Team Fortress 2

Team Fortress 2

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MvM: How to Play Engineer on Bigrock in 3 Steps
By chimney
There are more competent Snipers playing the Mecha Engine tour than ever before. Lucky for you, this means that you can do practically nothing if you end up with one of these Snipers! If you follow these 3 simple, easy steps, I guarantee your chance of being accepted by Mecha Engine's large population of elitist high tours to increase tenfold!
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Step 1: Loadout and Upgrades
Loadout

Primary


Just nice to have on non tank waves; make sure you switch off for those tank waves though. Can be useful for dealing with sentry busters.


Its ability to never have to reload makes it one of the better tank busters in the game, especially on low credits. The tank is an infinite ammo souce, after all. It's the most cost effective tank buster there is, taking only 400 credits for max DPS.

Secondary


Occasionally some robots will get past, and this is good to keep that sentry block in place for as long as possible. The shield it provides makes it a wonderful tanking tool. The best example I can think of is Wave 2 of Broken Parts where your sentry will most likely have to do a little bit of damage to the Giant Heavy. It's too early game for the Sniper to be able to deal with both the Giant Medic and Heavy before they reach your sentry. And of course, use it when Super Scouts reach your sentry to kill them faster and to make sure they don't get past the block and run with the bomb. Some Snipers will even jarate them for you (Droy).

Melee


Reliable all around. Good repair rate and can refill ammo and setup again relatively quickly. Wrench Speed upgrades can help but you don't really need them. The only excessive firing your sentry should do is on tanks.

Upgrades

This is the absolute bare minimum and is highly expected to be gotten from Wave 1 onwards. The dispenser range is so the dispenser can reach the Sniper on the rock all the way so he never runs out of ammo. The 2-Way Teleporter is because Bigrock is a huge map, and it drastically speeds up the upgrade process between waves, especially in order to F4 quickly without consequences of losing the front. Some Snipers even like to upgrade during breaks during waves; it's the favorite upgrade of everyone who takes Mecha Engine seriously. It's also useful for canteen spamming, but that doesn't really apply to the Sniper.

Allows for longer sentry blocking combined with the Wrangler's tanking prowess. Not to mention it can last longer to sappers.

This is mostly to add a little bit of extra DPS into your tank busting. Your sentry doesn't shoot a whole lot of bots.

Allows you to solo most tanks in Bigrock missions. A must for all tank waves. Tank waves on the Broken Parts mission are 2, 4, and 6. Tank waves on the Bone Shaker mission are 2, 4, and 7. Tank waves on the Benign Infiltration mission are 4 and 6. Will repeat this later on as well.

These aren't always necessary, but they do speed up the tank killing process, which most competent Snipers will appreciate. Use them in combination with the Widowmaker and its firing speed. Wouldn't recommend for anything other than tanks. Good rule of thumb is to have rebuild canteens on non tank waves and crit canteens on tank waves. On waves with multiple tanks, it's good to use the 2-Way to have crit canteens for all of them (Wave 6 of Broken Parts, Wave 7 of Bone Shaker, and Wave 4 of Benign Infiltration).

Upgrades Closer

The rest of the money can really be spent however you want. These are the essentials when your Sniper is top tier.
Step 2: Placement
Teleporter Entrance


It's best to put it as close to the upgrade station as possible as most players like maximum efficiency when leaving spawn and coming back to spawn through the 2-Way teleporter. Be sure to make it face into spawn. Easiest way is to face the direction of the upgrade station while standing in the doorway and rotate the teleporter while you're placing it with Mouse 2 until it's facing towards spawn (3 clicks).

Teleporter Exit


It's close to the rock so the Sniper can easily jump down into the 2-Way to get upgrades whenever he/she wants, as well so he/she can jump right onto the rock immediately after coming from spawn.

Dispenser


It's on the inside of the fence because it's less likely to get destroyed there as opposed to the outside of the fence. The rest of the team shouldn't need it anyways as the Sniper does 99% of the work. Make sure it can reach them though, as it is a bit of a stretch. This is why 3 Dispenser Range is required.

Sentry

Spot #1

This is the spot you'll use majority of the time. It can block Giants as well as covers the 2nd Engineer spawn point (you don't have to worry about the 1st Engineer spawn point). I refer to it as Engineer Spawn Point #2 later in the guide. It doesn't peak the corner because most competent Snipers don't like having their kills stolen, as well as it doesn't generate needless green money if you happen to not have a competent money collector. This is the furthest forward your sentry will ever need to be for truly great Snipers.

Spot #2

Backup blocking spot, mostly for Super Scouts.

Spot #3

Backup blocking spot, mostly for Super Scouts. It also covers the 3rd Engineer spawn point. I refer to it as Engineer Spawn Point #3 later in the guide.

Spot #4

Blocking spot if a Super Scout gets by and is running to spawn with the bomb (right bomb paths). Take the 2-Way teleporter immediately and place it here if this happens. If you have to, destroy your existing sentry and use a Rebuild canteen. Buy one right after you take the 2-Way if you don't already have one.

Spot #5

Blocking spot if a Super Scout gets by and is running to spawn with the bomb (left bomb paths). Take the 2-Way teleporter immediately and place it here if this happens. If you have to, destroy your existing sentry and use a Rebuild canteen. Buy one right after you take the 2-Way if you don't already have one.
Step 3: Gameplay (Very Minimal)
General
  • F4 immediately! A few years ago it was pretty common to F4 whenever, but these days it's quite common to F4 immediately every wave except for 1 (even then sometimes high tours will ready up immediately). It's better not to risk the kick. As previously mentioned, many Mecha Engine players are toxic, and they're more likely to keep you if you F4 quickly.
  • Block Super Scouts. All 5 sentry spots mentioned in Step 2 work, but keep in mind you can block almost anywhere as long as there's an obstacle, including but not limited to all walls.
  • Kill tanks with the Widowmaker. This is why you bought 4 Firing Speed. Tank waves on the Broken Parts mission are 2, 4, and 6. Tank waves on the Bone Shaker mission are 2, 4, and 7. Tank waves on the Benign Infiltration mission are 4 and 6. If you want to use Crit Canteens you can, as it speeds up the game. Majority of competent Snipers love fast games.
  • When sentry busters come, make sure your sentry isn't in a place where the Sniper will die from it and also make sure smoke doesn't generate in the Sniper's sight line. I generally take mine into this area, but as long as it's far from the Sniper it doesn't really matter.
  • On waves with Spies, some Snipers like to kill them. This mainly applies to Wave 4 of Broken Parts since there are 100 of them, but the waves with support spies are 1 of Broken Parts, 1,4, and 7 of Bone Shaker, and 3 and 5 of Benign Infiltration. You can stand on this rock to bait them into spawning around there where it's easy for the Sniper to kill them. While you don't need Jump Height to get up there, it's sort of a hard jump without at least 1 tick of it. Maybe not sink money into it on early waves, but definitely worthwhile to get at least 1 later on.
  • Ensure Engineers don't get a chance to set up (more information below).
  • Aside from just having Dispenser Range and 2-Way teleporter and placing them in the correct spots, this is pretty much all a competent Sniper will expect you to do.

Engineer Spawn Points
The spawn points mentioned below are the ones you should prevent Engineers from setting up in.

The Line

This is a rough estimate, but I reckon it's pretty accurate. If the bomb is to the right of this line, Engineers will spawn at #2. If the bomb is to the left of this line, Engineers will spawn at #3. You don't need to worry about the separation of Spawn Point #1 and Spawn Point #2, as you'll never need to worry about #1, so just be ready for #2 with Sentry Spot #1.

Engineer Spawn Point #2

The first point you have to worry about. Sentry Spot #1 covers it.

Engineer Spawn #3


I consider both of these #3 since they're so close together and are covered by the same sentry spot, #3.

If you're curious, this is where the Engineers set up if the bomb hasn't moved anywhere. In other words, Engineer Spawn Point #1 This one isn't really your job. I'm only including it to be thorough.
Competent Snipers You May Run Into
These are just some people I've personally ran into that I consider good enough at Sniper for this sort of Idle Engineer playstyle to work. If they aren't on here it doesn't mean they're not up to the task; I most likely just haven't seen them snipe and/or play.
Conclusion
That's all I've got. Follow this guide and (hopefully) your time in Mecha Engine will be more enjoyable. Short conclusion cuz I cba.
8 Comments
Blaine May 18 @ 4:42am 
still works
chimney  [author] Dec 15, 2020 @ 4:57pm 
yes ape wtf
Fred Shitbreath Dec 15, 2020 @ 9:53am 
repping yourself in the competent sniper section
ospholis May 15, 2020 @ 9:34pm 
would be a great guide if that tour wasnt dead
Scooby Jew May 15, 2020 @ 2:40pm 
I/m gay
chimney  [author] May 11, 2020 @ 2:10am 
Fuck fixed it
itzzz May 11, 2020 @ 1:26am 
pls fix the link to my profile URL at the end, thx. Brilliant guide.
Good guide but you forgot pizza