Out of all the classes in TFC, engineers are in some
ways the trickiest to play; thats probably why new players tend
to avoid them like the plague, or a friendly engy trying to fix their
armor. =) The menus, lack of health and armor, and weak
(hah!) weapons tend to discourage players who are unaware of their
potential. As far as sheer variety of abilities, nobody else comes
close, which can add to the hesitation some people have in playing
engineers. But if you know what youre doing and have a good
sense of what it takes to put up an organized defense (or offense
in a few situations), engineers can be powerful allies and a lot of
fun to play!
-= The Engineer Class in a Deathmatch =-
The engineer is generally a weak class in a straight
deathmatch. Ignoring help from sentries and teammates, play him somewhat
like you might play a scout on defense and use hit and run tactics
if the area can accommodate them, or somewhat suicidal close attacks
if it cant. The only differences between a scout and an engy
are the special abilities, speed, weapons carried and 5 (!) health.
Scouts are the only class that have less health than you, and youre
even equal on armor! For this reason, dont try to take on a
healthy soldier one on one in a straight deathmatch unless really
necessary, your team can afford it and you gain something by it, or
you generally know what youre doing. =) Your EMPs, handgrenades,
and shotty can make you a halfway decent weapons platform in a pinch,
but remember youre still basically a slower scout with slightly
better combat weapons. This is why a lot of the time I rely on suicide
EMP runs to do my damage rather than attempting to deathmatch a heavier
class and losing, or by luring opponents into the range of my sentry.
Your main position should be in the rear, so that youre hopefully
not taking on healthy and fully armed opponents. Your job is to finish
off anybody coming by your position and generally not up front getting
in the first hits. You cant take very much damage before dying,
so remember youre not a soldier when that HWG comes lumbering
in. =)
-= How to Beat an Engy =-
Remember that while engineers have weak health and
armor, their weapons are actually somewhat powerful and some of them,
like me, have a death wish and wont hesitate to kill themselves
to send you back to respawn. I always love it when an enemy medic
runs up and infects me thinking that hes actually harming me.
They ALWAYS learn about a second later that infecting an engy with
a death wish is a BAD idea. =)
Also remember that their EMPs are quite powerful in
a lot of cases so discard early and often, just in case you pick up
an extra bag somewhere along the line. Trust me, itll make your
life last significantly longer. =) When Im not going on kamikaze
runs I usually just circle the opponent while priming an EMP and trying
to get in as many shotty hits as I can while Im waiting to gib
them with the grenade. Since engineers are relatively fast, I often
live quite a bit longer than I have any right to considering that
Im taking on several opponents two or three times bigger than
I am.
To beat an engy, stay away from them if possible and
attack from long distance if you can inflict enough damage fast enough.
An alternative is to get close to them and blast them quickly with
an explosive weapon such as the rocket or grenade launcher and then
back off to avoid the inevitable grenade. Essentially, to beat an
engy the best thing you can do is to put yourself in a position where
its difficult for them to EMP you. Be cautious, because a good
engy will surprise you: Ive killed people camping our attic
in the Well with a through-the-floor EMP many times, so dont
assume youre automatically safe if youre high up or in
an otherwise somewhat inaccessible location. Also make sure that your
opponent isnt luring you into the range of their dispenser or
sentry!
-= Weapons =-
[emp]
[guns] [wrench]
- EMP Grenades -
First, lets look at the engys personal weapons,
the guns and grenades. Ill cover grenades first, since I consider
them my primary weapons. Engineers carry what most of us who have
been on the receiving end would no doubt consider one of the most
powerful weapons there is: the EMP grenade. It deserves a special
consideration by itself. It has a good sized radius; can penetrate
walls, ceilings, and floors (allowing for surprise kills); can detonate
pipebomb traps; and turns any backpacks in the area of effect into
mini handgrenades. It can detonate a fully loaded level 3 sentry with
one shot; something only the sniper rifle and a MIRV or a well placed
nail grenade can do as well. It also takes out fully loaded HWGs or
demos quite effectively, which is quite a feat in itself; however,
since its dependent on the enemys ammo, youre better
off saving them for the heavier loaded classes and using handgrenades
on the lighter, faster ones. Also be aware that if the enemy is wise
to your tactics theyll make it a point to discard and to not
load up on any heavy explosive grenades, which makes your EMPs relatively
useless. It can take 3 or more EMPs to kill a HWG when theyre
not carrying explosives, which is far too many when that HWG happens
to be riddling you with bullets.
On grenade jumping: Yes, its possible, but in
almost all cases, dont bother. Handgrenades will launch you
up really high, but will kill you if you dont do it perfectly
and will leave you at 4-7 health, no armor if you do execute it perfectly.
And thats assuming youre maxed out to begin with and take
no damage from landing. EMPs will give you about ½ to 2/3 the
boost at a much smaller cost in health/armor, but you have to be carrying
a full load of rockets (30) and frankly, I can think of much better
uses for EMPs.
Ive found 4 EMPs disappear all too quickly already,
so use good judgment. In my opinion, one of the best tactics is to
prime an EMP, hold onto it, and run towards a cluster of opponents.
Almost no matter what they do, theyre going to go up in flames;
if they kill you before it goes off, you drop it and it immediately
explodes, and if you live, you just get better grenade placement.
In fact, if you discard your explosive ammo first, you often survive
while your opponents dont! Ive annoyed many players with
this one, most of my clanmates included. *grin* Ive found this
tactic to be extremely damaging to the enemy offense, as it costs
your team only one weak defender (you, and sometimes you dont
even die), who will respawn relatively close to where you died, in
exchange for at least one enemy. Even if you only kill one, you are
slightly ahead because the time for you to respawn, resupply and go
on defense is less than the time for an enemy to do the same and make
it back to your base. Obviously this doesnt apply when youre
the sole defender and theres more than one opponent on offense,
however. While your life is essentially expendable, make sure you
use it wisely: Dont kill yourself to take out one opponent while
two others are making their way to your flag room.
The more enemies you take out, the greater the advantage.
For this reason, ALWAYS prime your EMPs before you anticipate having
to throw them. You will likely never encounter me without an EMP primed
unless Im building. Or youre on my team, and even thats
not a guarantee. ;) Dont forget that you have a gun while youre
waiting to throw that grenade!
< 2 IMPORTANT SIDE NOTES DIRECTED TO EVERYBODY!
>
FIRST: I suppose this is a good place to put
it as any: Be considerate of your defending teammates and their territory,
especially the engys. If we have friendly fire on, please do your
best to avoid me if possible. Im a little too trigger happy
for your health. *maniacal grin* Seriously though, if you come into
an area Ive told everyone Im defending with no warning
and I gib you, (and I will try to warn everyone once I have a set
territory) please dont scream and yell at me, because my first
priority is to eliminate any enemies that come into my area, and I
quite literally shoot first and ask questions later. Feel free to
berate me if I happen to nail you with a stray grenade elsewhere or
after having warned me, but if I have a certain territory Im
defending, please dont come running in unexpectedly and act
surprised when I act a little aggressively, it takes a split second
to recognize color and I have the ever-present spy menace to worry
about anyway. To avoid this, try to let me know beforehand youre
coming in, but if you have to come in without warning, shoot the wall
to show me youre not a spy and Ill try my best to make
sure the EMP I just primed doesnt turn you into a Fourth of
July fireworks display. =) You can come in, but please let me know
first!
SECOND: Also, and THIS may upset some of you,
but I stick by my position
Engineers, try to grab the grenade
packs before anybody else can snag them. They need them more than
anybody else, with the possible exception of spies, or conc jumping
scouts/medics, who I would say have roughly equal claim to them, everything
else being equal. It always annoys me a little when I come back to
resupply and see demos or snipers, straight out of respawn, grab a
grenade pack they DONT need before I can get it, usually simply
out of habit. Sometimes I see a soldier waiting in that spot so he
can get his one extra nail grenade. Those things have really long
respawn times, as Im sure youve all noticed. I have no
problem at all if you are coming back from a fight and need it, but
please dont deny the rest of us the chance to get a reload we
actually NEED! My MAIN weapons are my EMPs, and without them Im
at a serious disadvantage and cant put up a decent defense.
Thank you. *ahem* Okay, back to the rest of the guide
- Guns -
On to the basic guns. You have only two basic guns,
the railgun and your shotty. The railgun sucks. Period. In every imaginable
way. It does only 20 damage per hit, which is a mere 2 higher than
the wrench and the same as a single barrel shotgun; its relatively
slow to fire as well and has slow moving shots; on top of that theyre
even easily traceable. The only thing missing is a slow reload! I
only use it for long-range sniping of enemy sentries, dispensers,
distant oblivious HWGs, or other stationary targets, thats it.
=) Oh, and on public servers or when training I use it like a laser
pointer. Build it HERE. =) If Im out of ammo for
my shotty and low on grenades (which almost NEVER happens), I just
kamikaze with an EMP instead of trying to circle an opponent with
that stupid gun. Bottom line, dont bother. However, to at least
partially offset this, the double shotgun is actually kinda nice,
it has decent damage close up and is a hitscan weapon, which means
that its shot travel time is instantaneous; just point and shoot,
no lead time. It often takes down scouts with two hits at close range,
other engys in about three, and thats only if you aim for the
body as we often have a tendency to do early on. Head shots actually
start to get nasty. Only about 2/3 of the pellets need to connect
with a scouts head to kill them. *grin* It also has 8 shots
per reload, which is often more than I need; Ive either killed
or been killed by my opponent by then. You can even fire when reloading,
which is helpful. All in all, not a bad weapon.
- Wrench -
The wrench, A.K.A. the spanner
Umm
not much
of a melee weapon, but then again, only the medkit and the knife are
worthwhile close range weapons. Its only real use is to repair armor
and bring up menus in my opinion; however, I will give you this quote
from UKFN: The spanner is also a useful spy detection weapon
- with a teammate it will give them armor or do nothing at all, with
a spy, they'll scream and if you're lucky youll spanner murder
them. If a Spy doesn't want to blow his cover he has to avoid your
attack and he'll back away from you as you approach waving your spanner
- thats a sure sign that he's a spy or a llama. Either way,
shoot him. Actually, please take the time to educate the newbie
if he doesnt turn out to be a spy! =) I happen to think that
if you happen to go repair someones armor and they turn out
to be an enemy spy, the damage is just icing on the cake, your little
wrench is no match for their big sharp knife. Back off and switch
to your shotty instead, and start priming a handgrenade for good measure.
Anyhow, in case you havent figured it out by now, the ammo count
when you have the wrench selected is the amount of metal you have;
you get metal from ammo packs and armor. It takes 1 metal unit to
patch up 5 armor units, and is usually done in 25 armor point batches
for every time you whack your teammate. If you see a teammate calling
medic, they may very well be calling specifically for you; even if
they arent, go ahead and patch up their armor anyway unless
theyre infected (duh!) or you need the metal for a sentry or
dispenser, which takes priority. Always patch up a teammate after
you shoot them if youre checking for spies, otherwise theyll
get irritated, and for good reason.
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