I don't suggest this, it isn't the standard loadout.

It isn't standard, but speaking from some experience, it can be verrrrry useful. If you're accurate with your revenge crits you can easily be a serious threat to any enemy you might run into. Like Giildy said though it is extremely map situational basically my advice is just learn the maps inside and out. The engineer, more than any other class, is dependent on the terrain and every misplaced building makes a huge difference. Also, make sure you are patient as an engineer, on ctf maps for example you are probably going to be spending the entire round sitting in the intel room, while on a koth or payload map it's quite possible for you to make the top three list from all the frags and assists you'll be getting. My general rule of thumb is real sentries on payload defense and cp maps that I'm not confident of my team on (i.e. you'll be doing some heavy defending because they may all die on mid) and mini sentries on koth, payload offense, and cp where my team is dominating.
 
It isn't standard, but speaking from some experience, it can be verrrrry useful. If you're accurate with your revenge crits you can easily be a serious threat to any enemy you might run into. Like Giildy said though it is extremely map situational basically my advice is just learn the maps inside and out. The engineer, more than any other class, is dependent on the terrain and every misplaced building makes a huge difference. Also, make sure you are patient as an engineer, on ctf maps for example you are probably going to be spending the entire round sitting in the intel room, while on a koth or payload map it's quite possible for you to make the top three list from all the frags and assists you'll be getting. My general rule of thumb is real sentries on payload defense and cp maps that I'm not confident of my team on (i.e. you'll be doing some heavy defending because they may all die on mid) and mini sentries on koth, payload offense, and cp where my team is dominating.
I know, I run that loadout actually : )
It isn't really map specific though, more like sentry placement specific, but you have to count in other factors too, like how conservative is your team playing (if you need the mini sentry where the medic is idling or not)...
 
  • Like
Reactions: wokmage
its not skial hl.
GO TEAM ONE!
lol
im a heavy in mocha's team and could use some advice 2.
anyways, when your defending dont use mini sentries but build up a "base" for your team to focus around
i personally use the jag with the wrangler and the justice
is there a specefic time yet?
 
Monkey I am working on that, school is keeping me busy though, and we also need to find a server for us to use, and teams need to be filled, otherwise it may be put on hiatus.
 
Ok, so here's my wall of text:

The standard loadouts are either Shotgun - Wrangler - Jag/Southern Hospitality or Shotgun - Wrangler - Gunslinger. If you equip the Frontier Justice (like I do), make sure you bring a pistol with it to make up for the 3-round clip. As I said above using this loadout isn't really map specific, more like sentry-placement specific, if you build the mini sentries in spots you wouldn't use the wrangler anyway you can be effective too, but that requires a little different style of play.
Use the wrench on Payload defense or 5cp defending last, otherwise go with the Gunslinger. I don't recommend using the Widowmaker at all, it's a waste of precious metal and it only has advantage if you regularly find yourself shooting more than 6 without letting go of M1, which you shouldn't really find yourself too often. I don't recommend Madmonekyjoe's loadout either, you can be very exposed to flanking scouts or spies with the Frontier Justice if you don't have the pistol to back it up (and you don't want to have the level 3 without a wrangler of course). Also, you usually die when your sentry dies, so you almost never get crits from it.
Another important loadout slot: don't wear bright hats/unusuals, you're just more likely to get headshot. If it isn't banned in your league, use the Hotrod to help your team spotting spies.

On 5cp, especially the larger ones like Foundry, make sure there's always a teleporter up. It can get frustrating when the 2 team can't decide on a point though : ) When the round starts put down a teleporter entrance, go back for metal (or just pick up the large box on foundry on the way) and put down a teleporter exit at another ammo box. Don't put the teleporter exit right to the point you're attacking, just like halfway through, and don't worry about people asking you to move it up. A teleporter which is always up but only brings you halfway to the point is much better than a teleporter which would bring you all the way, but it's always destroyed. On koth maps like Viaduct or Lakeside you have to make the decision if you'll put down a teleporter exit first or a mini sentry around the point to cut off scouts and support your team. At the first round I usually go with the exit, and you can see later if you could get away with putting down a mini sentry first. Watch some demos and practice a lot to find out where are the best mini sentry spots for each map, calculate in other factors if you need one where the medic stands for example, things like this. You have to cut off one of the scout's routes as well as cover the point or the place your team waits for the medic to charge too. On payload defense maps know the couple of sentry spots where will you build your nest, in setup ask for 2 or 3 suicides to get the extra metal. If the sentry is down and you don't have a teleporter still up and a significant advantage just go to the next spot and try to build everything up by the time the opponents get there.

The enemy you'll face the most often is the spy. When you have a level 3 you'll be his main target most probably, but the pyro should be close by, so it shouldn't really be a problem. On all other occasions though, when the pyro's sniffing the medic's ass and a frustrated spy would go for an easy pickings like you or the sniper they can be trouble. The best method to deal with the spy is to use your microphone. Always tell your team where are you and what class if he disguised as, then someone more prolific spy buster would come and take care of that bug : ) Some tips though while you wait for help though: don't try to meele them, half decent spies practice that a lot and they'll get you turn your back on them fairly easy. Don't chase them around the corners or up the stairs, just stop for a second instead and let them come right into the shotgun blast. If you have Frontier Justice - Pistol you have a better chance take them out, but it's better to be on the safe side and ask for help.

There are other things I wanted to write about, but got bored with it, might come back later : )
 
I don't recommend using the Widowmaker at all, it's a waste of precious metal and it only has advantage if you regularly find yourself shooting more than 6 without letting go of M1, which you shouldn't really find yourself too often.
I disagree, the Widowmaker is a great weapon if used right. If you know how to aim, it's golden. You don't have to reload (which can really save your life) and you can place down as many mini-sentries as you want, if played with correctly. Widowmaker sucks if you don't know how to aim, or if you can't get up close with the enemy, so it's definitely situational, but most of the time you shouldn't have those problems.
 
I made this script today, mouse 3 will destroy the sentry and make a new one then switches back to shotgun.
Code:
alias sentry "destroy 2; build 2; wait 40; +attack; wait 15; -attack; slot1"
bind MOUSE3 "sentry"

I'm fine tuning the wait times now.
 
I made this script today, mouse 3 will destroy the sentry and make a new one then switches back to shotgun.
Code:
alias sentry "destroy 2; build 2; wait 40; +attack; wait 15; -attack; slot1"
bind MOUSE3 "sentry"

I'm fine tuning the wait times now.
I think wait times are based on the clients fps, so you will find what works for you, maybe different for another client.
So, wait 40; will wait for 40 frames to elapse, so if you are running at 40fps, this translates to 1 sec, at 400fps it translates to 1/10 of a second. just throwing this in there, so anyone who wants to use the script doesn't get confused if it doesnt work properly for them.
 
I think wait times are based on the clients fps, so you will find what works for you, maybe different for another client.
I thought that's server fps according to wiki.tf2.com, but Bottiger said it wasn't so everyone should fine tune the wait times for their configs for the script to run smooth.
 
I thought that's server fps according to wiki.tf2.com, but Bottiger said it wasn't so everyone should fine tune the wait times for their configs for the script to run smooth.
Ahh, np.. all i was thinking is that a lot of people believe that the wait command variable is related to 1/100ths of a second.