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14

You will not get the achievement if the enemy sentry is in the construction process and it must be a regular sentry. Your sentry on the other hand can be any kind. The Wrangler allows your Sentry Gun to shoot at an enemy Sentry Gun from outside of its range, unless the enemy Engineer is using the Wrangler as well. On the offense, try to haul your ...


13

The best place to locate a sentry is where the enemy doesn't know it is. However, that only works once at most if you're lucky and they didn't hear it for some reason. When strategizing with your sentry placement, remember to rely on yourself and your team to back it up. SGs are phenomenally accurate and can mow down most classes in 1-2 seconds. One of ...


12

The good thing about 2fort is that there are so many options for engineers, placing your sentry on the intelligence is... not a great idea. You're not covering any ground of the map, you're giving up ammo and health to the enemy and you're just begging for a C&D stab and sap. Just consider the other building opportunities this map offers: 1. By the ...


10

If you die you will lose all Revenge Crits If you sentry is destroyed while dead you will not get Revenge Crits (90% sure but this evening I will test it) If you build/destroy other sentries all Revenge Crits are accumulated, until you die or for a maximum of 35 revenge crits. There is no way to lose Revenge Crits while alive, the only one is use them or ...


10

If the Wrangler is your main problem, I would recommend the same tactic as against the heavy/medic combo: shoot the little guy to take away the big guy's advantage. Focus on shooting the engineer first, as opposed to earlier when only killing his sentry mattered. This is the main difference. Also, move fast. remember that with the Wrangler, the sentry's ...


10

Here's a practical use for the otherwise rather uncommon event, specific to the TF2 setting. It uses the fact that a disguised spy can use enemy teleporters and perform telefrags on the opposing team when coming out of them. Doesn't work that well on experienced engineers, but can catch inexperienced ones off guard. This only works if the engineer is near ...


9

In my mind, there are two distinct ways to play engineer: defensive and combat. A defensive engineer is what you normally see (level 3 sentry at some kind of choke, level 3 dispenser close), and when I almost always use the Wrangler. I find that it allows for a whole host of better defenses. On the other hand, when I go combat engineer, I go Gunslinger. I ...


9

From http://wiki.teamfortress.com/wiki/Teleporters: Players who have recently teleported are surrounded by a distinctive, glowing particle effect for eighteen seconds after teleporting.


7

There are a few basic ways to do play as engineer: 1. Play with the Pistol - Set up a Sentry to protect your team or intelligence, then charge with your pistol and shotgun. 2. Play with the Pistol and Gunslinger - Get into the battle before placing a Sentry, once someone shows up, place a sentry and start attacking them with your Pistol and Shotgun. ...


7

In setup time, the most important thing that you can do is to get teleporters up - assuming that this is a standard 12v12 or 16v16 match. The order that I seem to like doing now with the ability to move buildings: 1) Drop a teleporter entrance outside the gate. 2) Run to front lines, picking up at least 50 metal on the way. Drop an exit. If there's a ...


7

It most definitely works. This is my new preferred way to play my engineer. You can keep track of the # of revenge crits you have racked up in the bottom right corner of the default interface above the ammo counter. One of the nice advantages of using the mini-sentries with the Frontier Justice is the ability to blow up your sentry intentionally to get the ...


7

Engineers can climb to great heights by using the Wrangler. You sit on top of your turret, jump, and have the turret fire at your feet, propelling you to previously unreachable heights. This is how Engineer nests get set up on the small walkway across from the roof that sits over the second checkpoint, on Badwater (Payload). The Engineer will take damage ...


6

This is going to depend on the map, how far the resupply cabinet is from a building area, where you want to deploy your sentry, and what sort of ammo supplies are near the desired deployment area. If you know there is a full ammo pack, or a couple of a 100-metal ammo packs, near your desired location, you should probably just build it there and get ...


6

Since you're playing a heavy mostly, your best bet vs a wrangler engineer is tanking. Team up with a medic out of range but in sight and start building up ubercharge. This will prompt the engineer to start attacking in your general direction, because you're a direct threat to what the sentry is defending. While you do that and sustain some damage, you ...


5

According to the wiki page you linked: The Jag speeds up the construction of any building as it is being constructed or redeployed when the Engineer hits the building with the Jag. So yes, it applies to moving buildings. However, as of the last time I played (12/23/2010) you can only move your own buildings, you can't move those belonging to ...


5

There are two different ways this can happen in TF2: Case 1: An enemy stands on your team's teleporter exit and is telefragged by someone on your team using the teleporter. Case 2: Someone from your team is standing on your team's teleporter exit, and is telefragged by a disguised enemy spy using the teleporter. What you should remember: Standing on ...


5

I've done this plenty of times, at least at one of the circles you indicated. In the first pic, on the left side, I just jump up on the barrels There are barrels situated beside the little roof indent, jump on to those. Then, across on the opposite wall are some crates, jump across to those. Finally get your TP exit ready, and jump back at the little roof, ...


5

No it will not. A rescue ranger shot will repair the building slightly but will not remove the sapper. Only an engineer's wrench or a pyro's homewrecker or neon annihilator can remove sappers. Source: TF2 Wiki - Rescue Ranger


5

As fbueckert states in the comments this will change from situation to situation. I will not go over every situation here, but I will offer you the following advice. The medic combo has 9 times out of 10 ubered in order to take out your sentry gun. If you pick up the sentry gun you are going to become the main target and you will probably lose everything. ...


4

I assume that there is a corridor of sorts leading to the alcove and not a wide open space (otherwise placing a sentry in the alcove would make little sense to begin with). What I usually do is place the sentry in the following location: --- --- | * | | S| | | -------- sentry at S, looking at * Assuming both walls ...


4

I can't think of a single situation where you wouldn't want to protect your level 3 sentry. Yes, you and your nest might be doomed, but every second of invincibility spent on your nest is a second of invincibility not spent on the rest of your team. Even on offence, where your teleporter is more important than your sentry, you want to tank the sentry that's ...


3

I'm kind of partial to the hayroom spawn area, simply because it's higher traffic and there's more of a likelyhood that if I'm in trouble there will be other players nearby (or respawning shortly) to support me. You can stick your dispenser in the doorway that leads from the grate room/hay room area down to the intel, which blocks enemy players (including ...


3

(This is just a tip, not a full set of advice.) If you're using the Gunslinger, bind a key to build a mini-sentry, so that you can take maximum advantage of the quick build time. This is my configuration: bind "r" "+fastbuildsentry" alias +fastbuildsentry "destroy 2 0; build 2 0; +attack" alias -fastbuildsentry "-attack; lastinv" This will also destroy ...


3

The Element Of Surprise An Engie NOT behind his machines? le gasp! Surprise Sentries Teams weave their efforts around creating a path that doesn't encounter opposition. Building small or medium size sentries in unusual place is a great way to score up points and frustrate the other team. After a few hits, move your sentry elsewhere to score a few more. ...


3

I'm honestly not sure about using the gun to propel, or if you can microsecond-time the pickup of the sentry post rocketblast. However, the fairly obvious tip would be to build a teleporter exit in a safe spot wherever you rocket jump to and have your entrance waiting in a convenient spot for afterwards. You'll be able to move your sentry / dispenser quickly ...


2

A great combo could be work in tandem with another engineer. Engineer 1 do the following: Build the teleport entrance Run to the front and drop the teleport exit jsut before the "hot" zone Build the sentry and start upgrading it Engineer 2 do the following: Build the dispenser immediatly at the spawn exit Take metal, build the teleport Upgrade the ...



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