Team Fortress 2

Team Fortress 2

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Engineer Guide (WORK IN PROGRESS! I apologize for bad spelling and grammer.).
By Ty3
WELL, WELL, WELL. What do we have here? A F2P looking to sharpen his engineering skills? A veteran coming back to re-learn the basics? Well it's your lucky day as I teach you HOW TO BE AN ENGINEER MAIN! (Or I just teach you the basics.)
Also shoutout to tf2 wiki where i'm getting my weapon info from.
The engineers personality! (You can probably skip this part.)
The Engineers a very clever man who hails frome Bee Cave, Texas. He has gotten 11 degrees 10 of which are for engineering, while the other one is for psychology. He can build a dispenser, a sentry gun, and a teleporter. His grandfather worked for the Mann brothers and made a machine that gave extended life to both of them. (I'll finish this part later.)

The Engineers Primary Weapons!

The stock shotgun
6 bullets are loaded in the gun with 32 ammo carried. If you hit the enemy diretly, You do 60 damage max with critical hits making you do 180 damage.

The Frontier justice
3 bullets are loaded in the gun with 32 ammo carried. Has the same DPS as stock.
Pro: Stores 2 guaranteed critical shots for every Sentry Gun kill.
Pro: Stores 1 guaranteed critical shot for every Sentry Gun kill assist.
Pro: Stored critical shots (up to 35) are granted only upon Sentry Gun destruction/demolition.
Con: Has half the normal clip size.
Con: No random Critical hits.
Con: Revenge crits are lost on death.

The Widowmaker
This gun is very interesting. The ammo used is not normal ammo, it is your metal that you use to build. Same DPS as stock shotgun.
Pro: On hit: damage dealt is returned as ammo.
Pro: +10% damage to the same target as your sentry
Pro: No reload necessary.
Con: Uses metal as ammo
Con: Per Shot: -30 metal.
NOTE: As long as you hit ALL your shots, you will never run out of ammo and be able to shoot forever.

The panic attack:
Same DPS and ammo carried as stock shotgun.
Info: Upon pressing and holding down primary fire, the player will begin loading shells into the magazine port, and will continue to do so as long as primary fire is held down.
Pro: +50% faster reload time.
Pro: This weapon deploys 50% faster.
Pro: +30% faster fire rate.
Pro: Fire rate increases as health decreases.
Pro: Hold fire to load up to 4 shells.
Con: Bullet spread increases as health decreases.

The Rescue Ranger:
Has 4 shots loaded, 16 shots carried. Main damage: 35, Crit damage= 105.
Pro: Alt-Fire: Use 100 metal to pick up buildings from long range.
Pro: Fires a special bolt that can repair friendly buildings.
Con: -34% clip size.
Con: -50% max primary ammo on wearer.
Con: Self mark for death on building pick up, and a few seconds after redeployment.

The Pomson 6000:
The ammo shows as a white bar in the lower corner of your screen, and you can only hold 4 shots (Beams? Shots? Electric Projectiles? Call it what you want to.) And has an infinite amount of ammo carried. The base damage is 48 and crit damage varies from 108 -180.
Info: Shoots an electric projectile instead of shotgun pellets.
Info: Can light up friendly Huntsman arrows.
Pro: Does not require ammo (replaced with an ammo meter).
Pro: Projectile cannot be deflected.
Pro: On Hit: Victim loses up to 10% Medigun charge.
Pro:On Hit: Victim loses up to 20% cloak.
Con: Deals only 20% damage to buildings.
Con: Has a 33% smaller clip size.

The Engineers Secondary Weapons!

Stock Pistol
The pistol has 12 shots loaded into the gun with 200 ammo carried. 1 bullet does a max of 15 damage and 45 crit damage. (Also note that the gun fires 6 rounds per second.

The Wrangler
Info: Enables manual control of own Sentry Gun. (When you activate it, it makes your Sentry gun become a laser pointer which shoots when you press the firing button.)
Pro: The Sentry Gun gains double firing rate and a laser pointer to assist in aiming.
Pro: The Sentry Gun gains a shield which blocks 66% of incoming damage.
Con: Ammo and repair given to the Sentry Gun is reduced by 66% while shield is active.
Con: Upon switching to another weapon or death, the Sentry Gun remains shielded but deactivated for 3 seconds.

The Short Circuit:
This is a weapon which is the equivalent of a Weak laser beam. Like the widowmaker it uses metal as ammo. One shot does 5 damage with using your metal as ammo.
Main fire:
Pro: No reload necessary.
Con: Uses metal as ammo.
Con: Per Shot: –5 metal.
Con: No random critical hits.
Con: Cannot pick up buildings when active.
Pro: Destroys projectiles
Con: -10 metal per shot
Con: Consumes an additional 5 metal per projectile destroyed

The Engineers Melee Weapons!

Stock Wrench:
Like all melees, the wrench doesn't use ammo. It does 65 damage normally, and does 195 crit damage.

The Gunslinger:
A robot hand that has the same DPS and swing speed as stock, and replaces the normal sentry gun with a mini sentry that is disposable and only takes 100 metal to build.
Info: Replaces standard Sentry Gun with Combat Mini-Sentry Gun.
(The stats below are comparing a mini-sentry to a level 1 sentry.)
Pro: Build speed increased by 150%.
Pro: Metal cost is reduced by 23% (total cost of 100 metal).
Pro: +35% faster rotation.
Con: -33% health.
Con: -50% damage.
Pro: Increases maximum health by 25 points.
Pro: Guarantees a Critical hit on a third consecutive punch.
Con: No random Critical hits.

The Southern Hospitality:
Same DPS and swing speed as stock.
Pro: On hit: causes opponent to bleed for 5 seconds.
Con: +20% fire vulnerability. (By fire it means all types of damage, Bullets, Syringes, etc. Not actual fire.)
Con: No random Critical hits.

The Jag:
Does 49 damage normally, does 146 crit damage.
Pro: Construction hit speed boost increased by 30%.
Pro: +15% faster firing speed.
Con: -20% slower repair rate.
Con: –25% damage penalty.
Con: –33% damage penalty vs buildings.

The Eureka Effect:
Same DPS and swing speed as stock.
Pro: Press reload key (Which is R for most people.) to either teleport to your spawn area or teleporter exit.
Pro: Teleporters cost 50% less metal.
Con: Construction hit speed boost decreased by 50%.
Con: 20% less metal from Dispensers and Pickups.
Strategies,Weapon mechanics, and Weapon usages.
Im doing this later because im lazy.
As of now, this is not finished, but i would like to thank you for checking it out and stick around for the end of it.
If it was helpful, please leave a like or favorite this guide, you get the picture.
Anyways if you want something a little extra, I have a horrible scout guide with bad spelling and grammer which I wrote when I was F2P so if you really think you can get something out of it, I'll link it here. (Also note I stopped working on this scout guide I'm about to link.)
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LordInviSpy Nov 11, 2017 @ 6:31am 
Con: -20% slower repair rate
might as well want to use the rescue ranger with the jag
LordInviSpy Nov 11, 2017 @ 6:29am 
lol Stats
Ty3  [author] May 6, 2017 @ 4:32pm 
TBH I copy and pasted the stats from the tf2 wiki.
Stats May 6, 2017 @ 3:57pm 
"Engineer Guide" *Proceeds to write every single engineer weapon when that information can be found in the TF2 Wiki*
[HWG] JustAnotherPonyGuy Apr 30, 2017 @ 4:44pm 
Should mention that due to rampup, a point blank shoit with the shotgun does 90 damage
Ty3  [author] Apr 29, 2017 @ 1:52pm 
Ty3  [author] Apr 29, 2017 @ 1:12pm 
Thx m8
[HWG] JustAnotherPonyGuy Apr 29, 2017 @ 10:22am 
Looks promising. Can't wait for the stuff about strategies and weapon usages.
Ty3  [author] Apr 29, 2017 @ 9:10am 
Ty3  [author] Apr 29, 2017 @ 8:40am 
i am lazy as fuq