Fixit's Engineering Handbook

This is copied directly from Fixit's post on

(I dusted this off and decided to finish it. Hopefully my writing style helps break up the wealth of information I'm trying to convey :3)

Fixit's Guide to Playing The Engineer

(Even if you already do ;P)

Next to the Demoman, the Engineer is one of the most versatile classes in Team Fortress 2, with a unique ability which is entirely unlike anything any other class can do. With a few quick presses of a button, and thump or two from his trusty wrench, the Engineer can put up a Defensive wall without ever gettin' his hands dirty with someone else's blood. As it is my favorite class, I am understandably frustrated when newb engineers wander into danger, clueless of what they're doing. Hopefully, I can provide some new and meaningful information to help keep you new Engies alive and valuable to your team. This guide will be written as if the person reading it has never seen or played an Engineer before in their lives, in hopes that I will not miss anything, dismissing it as rudementary knowledge.

Meet Your Engineer

The Engineer is visually distinct, which his yellow hardhat, team-colored shirt, overalls and welding goggles. He is also the shortest member of your team, and furthers this impression by spending a great deal of his time hunched over his machinery. He is amongst the physically weakest classes, possessing only 125 HP and modest firepower, in terms of actual handheld weapons. His lack of personal power is made up for with his unique ability, from which he earns his name. The Engineer can construct buildings, including an automatic machine gun device, referred to as a Sentry Gun. (It may also be referred to as a Sentry, Gun, Turret, or several other similar names)

As his lack of firepower makes him rather disadvantaged in a firefight, playing the Engineer requires a different mindset than perhaps the Soldier or Demoman. Chances are, during your career as an Engineer, you will be doing a lot of retreating, hopefully back to your Sentry Gun. Running away isn't cowardice; it's survival.

To those unfamiliar to his play style, the Engineer can be extremely frustrating, as it would appear at first glance that the Engineer does a lot of sitting around, doing nothing. The reverse is actually true; good Engineers are proactive in their defense, seeking out trouble before it finds them. Some do not have the patience for the Engineer's quieter, less action-paced style. This is not something I can help you with; you can either learn to accept it, or you can switch to another class and join the assault.

It is interesting to note that the Engineers and their enemy, The Spies, share a sort of odd kinship. One class's skills can easily translate to the other, and vice versa. They both rely on catching their opponents unaware, and lose effectiveness the more their enemies catch onto them. Even so, the Spies are often pitted against their sedentary brothers in an effort to break through their defense, and as a result, the Engineer becomes one of the most paranoia-inducing classes in the game.

Engineering 101: The Basics

Okay, so you've spawned, and you're looking to start work. Hold on there, pardner. Let's check out what you've been issued first. One or two of the weapons may already be familiar to you, if you've played other classes before.


Shotgun - (aka Shotty) Your mid-to-close range weapon, the shotgun fires shells which spray 10 pellets of leaden death at your opponents. The shotgun can put out some surprising damage, if you can put all ten pellets of each shot into your opponent. Shotty carries 6 shells, and has a max reserve of 32. The spread of the shotgun makes it useful for 'Spy-Checking'; the act of searching for and

Pistol - Long range weapon, and arguably the most accurate weapon in the game, aside from the Sniper's 'Klick to Kill' Rifle. 12 bullets can be fired in rapid succession (about 2 seconds, if your trigger finger is especially beefy) Carries 12 bullets, and a max reserve of 200. This is officially the most ammo carried by any one class. Do not discount the Pistol, mistaking it for weak. The precision of the Pistol versus the spray of the shotgun can potentially inflict more damage on your enemies.

Wrench - (aka Crit-Wrench, Crit-Stick, etc) The most versatile weapon in the game. The Wrench does more than merely smack your enemies senseless. It also speeds the construction of buildings, and dumps Metal into them to upgrade. Earns the name 'crit-wrench' due to the Engie's supposedly higher base crit ratio (which makes up for his lack of firepower) combined with the fact that melee weapons also tend to crit more often.

Palmtop - (aka Build Menu) This little doo-dad what looks like a calculator brings up the build menu. From this menu, you can bring up a blueprint for one of your buildings, which you can then place on the ground and begin construction.

Detonator - (aka The Big Red Button) If, for any reason, you need to intentionally demolish a building, you select it using this device. Careful though, because it doesn't give you an 'Are you Sure?' prompt when you do.


This is what the Engineer class is built to do; assemble these four buildings. While this makes the Engineer the least most combat oriented class in the game, it certainly doesn't make him weak. Each building in his arsenal is a valuable contribution to his team, in one way or another. The key is knowing where to build them, and for what purpose(s).

- Sentry Gun -
Autonomous Machine Gun
Cost: 130 Metal
Assembly Time: 10 Seconds (unattended)

This is probably the first device you will build, and its is the Engineer's most easily-recognised building. The Sentry Gun, in its resting state, sweeps across a 90 degree arc, looking for an enemy to lock on to. A Sentry can detect an enemy within its 360 sensor area, but rotating to lock onto that target takes time. Several of the Sentry's features improve with upgrading, including: armor (The Sentry's total health), ammo capacity, firing rate, and rotation speed.

Level 1 - A small, tripod-mounted, semi-automatic cannon, with a team-colored operating light. Fires approximately twice a second, when active, and deals somewhere between 13 and 20 damage per shot. The Level 1 sentry is good for providing some quick and impromptu cover-fire, albeit not terribly powerful. The fact that a Level 1 Sentry is small, and relatively quiet (compared to his upgraded brothers) it is useful as a temporary ambush device. Also, the Level 1 Sentry is, by a small amount, the tallest of the Engineer's buildings. This proves useful when using your buildings as stepping stones to higher areas.

Level 2 - Sentry transforms into a dual chaingun turret, with improved armor and tracking speed. Fires at approximately 4 rounds per second, and deals the same amount of damage per shot. Used primarily for semi-permanent ambush spots and area blockades.

Level 3 - Sentry becomes a rocket-supported machine gun turret, with maximum armor and tracking speed. The Machine guns fire at 8 rounds per second, and the rocket pack fires once every three seconds. The rockets, though appearing to be four seperate projectiles, are actually counted as one single explosive round. The rockets are estimated to be somewhere between 30 and 60 damage per cluster, but no concrete measurement has been put forth. (auth: At least, none I'm aware of.) Level 3 is used almost exclusively for permanent Area Defense and Forward Base protection, due to the tedious work involved to upgrade the Sentry to this point.

- Dispenser -
Stationary Supply Depot
Cost: 100 Metal
Assembly Time: 20 Seconds (unattended)

This handy little number provides health and ammo to anyone on your team (and disguised Spies) provided they are standing next to it. For Engineers, it also fabricates metal at a set number of units every five seconds. Once the Dispenser has a reserve of 400 units, however, it will cease to manufacture metal. The Dispenser can also serve as a large, bulky, impassable barrier for both you and your enemies. This makes it useful as piece of portable cover, and as a barricade in narrow tunnels.

Level 1 - Basic 'Vending Machine' construction. Level 1 unit provides metal in 40 unit packages, and heals health at about 10 HP a second. Leave the Dispenser as-is if you plan to use it as a barricade.

Level 2 - Vending Knobs section pops out, revealing a drawer full of pill bottles and syringes. Manufactures metal in units of 50, and heals teammates at 15 HP per second.

Level 3 - ECG (electrocardiogram) machine pops out of the Dispenser's top. Unit manufactures metal in units of 60, and heals at 20 HP per second. This rate of healing rivals the Medigun in terms of speed, which heals at 24 HP per second. For a long-term sentry nest, upgrading the Dispenser to Level 3 is all but imperative.

- Teleporter -
Telemax Mobility Platform
Cost: 250 Metal (125 for each unit)
Assembly Time: 40 Seconds (unattended; 20 for each unit)

Comes in two parts: an entrance, and an exit. Once both are constructed, a teammate merely needs to stand on the entrance, and in about one second, is zapped straight to the exit's location, with no tedious walking in-between. Unlike other buildings, the Teleporter Entrance and Teleporter Exit operate as a single machine, including being upgraded. Unfortunately, this particular door swings both ways; if either machine is broken, the Upgrade resets to Level 1. The assembly of a teleporter is often tedious and unrewarding, as poorly-placed teleporter exits are frequently demolished. The effect on a Offensive advance can, at times, be extremely noticable; especially in the case of a fully-upgraded teleporter.

Level 1 - base unit. Full recharge cycle; takes approximately 10 seconds. If you expect the teleporter to only last a handful of trips before being discovered, its best to leave it as a level 1, and save yourself the time and metal.

Level 2 - Half recharge cycle; approximately 5 seconds.

Level 3 - Quarter charge cycle; takes a mere 2.5 seconds. Invest the time and effort to upgrade your teleporter if you are certain it is well-hidden, or otherwise protected. (i.e. placed behind a Sentry Gun at a Forward Base)

General Advice For Good Engineers

Tips and advice that should be applied to your Engineering escapades, whether you're on offense or defense.

1. Co-operate!
This is probably the most important thing I can teach a newbie Engineer: 'None of us is as strong as all of us.' If you see a fellow Engineer putting up a sentry, help him! One level 3 Sentry gun is, in most cases, preferable to two Lv. 1 sentries. A team of three Engineers, if working together, can have a Sentry Nest up and running in a frighteningly short space of time. Also, repair other Engineer's sentries when they're under attack, and they'll be more inclined to return the favor in the future! After all, your class is the only one that can repair, reload, and de-sap sentries and other Engineer equipment.

2. Fight on Your Terms
If and when an enemy comes to destroy your Sentry, sitting and camping it might not work. Especially if that enemy is a Demoman. Camping will do you no good against three or four Stickybombs planted under your Sentry, or a Sapper-Spamming Spy. Instead, whip out your shotgun and take the fight to them. Now, you've made yourself a threat, as the enemy has to focus on you, and the Sentry Gun. You may be weak in terms of firepower, but that's no reason to roll over and die.

3. It's a Fleeting Thing…
Your Sentry Gun, and all of your buildings, are temporary. They're not worth dying for, and there's no point in getting bent out of shape every time they get demolished. If it looks like your Sentry Nest is going to bite it, bail out; you can always build another one. It's better to let your camp be demolished, than to try and defend it, and have it AND you die as a result. Just pick up the pieces and move onto finding a new campsite. No, really, pick up the pieces…

4. Recycle!
If your buildings get demolished, it can be a blessing in disguise. The twisted wreckage can be picked up and recycled for a modest amount of metal. At times, this can go a long way to rebuilding your Sentry Nest/Forward Base. Also, broken Sappers, discarded weapons, toolboxes and broken Sticky Bombs also provide you with metal, so if you're in short supply, grab them while you can! Note that the toolbox, while an uncommon drop, is valuable as it supplies 200 Metal and full ammo to whoever picks it up.

5. Bait
If one or two of your buildings aren't being terribly useful at the moment (such as your teleporter keeps getting discovered) plant them in a doorway leading to (or from) the objective. 9 times out of 10, the enemy cannot resist demolishing it on their way. This gives you advanced warning of when the enemy is coming, where they're coming from, and (by looking at the kill display) what class the enemy is.

6. Out of Reach? Hardly!
Your buildings are solid to you, so you can use them as stepping stones to reach otherwise inaccessible platforms. Note that while the Dispenser is the common choice to use as a temporary platform, the Level 1 Sentry Gun is actually taller by a small amount, even if it doesn't appear to be. If you can't reach an area with the Dispenser, try erecting a Sentry instead!

7. Many Hands Make Fast Work
Standing around watching your building assemble itself is a pain in the neck, and excruciatingly slow to boot. For every Engineer that hits a constructing building with his wrench, the time required for that building to construct itself is reduced by 50%. This way, 3 engineers hitting the same sentry can have it operational in 2 seconds. They can have it fully upgraded in about 5 more seconds. Again, working together benefits everyone.

8. Upgrade Conservatively
Always leave about 50 Metal in reserve, should your Sentry or other buildings take damage. Upgrade in units of 100, but only if you have the metal to do so. Nothing is as frustrating as assembling a Level 3 Sentry Gun, only to have it demolished because you had no metal to keep it repaired/reloaded.

9. Assess your Threats
If you're not camping your Sentry, patrol the immediate area for threats that can take down your Sentry. Be proactive in your defense; find trouble before it finds you! Pelt them with shotgun fire if they start chasing you, and as always, lead them back to the Sentry.

10. Know the Map
The more you've played on a map, the better your advantage as an Engie will be. While knowing a map is a boon to any class, an Engineer relies on secluded alcoves and tight corners where he can set up a Sentry Gun, and not have an enemy immediately blow it to kingdom come. So again, the more you've explored and studied a map, the better off you'll be.

11. About-Face!
The one thing I seem to notice consistently with new engineers is the fact that they are oblivious to the fact that you can rotate blueprints using alt-Fire (usually your right mouse button, unless you bound it to another key) Pressing the key turns the blueprint 90 degrees (or one quarter-turn) anti-clockwise. This feature is invaluable to Engineers, as it allows them to back sentry guns into tight corners, putting them further out of the enemy's immediate vision. Also, rotating the oddly-shaped dispenser can help squeeze it into a narrow gap beside or behind your Sentry.

In Your Element - The Engineer on Defense

This is what the Engineer class is built for, so naturally, your first foray into Engineering should be on Defense. These tips will hopefully help lock down your team's defense, and ensure that you slow or altogether halt the enemy advance.

1. Know Your Sentry's limits
The Sentry Gun has a limited sensor range. This is indicated by the red or blue 'bubble' that appears when you pull out the Sentry Gun blueprint. If this bubble doesn't cover the entire area the Sentry is defending, that means there are blind spots that Enemy can see your Sentry Gun, but the gun won't see them. Also, the Sentry Gun's tracking speed (the speed at which it turns to get a lock on an enemy) is slower than you'd think, so avoid putting the Sentry gun in a place where an enemy could possibly sneak up on it.

2. Combination Lock
The Basic Engineer combination goes like this: The Dispenser heals and provides the Engineer with metal. The Engineer in turn protects and upgrades his Sentry Gun. This allows the Gun to protect both the Engineer and the Dispenser from their enemies. This is usually referred to as a Sentry 'Nest' or 'Camp'. This is not to be confused with a Sentry 'Farm', which is several Sentry Guns covering the same area (which multiplies their effectiveness)

3. Don't Wander Off
Your Sentry Gun needs you to keep it repaired and stocked with ammunition. If you wander away from it, there's a chance an enemy will slip in and destroy it. The biggest threat of this comes from your mortal enemy, the Spy. He has, in his arsenal, a tool specifically designed to cripple and demolish your buildings. Stay close to ensure your buildings' survival.

4. You're NOT John Rambo
In fact, in terms of firepower, you are likely one of the weakest classes in terms of combat. Your enemies have class-specific weapons which do much more damage than your shotgun or pistol can. Stay out of firefights, if at all humanly possible. You can't fix your Sentry if you're dead, after all… On the flip side though, being an engineer makes you an attractive target for any enemies looking for a quick kill point. Run away from them, back towards your sentry nest and, hopefully, the Sentry Gun will do the rest for you.

5. Dispense With Formality
The Dispenser is an underappreciated tool, which can be used for more than just a stationary health and ammo depot. Dispensers can be used to block doorways, as buildings are solid to you, and to your enemies. (allied players can walk right through them) So, if you can't immediately cover a hallway entrance with the Sentry Gun, set up a Dispenser in the doorway. It will end up being demolished, but that will give you advanced warning of incoming enemies, and slow them down in the process. Also, in the case of defense, you can set up a Dispenser to benefit a allied Pyro or Heavy, as the Dispenser replenishes their ammo faster than they can fire it. In this way, a Pyro or Heavy can benefit from a bottomless supply of ammo and health, and becomes an intelligent, semi-mobile turret.

6. Camping =/= Winning
While I said before that wandering away from your sentry was a bad idea, camping it religiously is a bad idea as well. If all you're doing is crouching behind your sentry, thumping it with your Wrench, a Spy can easily jump on your head, decloak, stab you, and sap all your buildings. A stab from above counts as a backstab, so be aware of your surroundings at all times. Camp your Sentry only when it's under attack.

7. Prioritize
Depending on the map, and whether or not you have a setup phase, you will need to determine in what order to construct your buildings, and where the available metal is. The first thing you should do, regardless of map or time, is put down the Teleporter Entrance. You're a few feet from a Supply Cabinet, so really, there isn't a reason not to. Next, if there is little available metal near your intended campsite, build the dispenser first. If there is an abundance of metal (Such as a large Ammo Crate) then build the Sentry Gun first. After both of these devices are running and upgraded, then consider putting up a teleporter exit for your allies.

8. Take turns Babysitting
One engineer can repair and resupply more than one Sentry Gun. Allow your fellow Engies to go build a teleporter/dispenser elsewhere, while you stay at home and mind the Sentries. Be sure your allies are willing to do the same before you go wandering off though!

9. Paranoia is your Friend!
Spies are everywhere; get used to this fact. Spycheck anyone even remotely suspicious that comes near your Sentry or other buildings. Or better yet, recruit a Pyro on your team to spycheck the immediate area. This is particularly useful because the Afterburn effect lights up even cloaked and disguised Spies, making Pyros Spy-Checking champions.

10. Know When To Fight and Run Away
There are times when the smartest thing to do is to abandon your Sentry Camp. When a Demoman starts lobbing stickybombs at it is one such case. If you're on an Attack/Defense map, running away is always a perfectly acceptable option. RED's respawn time can be incredibly punishing, robbing you of precious seconds where you could be rebuilding your defense.

Out And About - The Offensive Engineer

Now we get into some advanced Engineering; going on the attack. Now, I said before that an Engineer is a poor choice in a firefight, and I meant it. That doesn't necessarily mean he's useless on the attack though. To the contrary, a clever Engineer can help push the entire Offense forward; and that's just using the teleporter!

1. Communicate!
pay attention to what your team says, as communication is more important to an Offensive Engineer than a Defensive one. You want to stay out of trouble, so be sure to ask your teammates where the trouble is. Also, if your forward base comes under attack, it's important to be able to call for help.

2. Stay Out Of Sight!
If at all possible, do not let the enemy see you, especially if you're carrying a toolbox. (the device that turns into a building when you plant it) If they do, they will immediately assume you're building a forward base or teleporter, and come hunt you down, sooner or later.

3. Teleporter First
The teleporter is the biggest support you can give the offense. The faster you can get it running, the better; the trick is sneaking in to drop the exit. Communicate with your team to find out where the main firefight is going on, and avoid it. Most maps have several paths that can be taken to avoid the main conflict. When you've found a suitably hidden alcove or corner, drop the teleporter and get the hell out! The longer you hesitate, the greater the risk of the enemy spotting you and, as a result, discovering your teleporter.

4. Forward Command
Once the teleporter is running and upgraded, use it to pop forward and build a miniature base on the offensive line. A Dispenser is critical, as your teammates will be injured and running out of ammo. A Sentry is important to your base too, as it will defend it against enemies that would have it (and you) destroyed.

5. Ambush Sentry
If a forward base is proving difficult to establish, abandon it for the moment, and instead plant a Sentry Gun in a secluded corner of a hallway. This will soften up or kill enemies that might try to use this abandoned corridor to flank your teammates. If you can hide it behind a corner or building in a firefight, do so. Putting up an ambush Sentry can do a lot to help turn the tide of battle in your team's favor.

6. Upgrades
Don't forget that your Sentry isn't the only building that can be upgraded now. Lv.3 Dispensers heal at a rate comparable to the Medic, and a Lv.3 Teleporter can get your team to the fight again in a heartbeat. Do not, however, blanketly prioritize their upgrades over building a Sentry.

7. Move It On Over.
If you're playing on a CP map like Well, it's important to keep moving your buildings forward; especially the Sentry Gun and Teleporter. The Sentry Gun will prevent the enemy from pushing you back, and the teleporter helps to keep your allies pushing forward. Remember that in Well and similar maps, the Spawn Rooms move forward once you have the 3rd and 4th Capture Points. Don't forget to move your Teleporter Entrance too!

8. Portable Cover
The Dispenser, as I said before, is solid to you and your enemies. In this way, you can use the Dispenser as a sort of deployable cover, protecting you from enemy fire while you babysit your Sentry. The added benefit of this is a renewable source of health and metal, as well. The Dispenser only has about 150HP, (same as a Medic) so using it in this manner will require frequent repairs. Note you will still be slightly injured by weapons that cause splash damage, such as grenades, stickybombs and rockets. it will however, prevent you from getting pushed around with knockback.

9. Blockade
If the Defense is making a hard push to reclaim what's theirs, slow down their reponse by barricading exits with either the Sentry Gun or a Dispenser; either way, the enemy will be impeded, at least temporarily. This can buy your teammates precious seconds while they capture the Objective and push the Defense back.

10. It's Quiet… Too Quiet.
If you're not coming under regular attack, not scoring any kills, and allies aren't using your teleporter, chances are your Forward Base is in a bad place. Pack up and move elsewhere. But be cautious of where you move to; you don't want to give your camp's location away before it's properly set up, after all.

Know Thy Enemy

Below is an assessment, from my personal experience, of how dangerous each opposing class is to you, and to your Sentry Gun. They may not be accurate to your experience, but I hope they help you decide when to fight, and when to flee.

Threat Level: Moderate

There is a reason an attacking Sentry is referred to as 'Locked On'. Not even the nimble Scout can shake a Sentry's infallible aim, once it's caught sight of them. The only time a Scout is any serious threat to your Sentry is when he is peeking around a corner to chip off the Sentry's health, or he somehow manages to get behind it and circle-strafe it to death. As for you, if you are anywhere within view of your Sentry, you're safe from being ambushed by a Scout. If you travel away from your Nest/Base, however, a Scout will take that as an opportunity to riddle you with Scattershot, so be wary. The Pistol is your weapon-of-choice for dealing with this hyperactive opponent.

Post-Update Assessment - Sandman is your greatest danger when facing the Scout, upgrading his status to Moderate Threat. He can stun you for several seconds, and during that time, and enemy can easily take you or your Sentry out with little effort. If you see a Scout with a baseball bat out, start to move and don't camp the Sentry; the Baseball barely does any damage, and is more threat to you than to it.

Bonk! is also a nuisance to Engineers, as it will usually prioritize the Scout as its most important target. This is both a good and a bad thing - It distracts your Sentry, leaving it vulnerable to enemy fire, but also causes it to pin the Scout against the nearest obstacle with Knockback, holding him nearly immobile until the Bonk!'s effects wear off.

Threat Level: Moderate

Soldiers will smear you across the landscape, given half a chance. If you can get behind one though, you can often put a clip of Pistol ammo and shotgun shell or two into them before they can turn and rocket you to kingdom come. If you're camping your Sentry, and have a lv.3 Dispenser up, your Sentry can usually outdamage a soldier, unless he has a Medic with him. Chances are, you will die as a result of splash damage before the Sentry is destroyed.

Threat Level: Minor/Moderate

Pyros can pump out a lot of damage at close range, and their flames pass through your Sentry's hitbox (The area of space that the game uses to register hits and misses) If the Pyro is coming at you from a distance, he's a minor threat to your Sentry, and to you. If he manages to leap out from behind a corner, and catch the Sentry at point-blank range, he can potentially destroy your entire camp, including you. This threat upgrades to 'Severe' if a Medic Ubercharges him. Naturally, if you're away from your Sentry gun, the Pyro will roast you. Try to avoid being caught in narrow tunnels and around corners.

Threat Level: Severe

Fighting A Demo one-on-one is risky business, but it is possible for an Engineer to beat them. At medium distance, a Demo will probably switch to the Grenade Launcher, in hopes to kill you with a direct-hit grenade. Charge the demo using the Shotgun, until he switches to the Stickybomb Launcher and tries to trip you up. When he does, stop and back up, switching to the Pistol to hit him at range. Continue dancing back and forth like this; it is IMPERATIVE you do NOT stop moving. As for your defense, Demomen have the easiest time taking out Sentries. Their Stickybomb Launcher can fire from surprising distance to land their explosive payloads right at your feet. If the Demo is very far away, he'll have to charge his Launcher between shots, giving you a chance to disarm his Stickies with your Pistol. If he's close, take the fight to him before he lays down two or more Stickies. If he's ubered, bail out; you won't be able to save the camp anyway.

Threat Level: Moderate/Severe

Don't even try fighting a Heavy as an Engineer; you WILL die, unless the Heavy is severely weakened already. Heavies have a lot of health, and at times, can outgun a Sentry 1 on 1. If you're camping the Sentry though, the Heavy will typically lose, unless he leaps out from behind a corner, coming within point-blank range of the Sentry. If he has a Medic though, he can outgun the Sentry from a distance, even if you are turtling it. And if he has an Ubercharge, well… Depending on how far away he is when the charge goes off, it may be better just to bail out and rebuild later.

Other Engineers
Threat Level: Minor

It is unlikely you will encounter another Engineer during your travels, and if you do, he'll likely be coming after you, not the Sentry Gun. In a confrontation with another Engineer, the fight boils down to a) who's a better shot, or b) who crits first. Best to stay out of Shotgun range and riddle the opposing Engie with Pistol shots.

Threat Level: Minor/Severe

Medics aren't dangerous in their own right, though the unusual firing path of the Needlegun/Blutsauger makes them well suited for taking out unattended Sentry Guns from around corners. Their danger comes in the fact that they possess the Ubercharge - a 10-second burst of total invincibility, both for himself and for his patient. If a Medic ubercharges an Ally, and comes charging for your Sentry, quickly assess the situation: is the Sentry's knockback keeping the enemy far enough away to not be a threat? If not, bail out; you're probably going to lose.

Threat Level: Minor

Snipers can kill you in one hit, but generally speaking, if you're camping your sentry, you shouldn't be anywhere a Sniper can get a clear shot at you. Snipers rely on wide open spaces with little cover, whereas the Engineer does better in confined spaces. As for the Sentry Gun itself, while a lone Sniper can inflict massive damage with his Rifle, he cannot do it fast enough to keep up with or beat a Camping Engineer's repairs. Unfortunately, if two Snipers are co-operating, your Sentry will likely fall.

Threat Level: Moderate

Ah yes, the Spy; the Engineer's shadowy half-brother. While Spies have tools at their disposal specifically geared towards destroying your buildings, they are not nearly as effective as a Demoman. They have to physically approach your Sentry, apply a Sapper, and make sure the sapper stays in place until the Sentry is demolished. Meanwhile, if you're anywhere nearby, you can blast the offending Spy with your shotgun, and still have time left to remove the sapper from your Sentry Gun, at least. Spies are a threat to you if they manage to sneak up on you and stab you; adjust your Sentry-Camping Strategies to prevent this from happening, such as putting your back to a wall, or to your dispenser. If you're away from your Sentry and are chasing a Spy, best to let him go. The Spy's Revolver is as accurate, if not more so, than the Pistol. Unlike the Pistol however, the Revolver inflicts some severe damage per shot. This, and chasing enemies draws you away from your Sentry Gun, which puts it in danger.

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