Team Fortress 2

Team Fortress 2

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The gibus engie's guide to: basic engie stuff and other things
By Azure Bliss
This is my 3rd guide, my last one was about to help the engies, so i looked at the comments and someone said to help the engies by raising a good point of: if we babysit them they will not learn, but im getting off topic. This is a guide to engie basics for: people revisiting the game, new players and other interested people.
   
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Intro
This guide...welp you probably have read the discription so anyway: this guide is split up into easy chunks, which are:
Part 1: The very basics (skip this iof you know how to build and repair, through the least logical solution but there we are)
Part 2: Sentry guns
Part 3: Dispensers
Part 4: Teleporters
Part 5: Sentry jumping and other tactical advantiges/some advanced stuff
Part 5: Conclusion

Now i would like to point out that i am NOT a profesional/ in any way better than average engineer, i just know the basics and a few extra bits, so if you are looking for a little extra on your already very high skills then: like and go read the professional's guide to engineering or something else basically.

Like it if you liked it and let's get down to buisiness;)

Part 1: The very basics
This part of the guide is based on you knowing the very VERY basics of the game, eg: moving and shooting and changing weapons and how to actually build a building (if not then: WASD, left click, and 4 then 1-4 it's easy) welp...yeh ive run out of material pretty quick for this part, quick next paragraph)

Anyway the next part is how to upgrade: hit the buildings with a wrench, bloody illogical, i mean you use the same way to destroy an enemy building but i digress. Yes this was a small section but the only other things i can put in are: sentry spots and the internet is very stingy with them.
Part 2: The sentry
A sentry is your best friend, in the words of the redneck you are playing as: "what you need? Is a gun, and if dat don't work? Use more gun" truly excellent words describing a sentry gun who will guard you through thick and thin, heavy and scout, spy and sniper and will be your main source of...well everything besides metal, but we will cover that in a min, it is why engineer is a class that is played at all, as someone who has no special ability to do damage, low health and low damage weapons. But anyway, here are the weapons of the lvls of sentry guns, if you need more stats then look up uncle dane's video about "lvl 2 or 3 sentry gun" but anyway

lvl 1: A kinda slow firing speed, yet about 16 damage a shot, and around 150 health i think, remember i do these in 1 day/ not much research, yes i am lazy.

lvl 2: A double barreled machine gun/ double firing speed, more firing speed and around 180 health.

lvl 3: Way more height, but 216 health and rockets that reload around 2 secs.

Mini sentry (from gunslinger): 150% of lvl1 firing speed, 8 damage.

All buildings have a 10% resistance to all non melee damage and are immune to crits.


The paragraph below is the comment that let me revise my stats, they were less acurate before.
(hp of sentries goes as follows: lv1: 150 lv2: 180 lv3: 216.(mini 100 hp) (plus you could mention that lv2 sentries have double the fire rate compared to lv1 [mini has 150%], each bullet does 16 dmg [8 if mini], buildings have 10% resistance to all non-melee dmg and are immune to crits)
Part 3: The dispenser
A dispenser is a very useful asset because it distributes: Health, Ammo and Metal (which is the thing that lets you upgrade buidlings/ build them) Another level guide yay...:

Lvl 1: 40 metal, ammo and a bit of health a second

Lvl 2: 50 metal, ammo and more health a second

Lvl 3: 60 metal, ammo and quite a bit of health a second

Now the dispenser is replaceable, but if you are not on the final point or mvm, not in this guide, then it is better to lose your sentry and fall back if needs be, because the dispenser is your main source of making buildings, it could also hold them off for another few seconds letting you escape, and after a min you have a sentry again if you save your dispenser, but if on final point then it is better to use or lose the dispenser than lose the sentry, as you arn't able to fall back any further.
Part 4: Teleporters
The tele is a very useful asset to the team helper engineer as he can let his friends/team go to the front lines a lot quicker so they can support the rest of the team and maybe save the game if they are REALLY needed and you can use them for "ninjaneering spots" which are just hidden teles behind enemy lines so you and your team can get behind them and screw them over, or just yourself so it doen't stand out like a heavy at a scout convention, and the way you can use it yourself is to use the eureka effect, but i would like to point out never use it if not to ninjaneer yourself and hide behind lines and MAYBE bbuilding a sentry, but the eureka effect is truly horrible at building sentries, why? well here are the stats (from another comment) +teleporting to spawn and tele exit, -50% slower construction rate ( wrench boosts the build time of buildings half as much) -50% metal from ammo boxes and dispensers, so yeh you're sentry/dispencer/tele would go quite slowly. Anyway another level guide:

Lvl1: around 10 secs to being ready to teleport

Lvl 2: around 6

Lvl 3: 3 secs

Also i cannot point this out any better: UPGRADE FRIENDLY TELES AT SPWAN IF YOU ARN'T PLAYING AS ENGIE OR MEDIC, others do this and so should you to help your team.
This is Team fortress 2, not: Alone fortress 2 or Singleplayer Fortress 2, and that is why it is different from COD and such as there is a team role that you don't have in games like COD.
Part 5: More advanced stuff
Now if you have made it this far: Congrats, and if you have skipped? Go back now! Anyway there is a lot more to this construction worker than we first thought, eg: There is a thing called: Sentry jumping, where you use the wrangler by pointing it at your feet, press Jump+Crouch, so you get a boost (that is also crouch jumping if you get in the air, or just getting a little boost and to climb most ledges) and then firing the rockets, trial and error is a thing with this, you may die by falling to quickly, etc. There is also another way of doing it, that is commonly associated with the mini sentry, as it has faster firing speed and less damage, you can use the bullet's knockback to push yourself up. You can use those for: Rancho relaxo stuff and really good sentry spots, where you sentry jump on a roof and use the rescue ranger to tele it to you and place it down.

That is the extent of my basic knowledge, as iu said i am a satisfying: meh, at engineer, so i know my basics and can sentry jump but not much else, except putting teles out of the map, but all the spots will change/ be replaced so i won't sey about them.
Conclusion
I hope you enjoyed the guide, now im going to lie back and put my hands into a pillow and ignore new requests, as i have lost my interest in guides for a bit as i...meh i've stopped caring. Just go, and help your team, FOR THE ENGINEER NATION etc.

Good luck, and best wishes to ya, now imma sit back.

Like if you did, and comment about stuff, i won't do big things like make another guide from requests, for now, but i will try to reply and share my feelings to it.
6 Comments
Azure Bliss  [author] 10 Jun, 2016 @ 8:52am 
Also if anyone has an idea for a new guide then say it in the comments, I will probably make it
Azure Bliss  [author] 9 Jun, 2016 @ 8:10am 
ok i wil put it in, and yes i do have a few spelling mistakes because of: a: there is no spellcheck and b: i did it in a day. But yeah thanks for the feedback
jua 9 Jun, 2016 @ 6:25am 
I could be petty and comment on the spelling mistakes, but nah, it's a nice guide.
One small note though, there are two types of Sentry Jumps. The type you didn't mention is using the Sentry bullets' knockback to jump. It's more commonly done with Minis due to its faster firing rate, greater knockback and lower damage.
Azure Bliss  [author] 7 Jun, 2016 @ 11:46am 
Now i get a well deserved break