There are four basic ways to tell whether someone is
a spy. First is the name. If the display feeds you back your name,
obviously theyre a spy. But often itll feed you back a
teammates name, and it does take a second for the display to
pop up, so get in the habit of doing blast and fix almost
automatically. One good shotgun blast will usually make a spy alter
their actions enough to clue you in even if it misses, and it won't
hurt your teammates, only their armor, which you can fix with your
wrench. However, If youre playing in a clan or just have a good
memory, the sooner you know who is playing which class, the better
chance you have of catching a spy. Second is whether or not they bleed
when you shoot them, which is about as basic a detection method as
you can get, although newbies all too often dont understand
the concept No blood = no spy. =) Third is the gun type
theyre carrying; it will always be the gun that class respawns
with, which can sometimes tip you off. A good engy will never walk
around with the railgun, so blast them if you see someone with it.
Medics often use the supernailgun, but if you see them with it out
in your base that should serve as a small warning. In any case, you
can test it by calling medic, and if they run over to you without
immediately switching to the medkit, theyre probably a spy.
Everybody else is harder to tell, since their respawn weapon is often
the one most used. However, if you see a player with a non-standard
weapon, you can be absolutely sure that theyre not a spy. If
an engy comes over to your sentry with a wrench or shotgun, theyre
probably reloading it for you and most definitely not a spy trying
to destroy it. The fourth and most subtle giveaway, yet most useful,
is direction. The problem spies have is that they will almost always
be headed in the opposite direction than a real player on that team
would be headed. Good players pick up on this subtlety, and good spies
learn to overcome it, so be on your guard. Blast anyone who looks
like theyre headed in the wrong direction, which is usually
towards your sentry or the key/flag/whatever, or is generally acting
a little suspicious. If theyre wounded or resupplying or something,
no harm done. If theyre a spy, gib them immediately! Be wary
of this tactic, though; great spies are VERY convincing players and
can really wreak havoc given the slightest chance, as they know just
how to act to convince you and know just when is the right time to
strike, so try to cultivate a slight case of paranoia when playing
with spies on the enemy team. Trust me, that part is all too easy!
;)
Also please note that while friendly fire is on, your
tip-offs are reduced to gun held and direction of movement unless
you want to pound on everyone with the wrench to check. Obviously
blasting people with the shotgun is no longer a viable option. This
also means spies have a slightly better advantage then they would
normally, so its important to have set territories and good
team communication to spot them in time.
-= Offensive Sentry =-
There is one important tactic I havent talked
about at all yet, and that is the OFFENSIVE sentry. If you have the
enemy on the ropes, your base defenses are secure, and can get into
a good position unimpeded, go ahead and set up a sentry to pin them
in their base! This tactic is most useful when you have a couple other
engineers to help out, as they can get your sentry up to level 3 just
with the metal they carry with them, can defend you while you set
up, and are able to leave the minimal base defense necessary to their
sentries. If going solo, you may need to set up a dispenser to resupply
you, which tends to be pretty slow to reload. I suggest you set it
up in a dark, out of the way corner and let it build up a little while
you go off and create havoc. Then come back after a few runs, build
your sentry, and quickly resupply so you can upgrade it as soon as
possible. Its not too hard to get a level 3 sentry up this way
unless the defense is fairly organized or there are simply a lot of
them, and if you have at least one other engineer helping you it begins
to get really ugly for the other team! However, dont expect
your sentry to have a long lifespan, as the whole team will be concentrating
on bringing it down. And remember to not detonate your dispenser until
it has supplied you and your teammates with everything they need,
since your resupply rooms are quite far away. In this case the dispenser
isnt nearly as useful as a bomb as it is for its intended
purpose, resupplying ammo and armor; just remember to let your teammates
know where you stashed your dispenser so they can take advantage of
it. If you scoff at the idea of an offensive engineer, and some do,
just think of how annoyed you may have been on the Well when an enemy
engy set up camp in your attic and built a sentry overlooking your
lobby; you probably had to take a good minute or two just to deal
with that single threat. Imagine how well that could work for you
when combined with an organized offense on the part of your teammates,
especially if you have a pair or trio of engys whose sole purpose
is to keep your sentry alive as long as possible by harassing the
enemy team. Just remember not to leave your base undefended!
-= Offensive Tactics =-
Which brings me to my last category of tactics, the
offensive engineer. Believe me, engys can be very offensive, in all
meanings of the word. In some ways they can be more lethal than the
worst MIRV spammers on the net, because they have the ability to stop
clustered enemy offenses COLD with a suicide EMP run. Ive annoyed
many, many players with this tactic, including most of my clanmates.
=) Its a powerful defense, because you can often trade taking
out several powerful enemies for a relatively weak defender, namely
you, and on top of that you have a much shorter distance to cover
to get to where you were than they do. On offense, an engy escort
with a death wish is a powerful ally, as theres often very little
the other team can do to keep from being blown away, leaving a gaping
hole in the defense, albeit only temporarily. You can also take advantage
of the fact that EMPs can penetrate walls, detonate sentry guns, and
blow up pipebomb traps, so you can take out some enemy defenses this
way that would otherwise slow down your team significantly. Finally,
although you have weak health and armor, you are relatively fast,
so if you need someone to carry the flag an engy is an acceptable
class to do it with, although certainly not the first choice.
-= Miscellaneous Defensive Tactics =-
USE LINES OF DEFENSE! This is a vital tactic for defending
your base, so much so that Im including it in this specific
class guide despite the fact that its a very general tactic.
If you are your bases only defense, the opponents youll
be facing will be unhurt and fully armed a large amount of the time.
This means youll often be overwhelmed if the enemy offense is
anything but the lightest trickle. Instead, have teammates take up
positions throughout the base (not just concentrated by the flag)
so that enemies must get past several different teammates in order
to get to the flag. If you cluster together by the flag a single MIRV
can potentially take you all out, but if you are scattered throughout
the base and an enemy must engage each of you separately, only the
most coordinated and powerful attacks will get through to the flag
area. This also allows your teammates to warn each other of intruders
so that there are fewer surprises. In fact, if you use lines of defense
often your opponents will forget about your sentry since theyll
be concentrating on your teammates and wont have encountered
your sentry in awhile, and end up getting riddled with chaingun shells
just when they think theyve broken through. Often you can provide
2 or 3 lines of defense yourself: In rock2 Ill sit out in the
courtyard to engage enemies early, my sentry will be in the Wardens
side entry hallway, and my dispenser will be building up rockets in
the Wardens office, giving me three lines of defense alone.
To this end, when defending youre in the flag
room and not much is happening where you are, use every bit of information
you can get your hands on to get a better idea of whats going
on. Watch the death messages so that you know what classes to expect,
and when to expect them. If you have dedicated defenders in certain
positions, knowing when they kill opponents and when theyve
died can provide valuable clues as to what to expect. Obviously, if
you see a knife display theres a spy in the house, for example.
In fact, if youre not doing anything you might as well try to
help coordinate your teams efforts as much as possible; Ask
where dropped flags are, what the status of that enemy sentry is,
etc. A good, thorough set of macros or a comm script is ideal in this
situation. Also keep your ears open: If your teams defenses
is set up so that the enemy must penetrate several lines, theyll
be coming at you at a full run in an attempt to get in and out as
quickly as possible before your teammates can return. This means that
you will often be able to hear opponents coming and will be able to
greet them appropriately. Listen for sounds like the basement elevator
in 2fort to know whether to expect a friend or an enemy. Use all the
information available to you.
Finally, when things are a little too hot to handle
near the flag you will often have to call in someone else to help.
Ideally youll have someone there full time to help you guard
later on in the game, but this is actually somewhat rare, especially
on public servers. If you need it, however, dont hesitate to
call for help! When you do get help, however, make their life easier:
Provide them with armor and ammo through discards and patchups, or
a dispenser if you dont have one already up in a strategic location.
(although I recommend you do) When enemies come in, make sure that
your fire doesnt hurt them as well, so be careful how you aim
and where you throw your grenades.
-= Training Map =-
At this time I should point out that there is a map
created specifically for engineers, with engineers as the ONLY class
choice, available at radium. (http:/www.planetfortress.com/radium)
Just as snipers have sniprwar, engys have engoff,
or engineer face-off. Ive never seen it played on a server before
(and for good reason!) but it would make an acceptable training level.
I dont recommend you go right out and download it, just be aware
that its there, especially if you are new to the class and could
use some training, which I would be glad to provide should you manage
to catch me playing online at the right time. In this case, I would
request that you have a specific area you wish to work on rather than
a general request for help. A great many other TPFers are knowledgeable
about the engineer class and will provide assistance if requested,
but I recommend you attempt to fully digest the information in this
guide and practice on your own before asking for help from anyone.
-= Binds =-
This is getting pretty long even by MY standards, so Ill finish
up with a couple binds and a script Ive found useful, as well
as the quick review I promised at the beginning. The first two detonate
your dispenser and sentry, respectively:
bind <key> detdispenser (Definitely
have this bound!)
bind <key> detsentry (Player preference,
use as described above, be careful you cant accidentally hit
it)
And this little script automates the building/upgrading
process so you dont have do deal with the menus nearly as much;
use it to set up, upgrade, repair and reload your sentry, all with
one key:
bind ' tryall
alias tryall "trymake; wait; tryup; wait; tryfix;
wait; tryam; wait"
alias trymake "special; menuselect 2"
alias tryup "slot1; wait; wait; wait; wait; +attack;
wait; -attack; wait; menuselect 2"
alias tryfix "slot1; wait; wait; wait; wait; +attack;
wait; -attack; wait; menuselect 3"
alias tryam "slot1; wait; wait; wait; wait; +attack;
wait; -attack; wait; menuselect 1; wait; wait; +attack; wait; -attack;
wait; wait; menuselect 1" //(These last three lines should all
be on the same line, but if you cut and paste it should probably work
fine)
Note: If you require any
help regarding binds or aliases please post your questions at Our
Forums.
-= Review =-
And heres the quick review for those with
no patience. =)
*Always prime your EMPs and handgrenades well before
throwing them, and dont
underestimate the damage a successful kamikaze run can
do!
*When in a fight with a heavier class remember that
you only have 5 more health than a
scout but are significantly slower. Use your weapons,
dispenser, and sentry wisely
to compensate for this disadvantage.
*In most situations you want to be one of the last lines
of defense, due to your relative
weakness in one-on-one combat.
*When fighting an engy, be wary of kamikaze EMP runs
and try to either stay out of their
grenade range or get close and kill them quickly before
they can throw one at you.
*Use kamikaze EMP runs if there are several enemies
clustered together and you can
afford to die, if youre about to die anyway, if
the enemy is simply too close to the flag or your sentry, or if theyre
moving so erratically that this is the only way to kill them.
*When doing a kamikaze run, discard first so you dont
add your explosives to your
damage.
*Although youre expendable, dont kill yourself
if it leaves your base undefended.
*Use EMPs on heavy classes and handgrenades on light
ones.
*EMPs penetrate walls, so use their surprise ability
whenever possible.
*EMPs can detonate pipebomb traps, letting you or a
teammate grab the
flag/key/whatever. *Even if you trade one-for-one on
a kamikaze EMP run, youre still slightly ahead as
long as you have other people on defense to handle the
other intruders.
*When entering a set area an engy is defending, warn
them youre coming and shoot the
wall to show youre not a spy upon entering.
*<Arguable> Grab those grenade packs before
anybody else can swipe them! (See above
for exceptions)
*Use the shotty, never the railgun, unless youre
sniping an enemy sentry.
*Always patch up your teammates armor unless you
need the metal for something else,
and ALWAYS after you shoot them!
*Your discards contain every kind of ammo there is but
costs you quite a bit in metal.
*Discard to get rid of your rockets in case youre
caught in your own EMP blast.
*Dont pick up extra packs for this reason, and
drop packs in places that enemies will pick them up to give you warning
and to increase the amount of explosives theyre carrying.
*Use your dispenser as a roadblock, a bomb, a warning
system, or a resupply station,
preferably as many of these at once as possible.
*Keep a key bound to detdispenser.
*Stock your dispenser with rockets when action is slow
by hitting it with the wrench and
pressing one.
*To abort building, press the special key a second time.
*Location is vital for a sentry, try to make it difficult
to kill with long range weapons or
grenades, preferably by putting it up high.
*Later on in the fight you will need a heavier class
to help you defend. Help them help
you.
*Dont bother chasing after a flag-carrying enemy
most of the time. (Use your best judgment.)
*If destroyed, get your sentry back up to full as soon
as possible!
*Vary your sentry locations often!
*It is possible to build a sentry floating in midair
if done properly, but its not usually worthwhile.
*Maintain other peoples guns and dispensers as
well as your own.
*Learn to ID spies quickly, and dispose of them ASAP!
*If friendly fire is on, set up a good team communication
system and have a set territory to avoid needlessly killing teammates.
*Use an offensive sentry if your team has the offensive
advantage, but try to take other engys with you if possible and make
sure youre not leaving your base undefended!
*Engineers arent just for defense, they can be
good on offense as well!
*Always use lines of defense unless the enemy offense
is EXTREMELY light!
*When sitting alone and bored in the flag room, use
all the information you can get to
find out whats happening out in the rest of the
map. Find out whos on your team by name, pay attention to death
messages, and listen for approaching enemies.
OK, that's it, boys and girls! Just remember
to keep your hard-hat on, your cigar lit, and your eyes open for spies,
and if you see me in a game dont be afraid to call me over for
a sentry upgrade or a little armor patch-up! =)
Written By: SA[Paladyne]TPF
Edited By: SA[Turbo_X]
Formatted By: [STF]Killjoy[NeT]
© 2004 Brandon Langlois. The "Killjoy's
Corner" logo and related marks are trademarks of Brandon Langlois.
The Half Life logo is the property of Valve Software and Sierra. Any use
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