Team Fortress 2

Team Fortress 2

473 ratings
Yee-Haw! An Evolutionary Tree of Engineers
By Digitic
The fifth entry in the Evolutionary Tree series. Enjoy!
   
Award
Favorite
Favorited
Unfavorite
Introduction
It's been a while since I made my last guide. In this one, we'll be covering a whole lot of Engineer types (obviously), but we're going to do more than that. I'm David Attenborough (not), and we're going to delve into the human mentality, the ingenuity and creativity locked inside our heads, and how a simple video game character unleashes our full potential. Actually, nah. That sounds way too educational. Let's just learn how to grow better and blow more people up! Also, the next guide is Medic.
...
(Man, that was really short...)
Oh! The newest addition to the guide is How To Reach, or what you should do to become one of these guys. This one only applies to the post-split classes, so sorry, but you can't learn how to be a baby engineer.
Baby Engineer
Uh... Please place that, it's doing nothing...

Derp. Anyway, baby engineers are the guys who either don't know what a building is or they just abandon it. They have no idea what leveling up does, and they generally don't repair buildings. If you see a randomly placed level one sentry, it's this guy's. Place a sapper on it, and he'll come over and shoot at the sapper. Yeah. That guy.

Origins: A new player.

Combat style: What's a building? I have a shotgun? How do I switch to an AR?

Characteristics:
1. Buildings non-existent or oddly placed
2. Doesn't upgrade/repair
3. Charges alone
4. Kind of dumb

Advantages: His sentry may catch other players off guard, and he may even get a few kills with it.

Disadvantages: His own squishiness without his sentry and/or dispenser nearby.

How to beat him: Watch out for sentries and just take him out when he charges.
Guard Engineers
I couldn't find the one I wanted. It said "They broke my teleporters. I broke their legs." However, this one works too.

Guard engineers are on the complete opposite side of the engineer spectrum as their predecessors. In fact, if the scale was our solar system, these guys would be hurtling past Pluto right about now. Anyway, building is the whole purpose of the Guard Engie. If every building is not level 3, then it's useless until it is. Even teleporters that travel two feet. They're level three.

Origins: Oh, wait. Buildings are good!

Combat Style: Turtle like you've turtled your whole life!

Characteristics:
1. TURTLE!
2. TURTLE!
3. Turtle behind ALL the sentries!

Advantages: If these guys set up in the right spot, they will a) get the "10 kills with one sentry" achievement in about two seconds, and b) stonewall all enemy progress.

Disadvantages: These guys don't always set up in the right spots. Also, they love building like obsessive talkers love hearing their own voice. They will literally pick up a building, place it 2 inches away, and rebuild again. (Seriously.)

How to beat them: Either let them be if they're in a bad spot, or wait for them to pick their sentry up (or Uber rush).
Engineer Split
We all know the drill by now. Oh, also, I thought of something. I'm scrapping "How to become" and replacing it with "Scenario". Scenario gives an example of where you see one of these and what they're doing. Anyway:

Do you:

Place buildings in odd spots and suprise people? WhereTF engie.

Sing the troll song in your head as you build? Trollgineer.

Use only the mini sentry and develop forward bases? Combat Engineer.

Go Uber-pro and sentry jump over the enemy lines? Sneakineer.

Just build in tried-and-true spots? Predictable Engineer.

Stay in your little base and fire away at enemies? Sentryneer.

Do whatever your team needs? Hard-Working Engineer.
WhereTF Engineer
Uh... Ok, useless sentry mode act...i...vate?

Origins: Spies who decided to play as their own prey.

Scenario: You're just walking along, minding your own business as you walk from spawn towards the enemy (dustbowl second stage comes to mind), then BAM! Sentry kills you from out of nowhere. You go back to blow it up, but it's gone. You assume a teammate got it, but it's just 15 feet farther down the path. You, sir, have met a WhereTF Engineer.

Yeah. Says it all right there. WhereTF Engineers are never in one spot, and neither are their buildings. They may abandon a level three sentry to sapping or shooting, but as long as they stay hidden near ammo, they're fine with that. Sentries are often in odd spots and get suprise kills a LOT.

Combat Style: Sentry does the work while the Engie hides.

Advantages: Really suprising, and they never seem to be anywhere when you destroy the sentry. Perhaps they're right behind you... But they're not there either.

Disadvantages: Not really useful for area defense, and they're screwed if they get spotted or their base is found.

How to beat them: Be patient. And if you can't, listen for a wrench hitting something.
Trollgineer
Pootis penser here? NOPE.

Origins: TROLOLOLOLOLOL

Scenario: Mini sentries underwater. 'Nuff said.

There are two types of Trollgineer. Those who use minisentries to make life as hard as possible for enemies and those who just go friendly/Derpineer. For those of you who don't know, Derpineers use the Short Circuit, aim straight up, and fire. Just look at one and you'll see what I mean. However, minisentry trollgineers are hard to stop, and put sentries in places that are hard to see/shoot/access. Just take down the endless stream of minis and you should be fine.
Combat Engineer
More minis. Great...

Origins: Health boost? Guaranteed crits? Taunt kills? Count me in!

Scenario: Anyone who uses a minisentry.

Combat engineers are the less trollish versions of their Trollgineer cousins. They use minisentries effectively, but not unfairly. They can guard a point or make a forward base, but they're effective (and usually good shots with the Widowmaker) either way.

Advantages: Minisentries are the bane of everything except Homewrecker Pyros, and it does chip damage to everyone.

Disadvantages: The never-ending stream of minis can be stopped by one good sniper, spy, or any other class that targets the Engie.

How to beat them: Engineer corpses can't deploy minisentries. Make good use of that fact to win.
Sneakineer/Ninjaneer
Is that a sentry made of legos? I want one now!

Man, it's so hard to find related pictures. Anyway, sneakineers are the cousins of WhereTF engies, but sneakineers are more permanent in their setup. Expect spawn camping.

Origins: Scys (yes, scys) who try engineer.

Scenario: Enemy team's half Snipers and Spies, time to go Pyro and wreck their plans... OMG WAI IS DERE A SENTREH OOTSIDE SPAWHN? WHARE IS MAI MEDIC?

Advantages: Sneaky, and their sentries usually get a lot of kills before they inevitably get overwhelmed.

Disadvantages: Heavies, Ubercharges, suicide pyros, splash damage, Spies, and mini-sentries can all ruin a sneakineer's day.

How to beat them: Use one of the aforementioned things to destroy him.
Predictable Engineer
Found the sentry? Engie found you.

Origins: Tried-and-true spots always work the best. Guaranteed.

Scenario: If there's normally a sentry there whenever you play this map, there's one there now.

Predictable Engineers are just Engineers who use previously proven spots to build their nests. They usually prefer having everything be precise and orderly, and tend to spycheck only occasionally (because spies totally won't realize that you're slacking) or if they get tipped off.

Advantages: Tried-and-true spots generate results. These sentries usually MUST be removed to progress.

Disadvantages: Tried-and-true spots also have tried-and-true methods of being defeated.

How to beat them: Spies, Ubercharges, standing outside of sentry range, etc. Also, C&D spies can do one of two things, a) sap the dispenser, then cloak as the engie runs around in a panic or b) disguise as a Scout and spam X5 until the engie rage quits. Either way gets the sentry into an unguarded, vulnerable spot.
Sentryneer
A more literal translation.

Origins: I don't want my buildings to do all the work!

Scenario: Pomsoned...Pomsoned...Shot with a pistol...TABLE FLIP OF RAGE!

Sentryneers act like extremely weak sentries. They camp by their own base, and usually their sentry is watching their back or sides. These guys will spam bullets until you die or they do. It's usually them.

Advantages: 360 degree battle coverage at once. Also, lots of spam = lots of kills.

Disadvantages: Engineers are squishy, and not built for ranged combat in the first place.

How to beat them: Introduce them to your Machina, then send in the spies.
Hard-working Engineer
That's right. You just got dominated by a groundhog.

Or is that a prairie dog? Is there a difference?

Hard-Working engies are the top of the food chain, and they're particularly versatile in their uses. They can use any weapon in the game well, and can be offensive, defensive, or support. If you meet one, nothing but an Uber can destroy their buildings, and even then the Engie will survive.

Origins: A pro with lots of experience.

Scenario: Anything covered previously goes for this guy, although he's most commonly a Predictable Engineer.

Advantages: The engineer will survive any push, and a new nest will be up within a minute.

Disadvantages: The buildings aren't invincible. Neither is the engineer.

How to beat them: Camp the nearest ammo source without letting them see you, then blast away.
Resources
This is the first time this sectin is in a guide "officially", but there was another helpful guide at the end of the Scout guide. This section contains other guides that you may find helpful to improve as this particular class. There's only one that I've found for the Engineer, and that's the Engineer Bible. Here's a link.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=113153908&searchtext=Engineer+Bible
Conclusion
Well, one more guide down, and only 4 more to go. I seriously love to write these, and I don't want to stop at nine. If you have any concepts that you don't understand or that you want me to add my humor to, please tell me, either on my profile or on my group here:
https://steamhost.cn/steamcommunity_com/groups/tipstrickssubclasses
Also, read the announcements. They'll give you something to think about.

Anyway, I hope you've enjoyed the guide, leave a comment with any feedback or one simply identifying yourself (i do read them all, even when I got 463 in one sitting), and go have fun!
384 Comments
HarmlessPotato 1 Oct, 2022 @ 10:42pm 
im a combination of a guard engineer and a wheretf engineer becuase I like to move my sentry everytime I get a kill becuase i dont want people to already expect that it's going to be in that same spot but at the same time i always stay at the base making sure noone picks up the intel
Digitic  [author] 8 Jan, 2017 @ 12:23pm 
@Pistol Star™
I called it sneakineer. Updating it now to include Ninjaneer in the title.
Coelian 8 Jan, 2017 @ 11:54am 
no ninjaneer? :P
Archangel 30 Oct, 2016 @ 1:07pm 
nice
Digitic  [author] 30 Oct, 2016 @ 12:49pm 
@TheExplosion3

I've actually seen it in person! It's really cool.
Archangel 30 Oct, 2016 @ 9:29am 
irl
Archangel 30 Oct, 2016 @ 9:29am 
valve has a to scale size level 1 sentry with lock on sounds
BudMcGrud 24 Aug, 2016 @ 5:13pm 
Sometimes Sentryneer, mostly Combat.
Galgose 16 Jul, 2016 @ 1:29pm 
I feel like im not reallly anyone of these but im more towards the playstyle of the hard working engineer but not that good at it though
Even though i probably took the path from guard engineer to sentryneer and then i became close to the hard working engineer
Sugarcult 15 Jul, 2016 @ 11:54am 
I'm definitely a combat engie. Although I do use the eureka effect occasionally
(Only on 2fort or convoy)