Editing Engineer (Highlander)

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===Rollouts===
 
===Rollouts===
[[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 "complete" 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, (e.g., [[cp_gorge]]).  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.
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[[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 "complete" 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, (e.g., [[pl_gorge]]).  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.
  
 
On 5CP maps, some engineers build a teleporter entrance right outside spawn and run straight to mid (stopping at an ammo pack along the way for metal). At mid, the engineer should place his minisentry to provide fire support during the midfight. Either supporting with shotgun fire or wrangling it to ward off jumpers are viable strategies. After the midfight and during stalemates, the engineer is usually preoccupied with setting up his teleporter exit, dispenser and moving his minisentry to cover the flank. The problem to this approach is that the teleporter entrance is useless if the team wins mid. Many engineers omit the teleporter and just use all their metal for minisentries at mid. This can hurt the team by moving engineer from a supportive role to a combat one, but at the midfight, combat is all that really matters. After the fight, teleporters and dispensers can be placed without losing too much time.
 
On 5CP maps, some engineers build a teleporter entrance right outside spawn and run straight to mid (stopping at an ammo pack along the way for metal). At mid, the engineer should place his minisentry to provide fire support during the midfight. Either supporting with shotgun fire or wrangling it to ward off jumpers are viable strategies. After the midfight and during stalemates, the engineer is usually preoccupied with setting up his teleporter exit, dispenser and moving his minisentry to cover the flank. The problem to this approach is that the teleporter entrance is useless if the team wins mid. Many engineers omit the teleporter and just use all their metal for minisentries at mid. This can hurt the team by moving engineer from a supportive role to a combat one, but at the midfight, combat is all that really matters. After the fight, teleporters and dispensers can be placed without losing too much time.

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