Team Fortress 2: Combat Engineering
July 8, 2010, the “Engineer” patch comes online for Team
Fortress 2. Valve releases a set of updates aimed at the Engineer, changing
some mechanics, and adding in new items. One of the new items introduced was
the “Gunslinger” an unlockable robotic hand, serving as a melee weapon for the
Engineer. With the Gunslinger, a new Engineer playstyle was born.
Side effects of Australium may include replacing your left hand with a robotic one. |
So I heard you wanted to be a Combat Engie.
Before I delve
into any specifics, one must be proficient with the original Engineer class. If
you are not, that’s fine. This section of the guide will go over the relevant
Engineer basics.Ain't that a cute little gun. |
Basics #1: The Shotgun
The Shotgun is the Engineer’s primary weapon. Despite being
the “secondary” weapon of many other classes, the Shotgun can still dish out
heavy damage at intermediate to close ranges. Mastering the shotgun is vital to
combat engineering, as one cannot always depend on sentry guns to finish off
the target. Getting used to the damage at different ranges is also important.
Least optimal, optimal, and point-blank damage values. |
By having damage dealt
show up in numbers over the target, one can get used to the “sweet spot” range
of the shotgun. Ideally, the best time to fire on a target is when the
resulting damage will be 50 or higher. This translates into an intermediate
range. This is important, as the time required to reload the Shotgun is
considerable, and can cost you in a fight. In the best situations, having all 6
shotgun rounds available is enough to finish off anything that isn’t overhealed
or a Heavy.
Basics #2: Map Layout
As an Engineer (and with all classes to an extent),
knowledge of all of the pickups locations is vital. By memorizing the health
and ammo pickups on a map, one can plan a retreat to those areas in the event
of a losing fight. For combat engineers, the locations of ammo boxes are of the
most importance, as they restore metal used to make your various buildings.
Basics #3: Spies
As with normal Engineer play styles, you are still
vulnerable to Spies’ Electro Sapper. You are less shut down by the Electro
Sapper as the Combat Mini Sentry only costs half your metal, but it still
removes your main offensive item. Always be in the habit of bump-checking
teammates (teammates can pass through each other, disguised spies cannot), or
simply firing Shotgun blasts into suspicious allies. Spies are more likely to
sap your buildings than come kill you on occasion, often turning your buildings
into a “preliminary warning system”.
Mentlegen. |
Now that the basics are covered, let’s get into what Combat
Engineering is all about: the Combat Mini Sentry.
The Combat Mini Sentry comes as a replacement to the normal,
3-stage Sentry Gun when equipping the Gunslinger. The Combat Mini differs from the normal
Sentry gun in that:
It cannot be repaired, hitting the Combat Mini will only
restore ammo.
It does half the damage of a normal Level 1 Sentry gun.
It fires at x1.5 the speed of a normal Level 1 Sentry gun.
It turns at x1.5 the speed of a normal Lvl 1 Sentry gun.
It has a significantly smaller hitbox.
It costs only 100 metal to place.
It fully constructs from the PDA in 3 seconds, always at
full health.
The main focus of the Combat Mini Sentry is fire support and
a distraction. Being a Sentry Gun, the Combat Mini will never miss, and will constantly
deal damage whenever an enemy wanders within range. However, the Combat Mini is
very frail, thus positioning is tantamount to keeping the Combat mini alive an
useful.
MINI SENTRY IS CREDIT TO TEAM. |
Engineering #1: Mini Placements
The Combat Mini has a considerably smaller profile and
hitbox compared to its normal variant. Because of this, the Combat Mini is best
suited for “ambushing” enemies. This implies that the enemy should look in the
opposite direction of where he was heading in order to spot it, thus taking
additional damage. Combat Minis also do well on high outcroppings, where it may
be hard to hit with projectiles, and still be able to cover a large area.
You may not see it, but it sees you. |
Engineering #2: Divide and Conquer
While a well-placed Combat Mini will have a higher chance of
surviving retaliation, one should always be backing it up with the Shotgun. In
the best case scenario, the enemy must choose between either attacking you, or
the Sentry gun. With the Gunslinger, you have effectively 250 HP (100 HP on the
Combat mini, 150 HP on self) that the enemy must wear down.
Engineering #3: You’re still an Engie
While you’re not tied down to a static, Lvl 3 Sentry Gun,
you can still help out other Engineers with theirs. Even without other
engineers on your team, you are still a great support with Dispensers and
Teleporters. Team Fortress 2 is a team game, and helping your teammates stay
alive definitely helps further your own goals as well.
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