damage it'll deal to him, to a max of 99 damage without crits. It has 6 shots which shoot at a decent speed, around 5 per 3 seconds, and can reload anytime. This is the default weapons for engie, and hence it has many uses. Its great for self defence, your main source of damage should be from your sentry gun, but when the enemies blow that up, you'll need to be able to fight back, so this is it. If your lucky, you can 2-shot most classes at closs range, but beware, as they most likely will also be able to, so only charge in if confident or if they are low on hp. Its also useful for spy checking, as 2 shots to the body will either kill him or sevearly hurt him.

Frontier Justice - This shotgun is more on getting revenge after getting a few kills with your sentry. This main difference you will see straight away is that you only get 3 shots in you shotgun, but he's the catch, this weapon has "Revenge crits", how to gain them? Well, when your sentry is destroyed (from enemy or self destruction) you gain 2 crits for every kill and 1 crit for every assist the sentry had when it got destroyed (if you got the last shot on the enemy, the sentry will get no credit, so beware) This can be very useful, as crits deal 300% of a weapons base damage and dont have damage fall off (or ramp up).If your sentry did well, you can kill that man whom destroyed your sentry, but be careful, you only have 3 shots before you have to reload, so try not to go on a killing spree, and use it if they try to get too close, or if your feeling lucky.

Rescue Ranger - This shotgun is more of a support weapon than a killing one. This shotugn shoots special "bolts" which deal 40 damage each, tbu if they hit a friendly building, will heal that building 60HP for no metal cost. It's "Alt-fire" (Right click is default) allows you to pick up your buildings from ANYWHERE for the cost of 100 metal. This can be extremely useful for picking up buildings from a safe area just before they get destroy by enemy fire (this is basically the same as picking up your building, just from far away). Be careful when moving buildings however, as hauling any building (even picking them up without the rescue ranger) will mark you for death (Make you take mini-crits, which deal 35% more damage), so only move them buildings if your safe to do so. The other downside is that when you use the rescure ranger pick up, theres a team coloured tracer from the spot of your building straight to you, which can sometimes let the enemy team know where you are and get a surprise attack on you. I recommend this for the more passive engineer.

Widowmaker - the stats in terms of damage are identical to the stock, however, instead of using conventional ammo, it uses your metal as ammo. It uses 30 metal to shoot a normal shotgun spray, but for every point of damage that dealt, you get 1 metal back, this can be an upside and a downside. Its an upside because a shotgun at medium range will deal roughly 40-60 damage if you manage to hit your taget, which means you get more metal than you spent, but if you miss of deal low damage, you'll have less than you started, so only shoot to kill if your confident on landing your shots, I recommend you train with shooting before giving this a go.

Pomson 6000 - This weapon is completely different from the other shotguns. It requires no ammo, which means you can shoot away, although it only has 4 in one clip. Its other major differents is it now shoots a slowish laser that can deal 72 (close) to 32 (far) damage. Its other upside is that it can drain the cloak of spies and uber of medic, depending on how close they were to you when they are hit. This weapon can be spammed a lot of the time, although due to its slow projectile speed, you have to lead your targets and the damage upclose is lower than to stock. I only recommend this weapon if you want to find it utility for yourself, as I find this not to my playstyle.

Panic Attack - This all class shotgun is not of the norm. Instead of having shells loaded, it starts off with nothing loaded. When you hold attack (left click by default) you start to load up to 4 shells and can hold them until you let go of it. This shotgun also loads 50% faster than the stock reload, and shoots 33% faster than the stock, with increasing fire speed the less health your on. THATS GREAT! Until you see the downside, where your weapon spread increases the less health your on. This might not seem bad, but it's quite bad, at 50% hp, your weapon spread is doubled, and at 1 hp, it doubles yet again, meaning that this weapon at low health can't hit targets accuratly unless they're in your face. I find this weapon more suiting to a ninjaneer, where you get behind using the eureka effect (more on that later in the guide) then load up, the fire in their back before they get the chance to fight back. I recommend this weapon for players whom have a good 100 hours into engineer.
Engineer 101 - Weapons and when to use them - Secondaries
The engineer doesn't have many secondaries sadly, having the least amount of them (only 3) but they can make or break the type of engie you'll be playing as. SO LETS GET THROUGH THEM!

Pistol - Ah, the classic pistol, having 12 bullets in each clip, and a wopping 200 spare ammo, this weapon is great when enemies are too far to deal reliable damage with your shotgun, when using the widowmaker and dont want to waste metal, or when using the rescue ranger so you have some self defence, its great all round and useful for most engie play styles. It deals moderate damage with moderate reload and firing speed, making it not the greating in damage, but good for support damage.

Mainly use this weapon as you get a grip on playing engineer, when your more confident, try the other two, as without this your losing a lot of firepower.




The Wrangler - Now this beaut is something special all right. You lose you pistol, but instead you can now manually control your sentry. This has many ups and downs, while in control of your sentry, it gains a shield which prevents 66% of famage it takes (but also prevents 66% of repairs it gets from you and other engineers) lets you shoot beyond its normal range and its bullets shoot 10% faster. While its great and all, this does mean that it won't auto-target enemies close to it, as you're pointing where its shooting, and after swapping weapons, its deactivated for 3 seconds (although its shield stays inplace until it reactivates, which is handy).

Use this as when playing as the sentry engineer (where its all about your sentry) useful for tanking damage while taking out a lone soldier or heavy, or using it for the shield if you need to run to it to pick it up.

The Short Circuit - What do you know, another metal weapon. This weapon on attack (M1 by default) will fire a short ranged beam (melee ranged) that deals 10 damage for 5 metal at great speed. Its alt-fire is where it comes into play though. Using alt-fire shoots a longer ranged beam (about x2.5 melee range) which deals more damage, can destroy projectiles, and can hit cloaked spies well. This does cost 10 metel + 5 for every projectile + enemy hit and has a 0.5 second delay between shots.

Use this weapon more of a support weapon than a damaging weapon, as it can help with searching cloaked spies and can get rid of soldiers rockets and the dreaded stickie bombs.
Engineer 101 - Weapons and when to use them - Wrenchs + robot fist.
Wrenchs, an increadible weapon indeed, being able to upgrade, repair and build all your buildings in incredible ways as well as removing sappers that cheeky spies may of placed on them, but many are for more than just preserving you buildings, some are made more different and stylish playstyles, so, lets see how each one works.

Stock Wrench - Good old reliable, able to give a default 65 damage on hit, and with other properties, nothing special about this wrench that most others don't.

Use this if you wanna play good old engie, with protecting your buildings with a couple of swings and shooting them enemy bastards into the ground, I recommend this for newer players who still need to learn more about how to play engineer, or you wanna use good old default wrench.








Jag - Now this wrench is one of those different playstyle wrenchs, as when hitting buildings, it makes them build faster than when hitting them with a normal wrench, and it also swings faster, meaning that you can upgrade and repair faster too, but at the cost of less damage and less helaing when rapairing. this means you can no longer two hit spies, and when they sap your buildings, it takes three instead of two hits to kill spies or remove sappers, so while it can get buildings up faster, the stock is better at keepping it alive.

I recommend using this at the beginning of the round, then switching to stock (if your close enough to spawn) to be able to keep up your buildings

The Eureka Effect - Now this one is special in deed. Compared to the stock wrench, you get 20% less metal from all sources (so large ammo packs now only give 160 metel)(doesn't effect the widowmaker) and when hitting the building while they're building, the speed boost isn't as high. But now for the great part. When pressinf Reload (R by default) while this wrench is out will allow you to teleport either back to spawn or your teleporter exit for free, after a 2 second animation of your engineer being zapped by lightning.

This is useful if you have your teleporter close to your sentry, and there are no close by ammo packs or thers only a small one. This also opens up the ninjaneer strat, as no entrance is needed to teleport to your exit. This can allow for some sneaky sentries behind enemies or catching enemies off guard. I recommend this to engies whom are confident on metal or want to try and be sneaky.

The Southern Hospitality - Not many differences between this and the stock, other than you take 20% more damage from fire (mainly pyros) but it comes with the upside of bleed damage on hit. This can be useful for finding spies whom have cloaked and are hiding, as you can follow their blink trail when they take damage from the bleed. Now why isn't this a straight upgrade? well you also lose random crits, which in pubs, is very useful as a random crit from the stock wrench deals 195 damage, able to one-shot most classes, but don't think you'll be a god and go wrenching everyone, they are random, require you dealing damage for a better chanch, and you chould never rely on chance to win all of the time.

Not much of a difference, but useful if your paranoid of spies all the time.

The Gunslinger - Here's the gamechanger. This is actually a fist, not a wrench, and it gives you +25 hp, making you a little beefer, but replaces your sentry with a mini-sentry. Mini-sentries only have 100hp, can not be upgraded and deal less damage than a lv one sentry, but only cost 100 metal. They are mainly used as an annoynce and can be useful when fighting 1v1, as they make the enemy choose, the player, or the mini-sentry? one can deal more damage, but the other will slowly kill you.

I suggest this heavily if you're going combat engie, but maybe you might wanna go scout if you dont go building dispensers and teleporters, k?
Engineer 101 - Playing with other engineers
Now when playing with other engineers, one popular thing many beginners like to do is huddle their buildings, but this is a BIG NO NO! When buildings are placed together, they become easily destroyed by demomen and soldiers, using their explosives to be able to destroy your buildings in seconds. Here are some tips reguarding your different buildings

Sentries!

Never place them together! Sure, by covering the same area, they can deny it heavily, but it also means that an uber charged demo or soldier can destroy everything in seconds. It's ok to have mulitple sentries guarding the same area, but seperate them, that means that when a charge comes or a couple of enemies, they can't simplely spam one area and destroy them both, they have to choose which is more valuable, and then leave the other one for another time, giving more time to defend, while having sentries still denying the place down, or possibly killing multiple enemies whom don't realise the second sentry is there.

Dispenser!

While having multiple dispensers is useful for fast healing, they are supceptable to explosives (stated above). By having them in different places, this give allies multiple places to take cover and heal while also having cover, this means that everyone won't huddle in one spot and possibley get killed by a kritzkrieged soldier or demo (maybe even heavy).

Teleporters!

Have them lead to different parts of the map, so your allies can choose where is more important, Closer to the cart/point? Or closer to my allies so I can support them? Thats about all I have for teleporters.

Help out other engineers!

As an engineer, everything you can do to your buildings (except picking them up/destroying them) you can to your allies, which means you can help repair, build or upgrade other engie's sentries or dispensers. This can be crucial in some situations, where you sentry isn't being attacked, but you see you friends one being shot at, but he's not nearby, just hit it to make sure its at full health, or even when he's there, hit it to help repair that bloody gun can be the difference between winning or losing the round. This also applies to sappers on buildings, make sure if your close by the help engies with the spy, if he's repairing, go kill the spy so he has to focus you and not the buildings, where he may carelessly get killed by the now unsapped sentry.
Engineer 101 - Dealing with different classes. Pt 1
Now as you should probably now by now, TF2 has 9 different classes, all with different stats, weapons, health, speed and more. Just because someone is playing one class doesn't mean they'll be stuck to one tactic, although the majority do depending on the weapons they may be using, so lets jump right into it shall we?

The scout, A super fast, super annoying, hit and run class that relies on his mobility to dodge attacks, kill an enemy and run away before anyone can catch up to him.

Stats wise, he's not the beefiest class, sharing the 125 hp pool with the engineer, equiping very similar weapons, and has similar fighting styles. The major differences is that the scout can fight you in many different ways, all of them usually luring you away from the safety of your sentry gun, the scouts biggest weakness, as the sentry's aimbot (although slow turning speed) means it's bullets can not miss. Many scouts fight around this, and here's what to look out for.

If the scout is using a scattergun other than the shortstop, dont let him get too close, the difference between the scattergun and shotgun is, well, just 3 points of extra meatshot damage, but, with his increased mobility, ability to double jump (or triple) and easily literally run circles around you, he can be a tricky class to fight without the power of your sentry. Scouts using the shortstop are more likely to stay far away from you, and not try to rush into your face, these scouts are also generally smart, not rushing into an area without checking it out for sentries. If the scout has a pistol, he will try to snipe your sentry (as buildings take base damage, ramp up and fall off don't affect buildings) either from far away to harras you, or just out of the sentries sight, so keep an eye out for them. Scouts with Bonk! Atomic Punch, when drunk, will make them immune to normal means of damage for eight seconds, but they will be vunerable to knockback and can't fire their gun during that time, if the scout is smart enough, he can and will be able to get past a lone sentry, DON'T LET THAT HAPPEN! If a scout as the atomizer and/or winger, he'll be able to jump to places where you'll not expect, and probally try to take you out by surprise, hoping that he'll outrun the sentry, so always be aware, since you're not just looking for damage threats, but also spies.

As for fight a scout 1v1, without your sentry, just fight him similar to another scout, jump around a lot, move speraticlly to try and throw him off, and try to track as well, since he's faster, it might be better to retreat are fire if you're able to, because he'll most likely have an advantage, even when you have the gunsligher equiped for that extra +25hp.

The Soldier, a dim witted individual whom loves teleporting bread all the time, but that doesn't mean he doesn't like violence, infact, he loves it, so much that he just wants everyone to explode in fear of him.

The soldier is the generic class, being the easiest to learn for newcomers, as well as having advanced maneuvers for veterens. His rockets deals massive damage to buildings, having decent spalsh if your buildings are huddled or your too close to them when he fires, as well as being able to rocket jump to a position that can more easily deal with your sentry or you in general. He is favoured among many and is has many different ways of dealing with you and your sentry. If a soldier has the direct hit, MOVE YOUR SENTRY! Although it has massiv damage and can 2shot your sentry, it has barely any splash damage, so move it somewhere where the soldier has to risk himself to take it out. If you see any airstrikes, make sure your buildings are inside with low roofs, because you can't repair against the speed of 8 rockets at once. Rocket jumper soldiers are trolldiers, don't worry too much about them unless they have the shotgun equiped, which then treat like a slower/beefer scout. Liberty Launcher/Black Box is same with stock. Now, the Cow Mangler is different, while not being able to hurt buildings much (deals 20% damage to buildings) its alt-fire is capable of mini-crits, setting people on fire and disabling buildings hit for 5 seconds (sentries won't shoot, dispensers won't dispense, teleporters won't teleport), so while he's not a threat of terms in damage, he can make it so others can destroy it easily, so make him focus you and dodge, so he can get the charged shot off.

In a 1v1 situation, Just run, or if your going to fight him, take the high ground, soldiers main damage is splash damage, so by being higher than him, he can't use that to his advantage. If you have the short circuit though, have good timing, and just make him run for the hills ;P

Pyro, the loveable being that everyone doesn't even know it's gender (gonna just say he though, cause I can), Many can be loveable, huggable cuddly toys while others are demons that should of burned in burning lava of the underworld. Now, while sentries aren't a weakness to the pyro, he isn't exactly great at taking them out (unless ubered). While his flamethrower can put out decent damage, he has to do it at an angle that the sentry cant shoot him at, so jump on him to surprise him if he tries to go sneaky like a spy.

In a 1v1 situation, unless you have epic aim, just run. He will airblast you, and then kill you with one of his many crit gimmick weapons. Unless he's a Wm1 (just moves forward at people using the flamethrower), then just back up and shoot, as this guy shouldn't be much trouble if you know how to backpedel well (not running into walls, objects, ect.). I really shouldn't have to list weapons here, as WM1 = Phlog or Burner 95% of the time, or he's gonna crit gimmick with degreaser, which decreases switch time from and to the degreaser.
Engineer 101 - Dealing with different classes. Pt 2
The Demoman, one of engineer's worst nightmares, having 2 primary weapons that both explode is devestating, being able to shoot a couple of stickies then blow up your crap with one big explosion, which means all that damage happens at once, no using trying to repair it. A demoman is one of those enemies that can deal with you and your sentry at the same time and prevail quite easily. His grenade launcher shoots grenades (refered to as "pills") that when direct hit deal 100, no matter the distence, but when they hit a non-damageable surface, they will bounce and roll, then explode some more, making it a useful mortar weapon. His second weapon, the Stickie Launcher shoots, well, Stickies. They are bombs that can stick to any surface and can deal up to 112 damage depending how close he is to you (or your buildings). He can have up to 8 out in the field before detenating them all, causing massive damage over a wide area.

Against Stock demo, you'll have to predict where he is going to shoot his stickies or pills, as thats the only way to avoid damage here, and try to not be too close to your buildings when fighting him, as he'll be able to destroy them and you at the same time, so make him pick! That'll sometimes leave him vunurable trying to think, then catch him off guard. There is a 2nd type of demo, and thats demoknight. Demonkights will use boots (more speed and health), a shield (charge at people, gives res to fire and explosives, charge can crit after certain charge distance) and a melee sword which has 37% increase melee range. While all the swords don't deal random crits, the demoknight will be faster than you, and can catch up with a charge which can result in a crit death, so beware running from them. Demoknights are however unable to deal with sentry guns effectivly, has they have no gun to shoot them with, so defending a enclosed area can result in their quick deaths

This is Heavy Weapons Guy, and that, is your death. The heavy has the biggest health pool, having a base health of 300, but also being the slowest class in the game. While he may see scary in a 1v1, he can be scary when beside your sentry. The heavy is a class to most likely be pocket by a medic, whom can give him exceptinal health and life expectancy, meaning you should never underestimate this guy. All his Miniguns require reving up before he is able to shoot, with his accuracy ramping up after one second of reving and his damage ramping up after one second of firing (both of these reset when he stops firing/reving). All of his miniguns make a noise when reving, indicating that he's close by, except for the tomislav, which is silent, so take caution if you know theres a heavy on the enemy team, because those things can have over 500dps, thats a Heavy and 2/3 every second, the highest dps in the game can only be dealth by this guy, but don't worry too much, Senties, depending on their level, have minigun resistance.
Lv 1 = 5% | Lv 2 = 10% | Lv 3 = 20%

In a 1v1 fight, you'll most likely lose unless you can use your terrain to your advantage, or lure him into your sentry to help finish him off, but in most cases, I suggest that you run unless you skill level with aim and dodging is exceptinally high.

Ah, a fellow engineer, I wonder what's he's doing so far away from his nest (or you from yours perhaps). Anyway, I'm gonna talk about 1v1 first here. When 1v1 another engineer, he's basically a slower scout that can't double jump, but the same goes for you. This engie can be a challange if he knows how to use his weapons right, just like you, basically, skill levels and the right usage of your weapon will determine who wins in this fight.

When it comes for fighting sentries (both your's and his) engineers are weaker than a scout, since he doesn't have as much DPS as others, doesn't have a way of getting around it, and doesn't have splash damage to fight it off, in this case, you should probally wait for your teammates to come and take it out for you, as you can spend the time either building, or killing other players.
Engineer 101 - Dealing with different classes. Pt 3
The medic, a psychopath whom is only healing you for the entertainment of killing everyone else. About 90% of the time, a medic will be seen either #1 healing his team like a good medic, #2 Pocketing a Demo/Soldier/Heavy like a ♥♥♥♥♥ or #3, going battle medic. Battle medics (unless they have the arrayseven helm on, will show it at the end of this) generally have decent skill with their needle guns and most likely will have the Blutsauger, which while decreases the medics self healing passive by -2, will give him +3 hp on hit, which can give him (if they all hit) 21hp per second, so learning the needle's falling arc and slow speed can help you survive much longer. they can also try going for a cheeky crit swing if they somehow manage to pull it off, so beware if they try to melee you. Whenever you see a medic with someone else, ALWAYS GO FOR THE MEDIC! You can try to kill the man killing you, the medic will make sure he wont die, so killing the medic means that the guy actually killing you won't be getting healed, so any damage won't be going to waste on him, but if he's pocketing a soldier/demo/heavy, run. You gonna need teammates to take them down, simple because you don't have enough health to deal with them.

Now for the medics wearing this helm or the whole set, unless they are arrayseven himself, don't take them too seriously. Most people wearing this set try to go battlemedic like him, and usually fail, this is in my opinion however, it's just i've seen like 100 different people like this who were all terrible at battle medic, so based off experince, just kill them quickly to end their misery. If they can actually aim, then just bob and weave bro, bob and weave.

SNIPER NO SNIPING! These guys will either #1 headshot you every single time or #2 will be terrible and get lucky with one, either way, just don't stand still with these guys around, one easy way to counter them is to build in tighter or small areas, so the sniper can' just stay out of range and pick you or your sentry off.

Do still be careful around them though, a lot of tf2 snipers have learn to quickscope (where they quickly scope then fire with a 0.3-0.8 second area, as firing while scoped for less than 0.3 seconds won't inflict a headshot) and will most likely try to do so, one metheod of dodging is jumping a lot, as they will either miss of bodyshot you, which will deal 50 damage (sniper rifle base damage). They can also be using the Huntsmen (or as we like to call it, the Lucksmen or the C***smen) which uses an arrow (a projectile) which can be buggy with headshots since the explosion hitbox doesn't have a seperate "Head" hitbox compared to hitscan weapons. They might also try to smg you, which basically does half the damage of the pistol, with double the clip, or will throw jarate on you (piss, which while covered in it, will make you take mini-crits) and use the bushwacka (deals crits whenever it should deal mini-crits), but when they have the bushwacka out, they take 20% more damage, so use that to your advantage.

And now, the character we talked earlier in the guide, the sneaky frenchmen, the spy (or shpee). As said earlier, he has a sapper which can sap your buildings, but lets get more detailed about them.

The spies weapons consist of a revolver which deals about 60 damage close range which can 3 shot you, a sapper, as explained earlier, a knife when swung from the 180 degree behind someone, will instantly kill them, no matter the hp, an invisi-watch, which lets them cloak for a period of time and a disguise kit, which lets them disguise as either any enemy (your team) and any teammates (his team) which has its moments.









The spys many different revolvers can change how he works majorly. The Ambassador (the picture on the right) has the capability to headshot, dealing 102 damage which then can be followed up by a bodyshot if your not careful. I put a picture here so you can see it because a spy with this can be either godlike or terrible, but still, stick to the sniper strat, jump around so he cant headshot you, and you should be fine. His Diamond back gives him a similar crit mechanic to your "Revenge" crits, he gets "Spy" crits, where he gets one crit for every backstab, and 1 critswhen a building with a sapper on it is destroyed (the sappers doesn't have to destroy it, only be on it when the building is destroyed), which also deal 102 damage, so if this guy has aim, well try your best, but your most likely gonna die. The El'tranger does less damage than the stock (like all the other ones) but gives him 15% cloak on hit and gives him a permanment 40% extra cloak (which is 4 more seconds if using stock). A spy using the Red-Tape-Recorder instead of his normal sapper is more of a troll spy, since instead of dealing damage, it slowly reverses your buildings building phase, which it firsts de-levels your buildings, until its back at thew begining, where it is destroyed. All of his knifes are albe to backstab, so always beware of that, although kunai gives him less max hp, in turn for hp on kill which can overheal.

A maneuver that spy might to is a "Trickstab" where he will fool you that he's going one direction, where he'll go another and get a backstab on you. The only way to guess this coming is if he goes around a corner, don't insteadly follow and turn the opposite direction just in case, and if your goind up stairs, either go back down them or turn around quick enough if chasing a spy. You'll need more in-game experiance to be able to actually know when and how to dogde a trickstab, but when you do, you can go ahead and shame the spy (unless they are f2p or just went p2p, then don't bother unless it happens like 4-5 times) after killing them.

Holy crap, spy just has a lot to talk about doesn't he? Well anyway, onto his cloaks, yes we have to talk about them so you know what style of cloaking he has, as all of them are diferent. The stock lets him cloak, which drains his battery, for a max of 10 seconds (14 with el"tranger), which slowly recharges, roughly 30 seconds from empty to full. He makes a noise when cloaking and decloaking, can not shoot or backstab, but can disguise without smoke appearing. When you bumping into him/when he takes damage however, he will blink for 0.5 seconds, letting you see a rough semi-cloak spy, letting you track him down and kill him. His second one, the Cloak and Dagger, has much shorter time, only 6.2 second (8.68 with El'tranger) but has the added ability to recharge his battery while standing still, even when cloaked, which can let him sit near your nest, wait for you to go away, then sap and destroy with you knowing where he went, so if your aware of a spy, never leave your buildings. The last one is the Dead Ringer, which when held out, doesn't immeditatly cloak him, but if he takes any damage (including fall damage) will cloak him, take 60% reduced damage and show it in the enemies kill feed to make them think they killed him. He then gains a 2 second speed boost where he;s slightly faster than a scout, his damage reduction slowly goes down to 20% over 3 seconds and doesn't blink for the first 2 seconds of dead ringering (as its called). Its major downsides is that unless its battery is full, it can not be used, and it makes a gigantic ROAR when he decloaks, which can be heard for a major distance, letting people know that a spy has a decloaked and has a deadringer. No matter the type of cloak he's using, he won't be detected by a sentry while invisable, letting him cloak behind your lines, then look like a friendly thats coming from spawn, then BAM, all your ♥♥♥♥ is gone.
Engineer 101 - Rollouts Koth Viaduct
(I'm very busy, with college and all kinda taking a priority over everything else first)

(I've only got 2 maps right now, as they are koth maps, and I don't play enough arena maps to know their rollouts just yet)

A rollout is what you do on your way to the battle (ie the point in koth or mid in 5cp). Everyclass has different rollouts, which also differ depending on the weapons. Soldier, for example, can purposly hurt himself and hold out the escape plan/equalizer to help the medic build ubercharge faster, while a heavy can use GRU (Gloves of Running Urgently) to sprint to the front lines. Engineer is a lot harder to master and control, as he relies on teammates to be able to get to the point and hold it so he can set up. While he doesn't have to rely on them, most of the time if they don't hold it up front, you're probably not going to build a level 3 sentry or dispenser in time.

Koth viaduct

This can be difficult, as there aren't many good spots for sentries without being in spam/sniper fire, but he can be one of the most useful support classes here. Here are some some rollouts spots for teleporters.









In the First Image, is the usual rollout for the teleporter spot, as its a safe area to place a teleporter, as it requires the enemy to push to be able to get on it, while it's also guarded by walls to not be seen from the enemy. It's great as a teleporter for allies, as it puts them right into the fight, being able to keep the pressure on if they happen to get pushed back a little.

The second image is if your team is really getting hammered by the enemy, this location is far back, meaning theyh have to traverse a long distance before they can even start shooting at it, while it's a safe location for allies to teleport in, as they'll know they won't be thrown right into a fight, that said, being far back means allies have to run to the front if they're going for a push, which can be a disadvantage, but thats how most positions work, offensive with low defence, or defensive with low offence.

The third image shows a really aggresive teleporter, as it allows allies to get the jump on a lot of enemies, which in a lot of case can mean the difference of winning or losing that fight. That being said, if the enemy knows where the teleporter is, it is suceptable to spam fire, which can be devestating to anyone just going through it.

The last image is more of a sneaky teleporter, barely used by many whom play engie, this teleporter spot can be safe for it requires good jumping skills to get to, and no one ever expects it to be here (from my views anyway). Its roughly the most even teleporter spot in terms of defence and offence.

And now we move onto the dispenser. It should always be used for your teammates! Don't be a greedy engineer and let your allies heal up from it, as without them, your not going to be able to build there for long. Here are some good spots to build your dispenser in.









The first one, as you can see, is the same area as the teleport spot, and sometimes even a sentry spot (but don't make a nest there, it makes it easy for uber rushes to destroy it), as allies are able to retreat and heal up in safety, as the walls block sniper sight lines, and anyone daring to come close can be dealt with quickly, as there is also another health pack for quick healing and an ammo pack for some quick metal.

The second image shows a slightly more offensive spot, allowing allies to heal while staying close to the point, generally useful if the enemy is trying to get a small push going through. I only recommend this and the third spot if you have the rescue ranger, so you can save it when your team gets overwhelmed.

The third spot is much more aggresive, allowing teammates to stand directly on the point, without having to get of for heals and ammo. This can work very well, especially if the clock is close to 0, and you need to keep it capped to win the match. Once again, have rescue for the rescue.

I don't personally recommend this spot, while it lets allies get health while being safe, if an enemy soldier or pyro juggles people in the air, they have no escape, which is never a good thing when your playing a game where the goal is to not die and kill the enemy.

Sentries are a bit hard on this map, as all the good spots have sniper/spam sight lines, which will require either the wrangler or aliies to deal with, but here they are.







I'm sure as you notice straight away, they're all open space, with lots of space for sniper aim, but they are frankly (in my opinion) the best sentry spots on this map.

The first one is a defensive sentry, as it can cover some of the point and some territory, while being protected by the bulgded ground, giving it some protection. While It can't shoot as much, it doesn't get shot much itself.

The second spot, while I dont recommend it too much, is a more aggresive defensive spot, covering the entire point, but being suceptable to sniper and spam from the overhead hill. It does stop mindless jumping onto the point, which many people will do when the timer is below 10 seconds left.

The last spot is the Super Over-Aggresive spot, covering the entire of the enemy base, only do this if your team has managed to push them back into spawn, and have this sentry as a sought of fall back point, letting teammates recover before going back to slaughtering.

WARNING! NEVER DO THIS, I'M TELLING YOU!



I've seen too many new engineers do this, while it may seem appealing at first, being surrounded by walls, it may seem safe, but those walls will be your downfall. When the enemy pops their uber, you'll have nowhere to run, as your only exit is now blocked by that medic and demo/solly/heavy pair, and you will most likely die from it. Please don't do this.
Ending - No longer Continuing
Sadly, thanks to mental illness and many other factors, including college, I'm unable to update this a much as I would of liked, and now I don't feel like updating it anymore.

You may still write comments down below or type in anything useful, but for now, I won't be doing anything. Maybe some time in the future.
1 Comments
Jesus is King 7 Jul, 2021 @ 2:27pm 
engineer gaming