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Team fortress 2 engineer
Team fortress 2 engineer











team fortress 2 engineer
  1. #Team fortress 2 engineer upgrade
  2. #Team fortress 2 engineer series

There’s nothing more irritating - or pathetic - than watching an inexperienced Engineer create a sentry gun, attempt to upgrade it to level two, and then run out of metal, thus forcing him to abandon his sentry to find more (a choice which typically results in the destruction of said sentry gun).Īdditionally, Dtoider Charlie keyed me into a strategy involving the fact that if a group of allies stand near a dispenser and block it from enemy fire, they will not only be continually healed, but will also never run out of ammo thanks to the dispenser’s gift of ammo replenishment. However, it is far more important to quickly build a dispenser - a structure which not only supplies you with metal for building, but also gives health and ammo to any team member who approaches it - than it is to get a few quick kills.īesides, after building a dispenser, the process of upgrading your sentry gun will go a lot quicker. I know you want to get the Sentry gun up really quickly, so’s you can automatically eliminate any Scouts who might happen your way. If your team doesn’t already have a teleport from the spawn area to the map room, don’t bother with this cleverly dick-ish strategy the teleporter-as-idiocy-detector should only be used when the map room is sufficiently defended by structures and accessible by other portals. Thirdly, it lets the Engineer know that the spy is kind of dim (a fact which should be taken into account when composing a short-term strategy). Secondly, by checking to see which teleportation structure has been sapped (entrance or exit), the Engineer knows exactly where the Spy is. While their decision to sap these structures will inevitably result in their gaining a couple of points, it tells the Engineer inside the map room several important things.įirstly, it lets the Engineer know that a Spy is currently in very close proximity to the map room. Since Spies get points for destroying any Engineer structures, many Spies will sap literally anything they come across, including the entrance and exit you place outside the map room. These teleports serve no immediately evident functional purpose (unless you really, really need to warp across a distance of five feet), but they serve as great bait for inexperienced, stupid, and/or point-greedy Spies. After building a sentry and a dispenser, you might find it interesting to build a teleport entrance in the middle of one short hallway leading to the flag room, and an exit in the middle of the other. Unless, of course, you’re playing 2fort and you want to test the intelligence of the Spies who will invariably attempt to invade your flag room. The cost of building teleports is relatively low and the benefits of having quick access to distant areas of the map are innumerable all told, there’s really no reason not to have a working teleport system up.

team fortress 2 engineer team fortress 2 engineer

This way, the Engineer can build an exit for said teleport at any time and place of his choosing this not only makes it easy to get back to where you left off should you die, but it also makes it easier for your allies to warp to your location and give backup. Upon leaving the spawn point at the beginning of a round, an Engineer should immediately build a teleport entrance. A team can live or die based on the strength of its engineering team - so, how does one get the most out of him? Perhaps more importantly, how does one effectively defeat an engineer when the guy controls an automatic, rocket-launching turret?

#Team fortress 2 engineer series

Part two of our ten-part “How to not look like an idiot in Team Fortress 2” series (starting yesterday, and working up to the official launch of The Orange Box) tackles the Engineer.Ī truly indispensable member of the Team Fortress 2 cast, the engineer is half Heavy Weapons Guy, half Medic, and all awesome.













Team fortress 2 engineer