How To: Engineer


(iBacka) #1

Just a little guide for all of you scrubs using an engineer class that needs some tips and tricks (this guide will be reviewing all of the engineer classes, so stay tight and enjoy!)

Proxy
Starting off with the cheapest engineer there is (buyable for 30,000 credits), Proxy is great for those who have just started the game. Because of that, Proxy’s main ability are her proximity mines, which and be dropped down in almost any location! Not trying to go into this too much, a helpful tip about the mines is that you should place them in areas where no one would ever suspect one, even in places where players will try to camp (an example: the little room in the first objective of Underground contains various places to camp if you’re either the attacking or defending team. If you’re on the defending, place a mine where people usually plant the bomb, which is usually behind the pillar. By doing so, you’re ensuring that they’re safe from mines. Now, place another one in the little cubby beside of the pillar, because that’s usually where attackers would most likely camp)

Bushwhacker
Of course, Bushwhacker is infamous for his deployable turrets, and there isn’t much to say about it. Just like the tip I provided for Proxy, place the turret in places where no one would ever suspect it (on Chapel, whenever the attackers are trying to deliver the EMP charges at the server room, a great place to deploy a defending turret is behind the rock that blocks most people’s vision of the objective. From different perspectives, I wouldn’t be able to see the turret behind the rock)

Fletcher
Last but not least, I think Fletcher is the hardest to use out of every other engineer there is, due to how you have to throw his sticky bombs from such a distance and the bombs will drop after a specific amount of time in the air. But what Fletcher is most useful for is shutting down objectives and pathways. By placing his sticky bombs onto surfaces that players have to tread across, you’ll be able to blow them away before they can even reach your position. Also, by placing the sticky bombs onto the objective, you can deny players from even getting to it

Some last couple of notes to mention-
-All of these classes excel at attacking objectives
-Proxy is the fastest, but most fragile, of all three mercs
-Fletcher’s sticky bombs will also stick to players as well
-Bushwhacker has the most range out of every other engineer, due to his arsenal made up of SMGs (Proxy and Fletcher can also use SMGs, but they both contain one or two shotguns in their arsenal as well)
-Proxy’s mines contains a delay on each one she places down; you can throw the mine at a group of enemies and shoot it, forcing it to explode instead of waiting for it to arm itself
-All deployables can be destroyed
-Fletcher does the most damage to EVs

If there’s anything that I have missed, please be honest and tell me if I made a mistake or just simply forgetting something huge about engineers. But for, I just hope for people to use my tips in the actual game!


(ludicrousBlast) #2

You can shoot sticky bombs and proximity mines to make them blow up, particularly helpful with proxy, with how much longer it takes to arm then stickybombs


(piotr_fr) #3

Hi, maybe you could add their time to arm/disarm objecives. How arming/disarming/repairing mecanics works (prioritation).
Thanks


(Samniss_Arandeen) #4

As Bushwhacker, reset your Turret’s health by picking it up and placing it back down again.


(bontsa) #5

Would like to add to this that also destroyded, smoke-inducing turret wreck can still be picked up if you’re fast enough, before it despawns. I believe it reduces cooldown for next one a bit.


(Samniss_Arandeen) #6

Good point to be made, but it’s better to be proactive.


(bontsa) #7

[quote=“Samniss_Arandeen;68981”]
Good point to be made, but it’s better to be proactive.[/quote]

Definitely.

While at this, despite this being not straight an Engineer tip, if one ever gets downed on top of C4 and there are no medics on sight to quickly defib some zapppppp back into you, or C4 is literally just about to explode, suicide. If you’re over the C4, anyone coming to defuse is forced to attempt to pick you up instead, unless they find that magical 1 pixel where C4 defusal is initiated. For unknown sadistic reasons someone at SplashDamage thought that picking up should be the priority for the “Use” key in said situation.


(Samniss_Arandeen) #8

One wonders why an Engy is even standing directly atop the C4 they’re defusing. Maybe the body fell at an awkward angle, I dunno. We need another Use key.


(bontsa) #9

I don’t know, another use key could mess up more than do good, misspressing and would be slightly more confused to learn. Simply code-wise prioritising C4 defusal on Use action over help-up would be enough. I’ve yet to encounter absolutely any type of situation where helping up would be more benefitical than defusing. In 8 seconds (time that helping up takes) even non-engineer can defuse C4 fully.