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| {{Quotation|'''The Engineer''' ''talking to a recently deceased corpse''|''How'd that plan turn out for ya, dummy?''}} | | {{Quotation|'''The Engineer''' ''talking to a recently deceased corpse''|''How'd that plan turn out for ya, dummy?''}} |
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| The '''Engineer''' is a [[Classes#Defense|defensive class]], whose specialization is in constructing powerful and potent [[Buildings|buildings]] that change the flow of a game. He has 125 health, 100% speed, and 200 metal, which is a currency earned from ammo sources and spent to construct and upgrade buildings. His [[Sentry Gun]] is a major threat to any enemy in its sight, capable of shredding any threat in seconds. His [[Dispenser]] acts as a constant source of health and ammo, shoring up his teammates and sustaining a forward position. His [[Teleporter]] can send his entire team to the front lines, dramatically increasing their response time. And, optionally, his [[Jump Pads]] are a more mobile movement option that opens up innovative means of travel. He is subpar in direct combat, but the power, durability, and immediate effect of his buildings means that he dictates the flow of the game around him, acting as the single biggest obstacle to a successful enemy push. By no means is he completely useless in a straight fight, as a Shotgun is still a Shotgun, but that is not what he typically brings to a fight. When successfully set up and maintained, an Engineer encampment can single-handedly win the game. | | The '''Engineer''' is a soft-spoken, amiable man from Texas that has a love for all things mechanical, especially guns. He specializes in constructing and maintaining [[Buildings|buildings]] to help support his team, of which can be upgraded to a total of three stages, making him a suitable defense class. |
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| His weaknesses are his fragility, extremely slow setup time, predictability when using Level 3s, and punishing deaths. The Engineer is a weak class in direct combat, and though his [[Shotgun]] deals large amounts of damage, his low health and high kill priority means he will not survive a direct encounter. His buildings take a lot of time to set up, even when given optimal metal, and proactive enemies can spam out known encampment positions to impede the Engineer's progress. Since there are only a few viable Sentry spots for fully upgraded Sentries per map, meaning a defensive Engineer has little flexibility to change his tactics, meaning he is stuck defending his encampment in the same position each game. Since it's rarely viable to move an entire encampment to a different position, mobile scenarios are not his strong suit, including most offensive situations. He is usually stuck hauling a single upgraded building and destroying the other ones. And since the Engineer is the only class that can upgrade and repair his buildings, unless there are other friendly Engineers, a single death can lead to the rapid dismantlement of all his hard work, and with it, the chance of victory.
| | Such buildings include the [[Sentry Gun]], a turret that when placed serves as effective area denial. The [[Dispenser]], a building that acts as a constant source of ammo and health to teammates surrounding it, shoring them and helping them maintain a forward position, though, it can also be taken advantage of by [[Spy|Spies]]. The [[Teleporter]], which is constructed to bring you from one place to the next instanteously. Optionally, he can also build a [[Jump Pad]], a building which provides more mobile movement option via going great distances in the air that can constructed twice rather than just once. |
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| But that is not the only way to Engineer a victory. Fully upgrading Buildings is not a requirement, meaning a particularly bloodthirsty Engineer (usually called a Battle Engineer) can build a Level 1 Sentry near an objective and start spilling blood himself with his primary weapon, or leading enemies into his Sentry Gun. This flips a lot of the Engineer's weaknesses on it's head, but some stay. Instead of being restricted to a few viable Sentry spots and being stuck babysitting his Buildings, he is much more flexible and is free to help take names and objectives. This also allows Engineers to focus on supportive Buildings such as Jump Pads and Dispensers rather than just his Sentry. Level 1 Sentries still function as good area denial tools and because it can be moved much faster than a Level 3 and can be replaced much more easily, this allows an Engineer to be much more aggressive and creative with his Sentry spots. Make no mistake, a Level 3 Sentry will always deal out more damage than a Level 1, but a Level 1 is much more mobile and flexible. The Engineer is still very fragile however, sharing the lowest base health in the game and lacking tools such as speed, long range or invisibility as other light classes, and his Shotgun doesn't offer the same damage as other primaries. Desite that, a good Battle Engineer can be a deadly threat the enemy team, denying valuable flank routes and killing off stragglers, and just when they kill the Sentry, whoops, theres another.
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| Despite haing many weaknesses, both obvious and not, the capacity of an Engineer to warp the entire game around his encampments makes him the most powerful defensive class in the game. His buildings are priority targets for any enemy to destroy, and the game simply cannot go on if there is a Sentry Gun defending an objective, and even Level 1 Buildings still offer incredibly support to teammates and annoyances for enemies. On offense using upgraded Buildings is generally not a good idea, unless there is a specific spot that the attacking team has difficulty pushing through, in which case he can set up shop there. Or alternatively he can follow his team with Level 1 Sentries and help take out enemies. On defense, he is impossible for a solo player to deal with when properly positioned, and requires a coordinated team effort to destroy entirely. While he is difficult to play optimally, and requires a lot of management of his buildings, the archetypal building spots are easy to pick up as a new player, and does not require sophisticated knowledge of the game's mechanics to be effective. This makes him appealing across a wide variety of skill levels, especially for those who don't mind building an empire, seeing it turn to rubble, and starting all over again.
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| | The Engineer is voiced by Grant Goodeve, with additional voice lines provided by Gianni Matragrano. |
| == Bio == | | == Bio == |
| Location of Origin: Bee Cave, Texas, USA | | <poem> |
| | | '''Location of Origin:''' Bee Cave, Texas, USA |
| Job: Area Denial | | '''Job:''' [[Wikipedia:Area denial weapons|Area Denial]] |
| | | '''Motto:''' "I like to make things". |
| Motto: "I like to make things". | |
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| This amiable, soft-spoken good ol' boy from tiny Bee Cave, Texas loves barbeque, guns, and higher education. Natural curiosity, ten years as a roughneck in the west Texas oilfields, and eleven hard science PhDs have trained him to design, build and repair a variety of deadly contraptions. | | This amiable, soft-spoken good ol' boy from tiny Bee Cave, Texas loves barbeque, guns, and higher education. Natural curiosity, ten years as a roughneck in the west Texas oilfields, and eleven hard science PhDs have trained him to design, build and repair a variety of deadly contraptions. |
| | </poem> |
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| == Weapons == | | == Weapons == |
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| |tr=Engineer | | |tr=Engineer |
| |uk=Інженер|uk_m=Engineer | | |uk=Інженер|uk_m=Engineer |
| | |zh-hans=工程师|zh-hans_m=Engineer |
| }} | | }} |
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| == Update history == | | == Update history == |
| {{Update history| | | {{Update history| |
| '''[[2.0.0]]'''
| | {{Update|2.0.0}} |
| | * Added the [[Coilgun]] |
| * Added the Engineers{{sic}} pelvis hitbox. | | * Added the Engineers{{sic}} pelvis hitbox. |
| * Fixed Engineers being able to haul [[Sapper|sapped]] [[buildings]]. | | * Fixed Engineers being able to haul [[Sapper|sapped]] [[buildings]]. |
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| * Added "Clip Out" sounds on the Engineer's and [[Scout]]'s reloads. | | * Added "Clip Out" sounds on the Engineer's and [[Scout]]'s reloads. |
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| '''[[2.1.0]]'''
| | {{Update|2.1.0}} |
| | * Added the PDA: [[Jump Pad]] |
| * New Engineer voicelines by [https://twitter.com/GetGianni Gianni Matragrano] | | * New Engineer voicelines by [https://twitter.com/GetGianni Gianni Matragrano] |
| * Engineers with active [[buildings]] and [[Spy|Spies]] currently [[Sapper|sapping]] are now less likely to get autobalanced | | * Engineers with active [[buildings]] and [[Spy|Spies]] currently [[Sapper|sapping]] are now less likely to get autobalanced |
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| | {{Update|2.2.0}} |
| | * Increased Jump Pad build cost to 100 metal (from 70) |
| | * Increased Jump Pad build time to 8 seconds (from 5) |
| | * Players using Jump Pad are now properly marked as airborne |
| }} | | }} |
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| *He wears his hard hat backwards; however, this is not an uncommon practice among construction personnel. | | *He wears his hard hat backwards; however, this is not an uncommon practice among construction personnel. |
| *His favorite equation is, in fact, part of the equation that governs character lighting in-game, known as “Phong” on the Valve Developer Community. | | *His favorite equation is, in fact, part of the equation that governs character lighting in-game, known as “Phong” on the Valve Developer Community. |
| == Comparison from ''Team Fortress 2'' == | | == Comparison from Team Fortress 2 == |
| *''Team Fortress 2 Classic'' gave quality-of-life improvements to the Engineer that is absent and/or has not been fixed on live ''TF2'': | | *''Team Fortress 2 Classified'' gave quality-of-life improvements to the Engineer that is absent and/or has not been fixed on live ''TF2'': |
| **Fixing the face textures of an [[Übercharged]] Engineer, where he previously had his glowing goggles either not present or misplaced. | | **Fixed the face textures of an [[Ubercharge|Übercharged]] Engineer, where previously his glowing goggles are either absent on BLU Engineer or misplaced to RED Engineer's cheeks. |
| **Restoring the world model animations after playing a “Thanks!” or a positive voice command. | | **Restored the world model animations of Engineer making gestures with his right arm when playing "MEDIC!", "Thanks!", "Battle Cry" or "Cheers" or any directional voice command. |
| **Restoring a “Battle Cry” voice command where he says “Remember the Alamo!”. This voice line was lifted from prerelease versions of Team Fortress 2 and is a reference to a real-life battle cry used during the [[Wikipedia:Texas Revolution|Texas Revolution]]. | | **Restored a “Battle Cry” voice command where he says “remember the Alamo!” This voice line was lifted from prerelease versions of ''Team Fortress 2'' and is a reference to a real-life battle cry used during the [[Wikipedia:Texas Revolution|Texas Revolution]]. |
| | | {{Nav classes}} |
| [[Category:Engineer]]
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| [[Category:Classes]]
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| [[Category:Regular classes]]
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