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Engineer
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=== Primary === {{Class Weapon Table Header}} {{Class Weapon Table Row |weaponname = Shotgun |description = The '''Shotgun''' is Engineer's stock primary. It fires 10 bullets every 0.625 seconds, each dealing 3-9 damage, depending on range. As the most reliable primary for direct combat, Engineer will often run it on offense, as his full attention is not required to maintain his buildings. Its large clip allows it to kill up to 3 enemies at full health, and doesn't punish Engineer harshly for missing a shot in 1v1 fights. |ugc4s = always |6s = always |ugchl = always |etf2lhl = always |rgl6s = always |rglhl = always }} {{Class Weapon Table Row |weaponname = Frontier Justice |link = Frontier_Justice |description = The '''Frontier Justice''' has only 3 shots in its clip. When Engineer's sentry is destroyed, however, it will gain two stored critical hits for each kill his Sentry landed, and one stored critical hit for each assist. Its small clip size prevents Engineer from taking Medic's ÜberCharge and charging into the enemy team; rather, he must use it sparingly, in self-defense or when supporting his team. The weapon is most commonly seen in [[King of the Hill]] maps, though most players will stick to the stock Shotgun for its larger clip size. After dying, Engineer may choose to equip the Frontier Justice if his Sentry is about to go down, use the crits, then switch back to stock in his next life. |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table Row |weaponname = Widowmaker |description = When fired, the '''Widowmaker''' consumes 30 metal, and regains 1 metal for each point of damage dealt to enemies, effectively reloading it. Engineer can only use the Widowmaker effectively by attacking enemies at close range, which is extremely risky and will get him killed most of the time. While it deals 10% more damage to the enemy his Sentry is targeting, this slight damage bonus is only noticeable at close range. It cannot be spammed at long range, as it consumes a lot of metal, which may be needed for maintaining Engineer's buildings. As such, the Widowmaker is rarely seen in competitive play, as it heavily punishes missing enemies. |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table Row |weaponname = Pomson 6000 |link = Pomson_6000 |description = The '''Pomson 6000''' has 4 shots in its clip and has infinite reserve ammo, but fires 28% slower than the stock Shotgun, with a 0.8 second attack interval. It launches a slow-traveling laser projectile that cannot be airblasted or destroyed and deals the same base damage as the Shotgun (60), but only ramps up to 72 damage at point-blank range. When a Medic or Spy is hit by the projectile, he will lose up to 10% ÜberCharge or 20% Cloak, respectively, but this draining effect falls off at range. While the Pomson has the potential to deny the enemy Medic's ÜberCharge, the projectile is easy to dodge and is easily blocked by the rest of the enemy combo before reaching the Medic. Thus, the weapon sees little use in competitive games. |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table Row |weaponname = Rescue Ranger |link = Rescue_Ranger |ugc4s = true |6s = false |ugchl = true |etf2lhl = true |rgl6s = false |rglhl = true |description = The '''Rescue Ranger''' has only 4 shots in its clip and 16 reserve ammo, and fires bolts that move quickly and are affected by gravity. The weapon deals 40 base damage (the same as Spy's Revolver), making it a poor choice for direct combat. However, the bolt will heal friendly buildings for up to 60 health, consuming 1 metal for every 4 damage healed. This makes it more metal-efficient than Engineer's other wrenches, which heal buildings for 3 health per unit of metal. When the Rescue Ranger is deployed, Engineer can use the alt-fire button (Right-Click by default) to pick up any building within his line of sight, teleporting it to himself at the cost of 100 metal. However, he will be marked for death while hauling any building, making it more difficult for him to survive while doing so. The Rescue Ranger is Engineer's go-to primary on defense, as it allows him to maintain buildings at a safe distance, and snatch them out of danger if needed. This allows him to stop turtling in a nest and spread out his buildings to more advantageous locations to aid his team more efficiently. However, this makes Engineer more vulnerable to Spy, as buildings cannot be healed or hauled while sapped. }} {{Class Weapon Table Row |weaponname = Panic Attack |link = Panic_Attack |description = The '''Panic Attack''' is a primary weapon for Engineer, and a secondary weapon for [[Soldier]], [[Pyro]], and [[Heavy]]. It deals 20% less damage per bullet, but fires 50% more bullets in a wide spread and deploys 50% faster. While it deals somewhat more damage at point-blank range (108, compared to the stock Shotgun's 90), it is fairly useless at mid-to-long range, thanks to its low accuracy. It is useful in tight corridors which force enemies into close combat, but is inferior to the stock Shotgun in open areas, as enemies will keep their distance from Engineer, preventing him from dealing much damage. |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table End}}
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