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	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Garand</id>
	<title>comp.tf - User contributions [en]</title>
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	<updated>2026-05-05T02:54:37Z</updated>
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	<entry>
		<id>http://comp.tf/index.php?title=Engineer&amp;diff=2103</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Engineer&amp;diff=2103"/>
		<updated>2013-07-04T10:39:55Z</updated>

		<summary type="html">&lt;p&gt;Garand: Adding descriptions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An invaluable defense tool, the '''Engineer''''s sentries, dispensers, and teleporters are very helpful to defend a point or cart. On offense, the engineer is able to consolidate the ground gained by his team, and assist them in getting to the battle.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[Engineer (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Engineer is considered an [[offclass]].  Most often used on the map [[cp_gravelpit]], the Engineer is only used to defend last on most maps.&lt;br /&gt;
The main purpose of the Engineer and his sentry in [[6v6]] is to soak up damage and waste uber to let his team pop later.  Occasionally, it may get a few kills as well, but for the most part the engineer waits for his sentry to die, then switches to his main class to get cleanup frags.&lt;br /&gt;
It is important to note that a well-placed Sentry can prevent the other team from pushing in with a Kritzkrieg, as they will not be invulnerable and the Engineer's Sentry is immune to critical hits.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Engineer (Highlander)]]''&lt;br /&gt;
&lt;br /&gt;
The Engineer's main job in [[Highlander]] is to defend points and deny areas to the other team.  Through the use of the sentry, the Engineer is easily able to defend and stall for a point in time.  However, Highlander presents a new risk in the form of the [[Spy]] whose Sapper can destroy the Engineer's buildings.  The Engineer can also use such tools as The Wrangler and The Gunslinger to be more effective on offense or to assist in defense. The engineer is also often used to push the cart on payload maps.&lt;br /&gt;
&lt;br /&gt;
==Primary==&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Shotgun&lt;br /&gt;
| image = Shotgun.jpg&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The shotgun is the stock primary weapon for the engineer. It is a very versatile weapon that's very popular with many engineers in both highlander and 6's. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Frontier Justice&lt;br /&gt;
| image = Frontier_Justice.jpg&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Frontier Justice has identical damage stats as the stock Shotgun; however, it has only 3 rounds in its clip and gains full crits for every sentry kill when the engineer's sentry is destroyed. The Frontier Justice has much less sustained damage than the Stock Shotgun due to its reduced clip size, but allows the engineer high burst damage with the Frontier Justice's revenge crits.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Pomson 6000&lt;br /&gt;
| image = Pomson.jpg&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = No&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = No&lt;br /&gt;
| description = The Pomson 6000 is very different from the engineer's other weapons because it shoots a beam projectile that doesn't require ammunition. In addition, hit Spies lose 20% cloak and hit Medics lose 10% of their Ubercharge. The Pomson 6000 is banned in every major competitive league because of its ability to remove Ubercharge from Medics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Rescue Ranger&lt;br /&gt;
| image = Rescue_Ranger.jpg&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = No&lt;br /&gt;
| description = The Rescue Ranger is an Engineer primary weapon that shoots bolts that, in addition to causing damage to enemies, can repair the Engineer's buildings. With the Rescue Ranger equipped, an Engineer can pick up buildings from a range with a metal cost. While a building is picked up, the Engineer takes mini-crits. This is useful for moving buildings to places that are difficult to reach for an Engineer. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Secondary==&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Wrangler&lt;br /&gt;
| image = Wrangler.jpg&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Wrangler is one of the most effective weapons to used, both with minisentries and level 3 sentries. The wrangler allows one's sentry to absorb more damage possess and increased rain, which is invaluable for dealing with snipers and soldiers destroying your sentry from a distance. A lot of engineers use the wrangler on payload defense in order to increase the survivability of their sentry, and on offence or other 5CP maps to aid their team in in fights.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Pistol&lt;br /&gt;
| image = Pistol.jpg&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Short Circuit&lt;br /&gt;
| image = Short_Circuit.jpg&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Eureka Effect&lt;br /&gt;
| image = Eureka.jpg&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Gunslinger&lt;br /&gt;
| image = Gunslinger.jpg&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Jag&lt;br /&gt;
| image = Jag.jpg&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Southern Hospitality&lt;br /&gt;
| image = Southern_Hospitality.jpg&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Wrench&lt;br /&gt;
| image = Wrench.jpg&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==PDA==&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = PDA&lt;br /&gt;
| image = PDA.jpg&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The '''PDA''' is used by the engineer to construct buildings. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Destruction PDA&lt;br /&gt;
| image = DPDA.jpg&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The '''Destruction PDA''' is used by the engineer to destroy buildings.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Garand</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Engineer_(Highlander)&amp;diff=2100</id>
		<title>Engineer (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Engineer_(Highlander)&amp;diff=2100"/>
		<updated>2013-07-04T10:20:46Z</updated>

		<summary type="html">&lt;p&gt;Garand: Added 'On defence' section for spies, tips and strategies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In [[Highlander]], the '''[[Engineer]]''' is in charge of locking down areas for his team and making sure all his teammates are getting to the fight as quickly as possible with as much health and ammo as possible.  Using (mini)sentries, he can prevent the other team from utilizing entire regions of a map or force them to waste time attacking him while his team retaliates.  Using teleporters and dispensers, he can support his team and keep them fighting until the enemy is defeated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== On Offense ==&lt;br /&gt;
In most cases, offensive engineering requires use of the Gunslinger.  The Engineer on offense is responsible for keeping the team's flank clear and for making sure his fellow teammates on the flank are healthy and stocked with ammo.  Efficient and frequent use of sentries and dispensers is vital for preventing an enemy [[Soldier]] or [[Scout]] from getting behind the team and causing havoc.  The best Engineers pair proper building management with strong deathmatch skill to fortify any area they enter with their teammates and make sure that once ground is won, it is not lost. During payload offense, one of the Engineer's primary goals is to push the payload cart. Most teams designate their Engineer and their Scout to cart pushing, maximising push time at x3. Engineer's should try to keep teleporter's up as well, as the walk from respawn to the cart can sometimes be very long. Engineer's should also try to keep minisentries down at all times to increase damage output or to cover a flank. Weapons used by the engineer on offense, both in 5CP / PL/ KOTH vary and are often up to the engineer. However, most of the time, the stock shotgun is a strong choice on offense. The short circuit, wrangler and pistol are usually selected according to the map type and objective. For example, a lot of engineers run the short circuit on payload offense to block spam while pushing the cart, which provides them with metal. On the other hand, a lot of engineers use the wrangler or the pistol on 5CP / KOTH maps, where extra damage and firepower is necessary.&lt;br /&gt;
&lt;br /&gt;
== Spies ==&lt;br /&gt;
Spychecking is a team's job and responsibility, but at the same time, an engineer is one of the worst enemies of the spies. Other classes may be too busy / too many things on their plate to keep a constant vigilance for spies. For example, a medic has to keep track of Uber advantage and positioning, a heavy has to call, etc. However, an engineer is not burdened with so many responsibilities such that he can still look out for spies while doing his job as described above. An engineer's shotgun and sentries are potent weapons, with the ability to decimate spies within a few seconds. Often, a few rounds from one's shotgun and / or wrangled sentry are enough to kill the spy, or at least reveal him for your teammates to kill. In lower levels of competitive play, spies will often sap your buildings before going for picks, that can alert you and your team to him before he goes for a damaging pick. In higher levels of competitive play, spies will not give themselves away by doing that, and hence, spychecking is the only way to go.&lt;br /&gt;
&lt;br /&gt;
===On Defense===&lt;br /&gt;
While on defense, however, you are the prime target for spies. As the only person who can keep your sentry up, spies will be gunning for you. However, unlike on offense, you will have a lot of things to worry about, such as enemy ubers, spam, snipers, whether it is time to fall back, etc. Spies' saps can be deadly especially when coordinated with an uber or constant spam, as it is a guarantee that your sentry will go down. Often, good spies will communicate with their team to distract you for that one moment during which you turn your back and present an easy target. The most prudent way to counter this is to constantly communicate with your teammates, about the whereabouts of the enemy spies, etc. Moreover, it is imperative that as the engineer, you check your back / other hiding spots often whenever you can. One major mistake a lot of lower level engineers do is to sit still and hit one's sentry in order to upgrade/ repair it without moving. This opens the engineer up to attacks by spies. The way to counter this is to constantly move. The engineer's melee weapons do not register their hits instantaneously like a histcan weapon; there is a slight delay. Hence, if the engineer times it right, he can move about or quickly turn around to check if there is a spy before turning back to hit his sentry.&lt;br /&gt;
&lt;br /&gt;
== On Defense ==&lt;br /&gt;
There are few better defensive powerhouses than a Level 3 sentry in a strong position.  Positioning, timing, and build order are important concepts for an engineer to understand on defense.  Building too far forward or waiting too long can cost the team the relevant control point or even the whole round.  It is the Engineer's job to tank damage from ubered [[Heavies]] and [[Demos]] so that his [[Medic]] doesn't need to pop early or fall under the pressure of nine attacking players.  Kills are less important to an Engineer than merely surviving because most of the other team can't come within range of his sentry as long as it is active, and going down with his sentry can be costly if a domino effect leads to multiple captures before he can build again.  The team leans on its Engineer to provide a safe fallback zone when they get lit and the other team is pushing forward. Engineer has a diverse array of tools available to him allowing for many different playstyles. The Eureka Effect and Rescue Ranger both give Engineer new advantages and playstyles but can also hinder his core mechanics (such as being able to move his sentry or defend himself with a shotgun). Therefore in the true spirit of the class, experimentation and innovation can sometimes reap his team huge benefits and throw the enemy team off their gameplan. Deathmatch-proficient engineers are sometimes known for running Gunslinger minisentries on Defense. This is something an Engineer should practice and discuss with his team before implementing in a match, as many teams depend on a larger sentry to tank ubers, and using the Gunslinger pushes the Engineer away from the combo towards the flank where he can't help against an Uber. However it is a noteworthy option on last ditch defenses when there is no time to build up another level 2/3 sentry. However, in changing melee weapons, all buildings are destroyed, so it is sometimes better to stick with the wrench to keep up a vital teleporter or dispenser. At the end of the day, the main objective for a engineer is to keep himself and his sentry gun alive, this once again requires good communication with your team and survivability on the engineer's part to know when to fall back and when to hold your ground. &lt;br /&gt;
&lt;br /&gt;
===Rollouts===&lt;br /&gt;
[[Stopwatch]] gamemodes ([[Attack/Defend]] and [[Payload]]) give the defending players a setup time to get in position and prepare for the attack.  This time is primarily utilized by the Engineer to build as many buildings as possible in the first position that needs to be defended.  It varies from map to map, but in general the Engineer follows a basic rollout.  First, he builds a teleporter entrance just outside spawn.  Then, he runs to his first sentry position, grabs any ammo pack nearby, and builds a dispenser (it is important to have the building first to ensure a ready and constant stream of metal once the round starts.  At this point it is common for teammates of the Engineer (usually a [[Pyro]], Scout, and/or Soldier) to kill themselves near the Engineer.  This allows him to pick up the metal from their dropped weapons to speed up the process of building.  This metal is used immediately to build and begin upgrading the sentry.  Once the sentry is at level 3, any remaining setup time is usually devoted to upgrading the dispenser and building a teleporter exit if there's time.  Most standard maps allow for a &amp;quot;complete&amp;quot; rollout that results in a level 1 teleporter, a level 3 sentry, and a level 3 dispenser before time runs out.  In some stopwatch maps, the BLU team gets a tiny niche where buildings are buildable inside spawn (ex. [[pl_badwater]]).  Engineers on BLU can use setup time to build their own level 3 sentries, allowing for interesting tactics that usually involve sneaking the sentry into a position of ambush to kill retreating RED combo members.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Highlander]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>Garand</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Engineer_(Highlander)&amp;diff=2099</id>
		<title>Engineer (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Engineer_(Highlander)&amp;diff=2099"/>
		<updated>2013-07-04T10:02:22Z</updated>

		<summary type="html">&lt;p&gt;Garand: Spies on offence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In [[Highlander]], the '''[[Engineer]]''' is in charge of locking down areas for his team and making sure all his teammates are getting to the fight as quickly as possible with as much health and ammo as possible.  Using (mini)sentries, he can prevent the other team from utilizing entire regions of a map or force them to waste time attacking him while his team retaliates.  Using teleporters and dispensers, he can support his team and keep them fighting until the enemy is defeated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== On Offense ==&lt;br /&gt;
In most cases, offensive engineering requires use of the Gunslinger.  The Engineer on offense is responsible for keeping the team's flank clear and for making sure his fellow teammates on the flank are healthy and stocked with ammo.  Efficient and frequent use of sentries and dispensers is vital for preventing an enemy [[Soldier]] or [[Scout]] from getting behind the team and causing havoc.  The best Engineers pair proper building management with strong deathmatch skill to fortify any area they enter with their teammates and make sure that once ground is won, it is not lost. During payload offense, one of the Engineer's primary goals is to push the payload cart. Most teams designate their Engineer and their Scout to cart pushing, maximising push time at x3. Engineer's should try to keep teleporter's up as well, as the walk from respawn to the cart can sometimes be very long. Engineer's should also try to keep minisentries down at all times to increase damage output or to cover a flank. Weapons used by the engineer on offense, both in 5CP / PL/ KOTH vary and are often up to the engineer. However, most of the time, the stock shotgun is a strong choice on offense. The short circuit, wrangler and pistol are usually selected according to the map type and objective. For example, a lot of engineers run the short circuit on payload offense to block spam while pushing the cart, which provides them with metal. On the other hand, a lot of engineers use the wrangler or the pistol on 5CP / KOTH maps, where extra damage and firepower is necessary.&lt;br /&gt;
&lt;br /&gt;
== Spies ==&lt;br /&gt;
Spychecking is a team's job and responsibility, but at the same time, an engineer is one of the worst enemies of the spies. Other classes may be too busy / too many things on their plate to keep a constant vigilance for spies. For example, a medic has to keep track of Uber advantage and positioning, a heavy has to call, etc. However, an engineer is not burdened with so many responsibilities such that he can still look out for spies while doing his job as described above. An engineer's shotgun and sentries are potent weapons, with the ability to decimate spies within a few seconds. Often, a few rounds from one's shotgun and / or wrangled sentry are enough to kill the spy, or at least reveal him for your teammates to kill. In lower levels of competitive play, spies will often sap your buildings before going for picks, that can alert you and your team to him before he goes for a damaging pick. In higher levels of competitive play, spies will not give themselves away by doing that, and hence, spychecking is the only way to go.&lt;br /&gt;
&lt;br /&gt;
== On Defense ==&lt;br /&gt;
There are few better defensive powerhouses than a Level 3 sentry in a strong position.  Positioning, timing, and build order are important concepts for an engineer to understand on defense.  Building too far forward or waiting too long can cost the team the relevant control point or even the whole round.  It is the Engineer's job to tank damage from ubered [[Heavies]] and [[Demos]] so that his [[Medic]] doesn't need to pop early or fall under the pressure of nine attacking players.  Kills are less important to an Engineer than merely surviving because most of the other team can't come within range of his sentry as long as it is active, and going down with his sentry can be costly if a domino effect leads to multiple captures before he can build again.  The team leans on its Engineer to provide a safe fallback zone when they get lit and the other team is pushing forward. Engineer has a diverse array of tools available to him allowing for many different playstyles. The Eureka Effect and Rescue Ranger both give Engineer new advantages and playstyles but can also hinder his core mechanics (such as being able to move his sentry or defend himself with a shotgun). Therefore in the true spirit of the class, experimentation and innovation can sometimes reap his team huge benefits and throw the enemy team off their gameplan. Deathmatch-proficient engineers are sometimes known for running Gunslinger minisentries on Defense. This is something an Engineer should practice and discuss with his team before implementing in a match, as many teams depend on a larger sentry to tank ubers, and using the Gunslinger pushes the Engineer away from the combo towards the flank where he can't help against an Uber. However it is a noteworthy option on last ditch defenses when there is no time to build up another level 2/3 sentry. However, in changing melee weapons, all buildings are destroyed, so it is sometimes better to stick with the wrench to keep up a vital teleporter or dispenser. At the end of the day, the main objective for a engineer is to keep himself and his sentry gun alive, this once again requires good communication with your team and survivability on the engineer's part to know when to fall back and when to hold your ground. &lt;br /&gt;
&lt;br /&gt;
===Rollouts===&lt;br /&gt;
[[Stopwatch]] gamemodes ([[Attack/Defend]] and [[Payload]]) give the defending players a setup time to get in position and prepare for the attack.  This time is primarily utilized by the Engineer to build as many buildings as possible in the first position that needs to be defended.  It varies from map to map, but in general the Engineer follows a basic rollout.  First, he builds a teleporter entrance just outside spawn.  Then, he runs to his first sentry position, grabs any ammo pack nearby, and builds a dispenser (it is important to have the building first to ensure a ready and constant stream of metal once the round starts.  At this point it is common for teammates of the Engineer (usually a [[Pyro]], Scout, and/or Soldier) to kill themselves near the Engineer.  This allows him to pick up the metal from their dropped weapons to speed up the process of building.  This metal is used immediately to build and begin upgrading the sentry.  Once the sentry is at level 3, any remaining setup time is usually devoted to upgrading the dispenser and building a teleporter exit if there's time.  Most standard maps allow for a &amp;quot;complete&amp;quot; rollout that results in a level 1 teleporter, a level 3 sentry, and a level 3 dispenser before time runs out.  In some stopwatch maps, the BLU team gets a tiny niche where buildings are buildable inside spawn (ex. [[pl_badwater]]).  Engineers on BLU can use setup time to build their own level 3 sentries, allowing for interesting tactics that usually involve sneaking the sentry into a position of ambush to kill retreating RED combo members.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Highlander]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>Garand</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Engineer_(Highlander)&amp;diff=2097</id>
		<title>Engineer (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Engineer_(Highlander)&amp;diff=2097"/>
		<updated>2013-07-04T09:46:22Z</updated>

		<summary type="html">&lt;p&gt;Garand: Added objective of Engy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In [[Highlander]], the '''[[Engineer]]''' is in charge of locking down areas for his team and making sure all his teammates are getting to the fight as quickly as possible with as much health and ammo as possible.  Using (mini)sentries, he can prevent the other team from utilizing entire regions of a map or force them to waste time attacking him while his team retaliates.  Using teleporters and dispensers, he can support his team and keep them fighting until the enemy is defeated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== On Offense ==&lt;br /&gt;
In most cases, offensive engineering requires use of the Gunslinger.  The Engineer on offense is responsible for keeping the team's flank clear and for making sure his fellow teammates on the flank are healthy and stocked with ammo.  Efficient and frequent use of sentries and dispensers is vital for preventing an enemy [[Soldier]] or [[Scout]] from getting behind the team and causing havoc.  The best Engineers pair proper building management with strong deathmatch skill to fortify any area they enter with their teammates and make sure that once ground is won, it is not lost. During payload offense, one of the Engineer's primary goals is to push the payload cart. Most teams designate their Engineer and their Scout to cart pushing, maximising push time at x3. Engineer's should try to keep teleporter's up as well, as the walk from respawn to the cart can sometimes be very long. Engineer's should also try to keep minisentries down at all times to increase damage output or to cover a flank. Weapons used by the engineer on offense, both in 5CP / PL/ KOTH vary and are often up to the engineer. However, most of the time, the stock shotgun is a strong choice on offense. The short circuit, wrangler and pistol are usually selected according to the map type and objective. For example, a lot of engineers run the short circuit on payload offense to block spam while pushing the cart, which provides them with metal. On the other hand, a lot of engineers use the wrangler or the pistol on 5CP / KOTH maps, where extra damage and firepower is necessary.&lt;br /&gt;
&lt;br /&gt;
== On Defense ==&lt;br /&gt;
There are few better defensive powerhouses than a Level 3 sentry in a strong position.  Positioning, timing, and build order are important concepts for an engineer to understand on defense.  Building too far forward or waiting too long can cost the team the relevant control point or even the whole round.  It is the Engineer's job to tank damage from ubered [[Heavies]] and [[Demos]] so that his [[Medic]] doesn't need to pop early or fall under the pressure of nine attacking players.  Kills are less important to an Engineer than merely surviving because most of the other team can't come within range of his sentry as long as it is active, and going down with his sentry can be costly if a domino effect leads to multiple captures before he can build again.  The team leans on its Engineer to provide a safe fallback zone when they get lit and the other team is pushing forward. Engineer has a diverse array of tools available to him allowing for many different playstyles. The Eureka Effect and Rescue Ranger both give Engineer new advantages and playstyles but can also hinder his core mechanics (such as being able to move his sentry or defend himself with a shotgun). Therefore in the true spirit of the class, experimentation and innovation can sometimes reap his team huge benefits and throw the enemy team off their gameplan. Deathmatch-proficient engineers are sometimes known for running Gunslinger minisentries on Defense. This is something an Engineer should practice and discuss with his team before implementing in a match, as many teams depend on a larger sentry to tank ubers, and using the Gunslinger pushes the Engineer away from the combo towards the flank where he can't help against an Uber. However it is a noteworthy option on last ditch defenses when there is no time to build up another level 2/3 sentry. However, in changing melee weapons, all buildings are destroyed, so it is sometimes better to stick with the wrench to keep up a vital teleporter or dispenser. At the end of the day, the main objective for a engineer is to keep himself and his sentry gun alive, this once again requires good communication with your team and survivability on the engineer's part to know when to fall back and when to hold your ground. &lt;br /&gt;
&lt;br /&gt;
===Rollouts===&lt;br /&gt;
[[Stopwatch]] gamemodes ([[Attack/Defend]] and [[Payload]]) give the defending players a setup time to get in position and prepare for the attack.  This time is primarily utilized by the Engineer to build as many buildings as possible in the first position that needs to be defended.  It varies from map to map, but in general the Engineer follows a basic rollout.  First, he builds a teleporter entrance just outside spawn.  Then, he runs to his first sentry position, grabs any ammo pack nearby, and builds a dispenser (it is important to have the building first to ensure a ready and constant stream of metal once the round starts.  At this point it is common for teammates of the Engineer (usually a [[Pyro]], Scout, and/or Soldier) to kill themselves near the Engineer.  This allows him to pick up the metal from their dropped weapons to speed up the process of building.  This metal is used immediately to build and begin upgrading the sentry.  Once the sentry is at level 3, any remaining setup time is usually devoted to upgrading the dispenser and building a teleporter exit if there's time.  Most standard maps allow for a &amp;quot;complete&amp;quot; rollout that results in a level 1 teleporter, a level 3 sentry, and a level 3 dispenser before time runs out.  In some stopwatch maps, the BLU team gets a tiny niche where buildings are buildable inside spawn (ex. [[pl_badwater]]).  Engineers on BLU can use setup time to build their own level 3 sentries, allowing for interesting tactics that usually involve sneaking the sentry into a position of ambush to kill retreating RED combo members.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Highlander]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>Garand</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Engineer_(Highlander)&amp;diff=2095</id>
		<title>Engineer (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Engineer_(Highlander)&amp;diff=2095"/>
		<updated>2013-07-04T09:42:59Z</updated>

		<summary type="html">&lt;p&gt;Garand: Added weapons options&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In [[Highlander]], the '''[[Engineer]]''' is in charge of locking down areas for his team and making sure all his teammates are getting to the fight as quickly as possible with as much health and ammo as possible.  Using (mini)sentries, he can prevent the other team from utilizing entire regions of a map or force them to waste time attacking him while his team retaliates.  Using teleporters and dispensers, he can support his team and keep them fighting until the enemy is defeated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== On Offense ==&lt;br /&gt;
In most cases, offensive engineering requires use of the Gunslinger.  The Engineer on offense is responsible for keeping the team's flank clear and for making sure his fellow teammates on the flank are healthy and stocked with ammo.  Efficient and frequent use of sentries and dispensers is vital for preventing an enemy [[Soldier]] or [[Scout]] from getting behind the team and causing havoc.  The best Engineers pair proper building management with strong deathmatch skill to fortify any area they enter with their teammates and make sure that once ground is won, it is not lost. During payload offense, one of the Engineer's primary goals is to push the payload cart. Most teams designate their Engineer and their Scout to cart pushing, maximising push time at x3. Engineer's should try to keep teleporter's up as well, as the walk from respawn to the cart can sometimes be very long. Engineer's should also try to keep minisentries down at all times to increase damage output or to cover a flank. Weapons used by the engineer on offense, both in 5CP / PL/ KOTH vary and are often up to the engineer. However, most of the time, the stock shotgun is a strong choice on offense. The short circuit, wrangler and pistol are usually selected according to the map type and objective. For example, a lot of engineers run the short circuit on payload offense to block spam while pushing the cart, which provides them with metal. On the other hand, a lot of engineers use the wrangler or the pistol on 5CP / KOTH maps, where extra damage and firepower is necessary.&lt;br /&gt;
&lt;br /&gt;
== On Defense ==&lt;br /&gt;
There are few better defensive powerhouses than a Level 3 sentry in a strong position.  Positioning, timing, and build order are important concepts for an engineer to understand on defense.  Building too far forward or waiting too long can cost the team the relevant control point or even the whole round.  It is the Engineer's job to tank damage from ubered [[Heavies]] and [[Demos]] so that his [[Medic]] doesn't need to pop early or fall under the pressure of nine attacking players.  Kills are less important to an Engineer than merely surviving because most of the other team can't come within range of his sentry as long as it is active, and going down with his sentry can be costly if a domino effect leads to multiple captures before he can build again.  The team leans on its Engineer to provide a safe fallback zone when they get lit and the other team is pushing forward. Engineer has a diverse array of tools available to him allowing for many different playstyles. The Eureka Effect and Rescue Ranger both give Engineer new advantages and playstyles but can also hinder his core mechanics (such as being able to move his sentry or defend himself with a shotgun). Therefore in the true spirit of the class, experimentation and innovation can sometimes reap his team huge benefits and throw the enemy team off their gameplan. Deathmatch-proficient engineers are sometimes known for running Gunslinger minisentries on Defense. This is something an Engineer should practice and discuss with his team before implementing in a match, as many teams depend on a larger sentry to tank ubers, and using the Gunslinger pushes the Engineer away from the combo towards the flank where he can't help against an Uber. However it is a noteworthy option on last ditch defenses when there is no time to build up another level 2/3 sentry. However, in changing melee weapons, all buildings are destroyed, so it is sometimes better to stick with the wrench to keep up a vital teleporter or dispenser.&lt;br /&gt;
&lt;br /&gt;
===Rollouts===&lt;br /&gt;
[[Stopwatch]] gamemodes ([[Attack/Defend]] and [[Payload]]) give the defending players a setup time to get in position and prepare for the attack.  This time is primarily utilized by the Engineer to build as many buildings as possible in the first position that needs to be defended.  It varies from map to map, but in general the Engineer follows a basic rollout.  First, he builds a teleporter entrance just outside spawn.  Then, he runs to his first sentry position, grabs any ammo pack nearby, and builds a dispenser (it is important to have the building first to ensure a ready and constant stream of metal once the round starts.  At this point it is common for teammates of the Engineer (usually a [[Pyro]], Scout, and/or Soldier) to kill themselves near the Engineer.  This allows him to pick up the metal from their dropped weapons to speed up the process of building.  This metal is used immediately to build and begin upgrading the sentry.  Once the sentry is at level 3, any remaining setup time is usually devoted to upgrading the dispenser and building a teleporter exit if there's time.  Most standard maps allow for a &amp;quot;complete&amp;quot; rollout that results in a level 1 teleporter, a level 3 sentry, and a level 3 dispenser before time runs out.  In some stopwatch maps, the BLU team gets a tiny niche where buildings are buildable inside spawn (ex. [[pl_badwater]]).  Engineers on BLU can use setup time to build their own level 3 sentries, allowing for interesting tactics that usually involve sneaking the sentry into a position of ambush to kill retreating RED combo members.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Highlander]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>Garand</name></author>
		
	</entry>
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