Now, now, these guides are popping up everywhere to help players be better at classes. I'd like to thank Darknecrid and Balzac for inspiration.
Anyway, here's the guide.
The engineer is a fairly straightforward class. Engy has two jobs: Defend and assist. The engineer can build sentries, in three levels, that fire rounds, fire rounds faster and in larger quantities, and finally fire rockets as well. The first sentry costs 130 metal to build, and 200 for each subsequent upgrade. They can also build Dispensers which can give ammo, health, and metal to the engineer and his teammates. This costs 100 metal to build. Lastly, they can create a teleporter entrance and exit. Each costs 125 metal to build. Teleporters can be used to move teammates and the engineer forward for back attacks and ambushes.
Metal is not unlimited. The engineer can carry 200 metal at a time. Fallen weapons and destroyed building pieces can restore metal as well. Larger weapons like the Minigun and Flamethrower restore 100 metal. Smaller weapons recover 50-100. Small ammo boxes recover 50 metal, large ammo boxes give 100.
Engineers carry a Shotgun with a starting 6 ammo clip and 32 reserve ammo, a 12 clip pistol with 200 reserve ammo, and a wrench. Special things are the Building Toolbox to build sentries, dispensers, and teleporters. There's also a detonator to destroy old buildings to place them elsewhere.
Pros
?Can build some of the strongest and most helpful equipment in TF2
?Has a powerful wrench that can kill weaker classes in a single crit
?Great for defense
?With several other engineers, can build enough dispensers near eachother to create a quick heal and refill station
?HUGE pistol ammo capacity
Cons
?Low health
?Susceptible to back attacks from most classes
?Has a hard time finding spies without a pyro or heavy to check for spies
?Sentries have fairly low health and need to be refilled with ammo
Fairly even, I'd say.
Now this is where you came for. The strategies. Depending on how your team is doing, Sentries and dispensers should be moved more forward. In Arena maps, this matters not, just hide it behind something to ambush enemies. On Payload maps, defending teams should place them near untaken points or where the enemy won't see it while pushing the cart. Attacking teams, as far up as you can to defend your teammates near the cart.
On CP maps, depending on your control of points, you want to place them in different places. If you control most of the points like 4/5, place the sentry outside where the enemy pops out to take 4, or near their spawn to prevent them from protecting 5. Build a teleporter and dispenser close by to bring teammates there. If there's a fight over a point continuously, place the sentry to defend the point and a teleporter to quickly send teammates to the point to help defend. If one lone point remains on your team, build a sentry to defend it and a dispenser to give you health and metal to repair your sentry. Have a Pyro nearby to spy check and keep a rather continuous flame near your sentry to keep off invisible spies.
On Capture the Flag maps, if your team is pushing back the enemy team, build a sentry, dispenser, and teleporter near their exits to keep them in. If there's a fight for the middle or your team is being pushed back, always keep a dispenser and sentry by the flag. As always, have a pyro to spy check and push off attackers.
Again: If you leave your sentry, HAVE A PYRO OR HEAVY OR ENGINEER HELP GUARD IT. Unguarded sentries can be taken out quickly and easily by enemy spies.
If you're under fire, crouch behind your sentry and continue to repair it and your dispenser. With luck, your dispenser will heal you continuously as you repair them.
If a Pyro is not nearby for protecting your buildings, a fellow Engineer or Heavy will do just fine for continuous fire. Engineers also have the bonus of hitting off sappers. If an engineer's buildings are sapped and another Engineer is being sapped and backstab, an Engineer that can jump out and fix the sentry is always good.
Here are some strategies I've found for maps that eGO servers offer.
Map: CP_Blackmesa
A is an increasingly sought after point. Try to build a sentry and dispenser behind boxes near YOUR entrance to guard the point itself. Hide behind the boxes and build a dispenser as a bit of a healing shield.
If your last point and next-to-last points (BL and CK respectively) BUILD A SENTRY TO GUARD B OR K. Your teammates can guard L or C, but if a pyro or scout comes to take B or K the second L or C drops, he'll have little opposition. The sentry can be put in either of the four corners and can be built so that it can't be jumped behind easily, partially hindering Spies. Heavies and other classes will try to crouch through the ground door to destroy the sentry. If this keeps happening, build the sentry in the ground door corner to face the door. The second they try to get easy pickings on you or your buildings, BAM! They get a face full o' sentry. I advise you to build a dispenser in B or K near the healthpack.
DO NOT BUILD IN THE WATER UNDER A. It is prohibited in eGO servers.
Map: CTF_Turbine
Sentries in corners of the middle are popular and can push back enemies. Alternately, build one on the balcony facing the exit of the enemy's vent. When defending the flag, there are several spots. By the stairs behind the wall, by the point behind the column, and in between the two doors. The last one is difficult as anyone in the above vent can destroy it. Behind the column can fight off enemies from both doors slightly earlier but is easier to destroy. The one by the stairs is best but does not completely guard the room. There are many other points, of course, but these are just a few I've seen.
You can also pull out the Teleporter Exit blueprints, jump, and place them on the high platform by the doors before the flag. Build a teleporter entrance near, and place the Dispenser behind the column and the sentry far back enough to be difficult for spies to sap. Hide by the back and repair your sentry as needed, it is difficult to destroy this sentry.
If you want to contribute to the guide, PM me or post here what you know or suggest. I'll change this post to reflect that and give you credit.
Now get out there, and build to your heart's content...and your enemy's lack thereof!
Anyway, here's the guide.
1. The basics.
The engineer is a fairly straightforward class. Engy has two jobs: Defend and assist. The engineer can build sentries, in three levels, that fire rounds, fire rounds faster and in larger quantities, and finally fire rockets as well. The first sentry costs 130 metal to build, and 200 for each subsequent upgrade. They can also build Dispensers which can give ammo, health, and metal to the engineer and his teammates. This costs 100 metal to build. Lastly, they can create a teleporter entrance and exit. Each costs 125 metal to build. Teleporters can be used to move teammates and the engineer forward for back attacks and ambushes.
Metal is not unlimited. The engineer can carry 200 metal at a time. Fallen weapons and destroyed building pieces can restore metal as well. Larger weapons like the Minigun and Flamethrower restore 100 metal. Smaller weapons recover 50-100. Small ammo boxes recover 50 metal, large ammo boxes give 100.
Engineers carry a Shotgun with a starting 6 ammo clip and 32 reserve ammo, a 12 clip pistol with 200 reserve ammo, and a wrench. Special things are the Building Toolbox to build sentries, dispensers, and teleporters. There's also a detonator to destroy old buildings to place them elsewhere.
2. Pros and Cons
Pros
?Can build some of the strongest and most helpful equipment in TF2
?Has a powerful wrench that can kill weaker classes in a single crit
?Great for defense
?With several other engineers, can build enough dispensers near eachother to create a quick heal and refill station
?HUGE pistol ammo capacity
Cons
?Low health
?Susceptible to back attacks from most classes
?Has a hard time finding spies without a pyro or heavy to check for spies
?Sentries have fairly low health and need to be refilled with ammo
Fairly even, I'd say.
3. Strategies and techniques.
Now this is where you came for. The strategies. Depending on how your team is doing, Sentries and dispensers should be moved more forward. In Arena maps, this matters not, just hide it behind something to ambush enemies. On Payload maps, defending teams should place them near untaken points or where the enemy won't see it while pushing the cart. Attacking teams, as far up as you can to defend your teammates near the cart.
On CP maps, depending on your control of points, you want to place them in different places. If you control most of the points like 4/5, place the sentry outside where the enemy pops out to take 4, or near their spawn to prevent them from protecting 5. Build a teleporter and dispenser close by to bring teammates there. If there's a fight over a point continuously, place the sentry to defend the point and a teleporter to quickly send teammates to the point to help defend. If one lone point remains on your team, build a sentry to defend it and a dispenser to give you health and metal to repair your sentry. Have a Pyro nearby to spy check and keep a rather continuous flame near your sentry to keep off invisible spies.
On Capture the Flag maps, if your team is pushing back the enemy team, build a sentry, dispenser, and teleporter near their exits to keep them in. If there's a fight for the middle or your team is being pushed back, always keep a dispenser and sentry by the flag. As always, have a pyro to spy check and push off attackers.
Again: If you leave your sentry, HAVE A PYRO OR HEAVY OR ENGINEER HELP GUARD IT. Unguarded sentries can be taken out quickly and easily by enemy spies.
If you're under fire, crouch behind your sentry and continue to repair it and your dispenser. With luck, your dispenser will heal you continuously as you repair them.
If a Pyro is not nearby for protecting your buildings, a fellow Engineer or Heavy will do just fine for continuous fire. Engineers also have the bonus of hitting off sappers. If an engineer's buildings are sapped and another Engineer is being sapped and backstab, an Engineer that can jump out and fix the sentry is always good.
4. Map-Specific Strategies
Here are some strategies I've found for maps that eGO servers offer.
Map: CP_Blackmesa
A is an increasingly sought after point. Try to build a sentry and dispenser behind boxes near YOUR entrance to guard the point itself. Hide behind the boxes and build a dispenser as a bit of a healing shield.
If your last point and next-to-last points (BL and CK respectively) BUILD A SENTRY TO GUARD B OR K. Your teammates can guard L or C, but if a pyro or scout comes to take B or K the second L or C drops, he'll have little opposition. The sentry can be put in either of the four corners and can be built so that it can't be jumped behind easily, partially hindering Spies. Heavies and other classes will try to crouch through the ground door to destroy the sentry. If this keeps happening, build the sentry in the ground door corner to face the door. The second they try to get easy pickings on you or your buildings, BAM! They get a face full o' sentry. I advise you to build a dispenser in B or K near the healthpack.
DO NOT BUILD IN THE WATER UNDER A. It is prohibited in eGO servers.
Map: CTF_Turbine
Sentries in corners of the middle are popular and can push back enemies. Alternately, build one on the balcony facing the exit of the enemy's vent. When defending the flag, there are several spots. By the stairs behind the wall, by the point behind the column, and in between the two doors. The last one is difficult as anyone in the above vent can destroy it. Behind the column can fight off enemies from both doors slightly earlier but is easier to destroy. The one by the stairs is best but does not completely guard the room. There are many other points, of course, but these are just a few I've seen.
You can also pull out the Teleporter Exit blueprints, jump, and place them on the high platform by the doors before the flag. Build a teleporter entrance near, and place the Dispenser behind the column and the sentry far back enough to be difficult for spies to sap. Hide by the back and repair your sentry as needed, it is difficult to destroy this sentry.
5. I don't see some stuff I know...What gives?
If you want to contribute to the guide, PM me or post here what you know or suggest. I'll change this post to reflect that and give you credit.
Now get out there, and build to your heart's content...and your enemy's lack thereof!

















