Engineer (competitivo)
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El Engineer (abreviado como «engi» o llamado por su nombre traducido, usado en TFC «Engineer») es una clase de apoyo que en ocasiones usado en alineaciones competitivas, valioso por su labor defensiva y de apoyo, así como de ayudar al empuje contra el equipo enemigo gracias a sus teleportadores.
Información
Salud
Clase | Salud | Exceso de curación | Exceso de curación con el Apañador |
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Engineer | 125 | 185 | 158 |
Con el Forajido equipado | 150 | 225 | 189 |
Velocidad
Condición | Normal | Hacia atrás | Agachado | Nadando | ||||||||
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Engineer |
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Transportando una construcción |
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Armas
El Engineer usa su PDA para construir y destruir sus herramientas, útiles para ayudar a su equipo. Su arma cuerpo a cuerpo, la Llave Inglesa se usa para mejorar, reparar y reabastecer sus construcciones.
Arma | Notas / Habilidades especiales |
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Estándar PDA principal PDA de construcción |
Permite al jugador construir un arma centinela, un dispensador o los teleportadores de salida y entrada. |
Estándar PDA secundaria PDA de destrucción |
Permite al jugador construir su arma centinela, dispensador o teleportadores de salida y entrada. |
Cuerpo a cuerpo
Todas las armas cuerpo a cuerpo del Engineer cuentan con la capacidad de reparar construcciones y destrtuir Zapadores.
Arma | Icono de muerte | Munición cargada |
Munición en recámara |
Distancia | Notas / habilidades especiales |
---|---|---|---|---|---|
Objetos básicos Llave Inglesa |
N/D | N/D | Base: 65 Crítico: 195 |
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Desbloqueo Necromachacador |
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Promocional Machete Prinny |
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Distribución Llave Inglesa Dorada |
Limitado a ganadores del evento de la Actualización del Engineer. Jugadores muertos a causa de este arma se convierten en estatuas de puro Australium. | ||||
Distribución Saxxy |
Objeto limitado de la Actualización de Grabación. Los jugadores eliminados se convierten en estatuas de puro Australium (efecto puramente cosmético). | ||||
Distribución Sartén Dorada |
Objeto limitado de la Actualización Dos Ciudades. Los jugadores eliminados se convierten en estatuas de puro Australium (efecto puramente cosmético). | ||||
Desbloqueo Forajido |
N/D | N/D | Base: 65 Crítico: 195 |
Reemplaza el Arma Centinela por una Mini-Arma Centinela de Combate. Incrementa la salud máxima 25 puntos. | |
Fabricación Hospitalidad Sureña |
N/D | N/D | Base: 65 Crítico: 195 Hemorragia: |
Al impactar a un oponente causa hemorragia durante 5 segundos. Vulnerabilidad al fuego enemigo 20%. | |
Fabricación Manitas |
N/D | N/D | Base: 49 Crítico: 146 |
Velocidad de construcción 30%. Daños causados –25% | |
Fabricación Efecto Eureka |
N/D | N/D | Base: 65 Crítico: 195 |
Disparo secundario: Teleporte a la base. No puedes transportar construcciones. |
Construcciones
Construcción | Estadísticas | Funciones | Especial |
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Arma centinela |
Tiempo en construirse: 10 seg. Metal necesario: 130 Metal devuelto: 60 |
Dispara 4/8/8 balas por segundo con 16 de daño por cada una (22 en minicrítico). Los paquetes de cohetes del nivel 3 salen cada 5 segundos y hacen ~100 de daño (~135 en minicrítico). Tiene 100/120/145 balas y 0/0/20 cohetes. |
Causa minicrítico en los blancos con Fraskungfú o si el Engineer está bajo los efectos del Estandarte de Ánimo. Puede causar daño a su propio Engineer si este se encuentra en la línea de tiro. |
Miniarma centinela de combate |
Tiempo en construirse: 2,5 seg. Metal necesario: 100 Metal devuelto: 0 |
Dispara 4 balas por segundo con 8 de daño por cada una (11 en minicrítico). | Causa minicrítico en los blancos con Fraskungfú o si el Engineer está bajo los efectos del Estandarte de Ánimo. Puede causar daño a su propio Engineer si este se encuentra en la línea de tiro. Puede repararse y recargarse, pero no mejorarse. |
Dispensador |
Tiempo en construirse: 20 seg. Metal necesario: 100 Metal devuelto: 50 |
Cura 10/15/20 PS por segundo. Recupera 20/30/40 de munición por segundo. Almacena 40/50/60 de metal cada 5 segundos, hasta 400 de metal. |
Se pueden aprovechar de ello los Spies disfrazados (incluso invisibles). |
Teleportador |
Tiempo en construirse: 20 seg. Metal necesario: 50 Metal devuelto: 60 |
Permite usar el teleportador cada 10/5/3 segundos. | Puede mejorarse desde cualquier lado, pero al destruir uno de los dos, el otro volverá a nivel 1. Los zapadores aparecen y se destruyen en ambos a la vez. Los Spies enemigos pueden usarlo (se pueden producir muertes por teleportador). |
Los daños y tiempos son aproximados y determinados por las pruebas de la comunidad.
Utilización
La dinámica de juego de TF2 competitivo en mapas de puntos de control de 5 contra 5 hace que el Engineer no sea necesario en las primeras fases de la partida. Cuando las cosas se ponen feas, los Engineer aumentan drásticamente su importancia, para proteger el último punto más cercano a la base. En mapas de Atacar/Defender, como Gravel Pit, un arma centinela bien ubicada puede ser letal para combatir a los Scouts del equipo enemigo. No hay que olvidar que los dos Soldiers y el Demoman del equipo contrario serán capaces de derribar la centinela fácilmente, por lo que esta puede ser una medida temporal, pero no asegura nada.
Tácticas comunes
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When building their Sentry Guns, Engineers must keep in mind the fact that they are mainly building it to ward off jumping Soldiers or Demomen and to take the brunt of the enemy ÜberCharge. An aware Soldier or Demoman will have little trouble destroying buildings. Sentry Guns should be placed in a location relatively safe from pipes and rockets spammed from afar, but useful against any enemies who try to flank or try to capture the point.
Engineers need to keep a look out for Spies who can easily destroy their buildings. The Teleporter is an important building, it negates part of the defending teams longer respawn time by allowing them to quickly get to the point and defend it, without it, each loss that the defending team takes is harder to replace and weakens their grip on the point.
The Dispenser is also important, not only does it allow players to quickly and easily replenish used ammo, the Medic can also hide within the Dispenser if a Scout attacks. Though this might not get rid of the damage completely, it will reduce it and give the Medic's team mates longer to kill the intruder.
Standard Control Point Push Strategies
When Engineers are used in Control Point matches, they are usually used to defend the final point within the teams' base, preventing back-capping by Scouts, as well as stalling the enemy Soldiers and Demoman. The main idea behind using a Sentry Gun is that the enemy team will have to focus on killing it before they can attack anything else, this can give the Medic time to build up an ÜberCharge and push forward.
An aware enemy Demoman, however, will easily dispatch the Engineer's Sentry Gun with relative ease using either the Grenade Launcher or Stickybomb Launcher. Outside of the last point, Engineers rarely see play, due to his Buildings' slow haul speed and the need to keep up with the rest of the team.
Attack/Defend Strategies
One of the most significant uses of the Engineer in competitive play is on Attack/Defend maps. Setup time allows the Engineer to build his base up without being harassed by the enemy team. This makes starting off the map with one Engineer a popular choice for defending teams. Because competitive Attack/Defend maps are played with the Stopwatch format, Engineers will want their Sentry Guns to stall the enemy team for as long as possible. While it is important to actively participate in the defense of control points, a level 3 Sentry Gun is not as disposable as it is in other game-types, due to its effectiveness against enemy Scouts. Thus, it is important to keep a Sentry up for as long as possible, providing a safe zone where teammates need not fear attack from enemy Scouts.
Capture the Flag Strategies
In a Capture-the-flag game, Scouts are valuable, as they are able to pick up the intelligence and run off unharmed. They are fast and agile enough to avoid prolonged combat with their enemies, and for this reason, a team will generally need to be able to counter any attack on the Intelligence by Scouts. The Engineer is thus used at the beginning of most Capture-the-flag games, and sent to their teams' Intelligence room to build. The large distance between the Intelligence room and the enemy's spawn room gives the Engineer time to set up a base and stall an enemy attack on the intelligence with a level 3 Sentry Gun. The Sentry is effective against incoming Scouts, and, with enough support, can become the cornerstone of a successful defense of the Intelligence room.
6 vs 6 strategies
When playing Engineer in 6 vs 6 play it is best to play when contesting your team's last point. In this format, it is common that a Scout switches to a class that is good at defending points such as the Engineer. A good strategy to do is use the Forajido for a quick building, disposable Sentry Gun. When using a level 3 Sentry Gun, it is best to hide it in a position out of your enemies' line of sight.
Anti-Engineer Classes
The Engineer is a very stationary class as his buildings are also stationary and normally require the Engineer's attention whether it would be repairing and upgrading, this leaves him very vulnerable as he has his Wrench out and he is next to his buildings which are normally under fire.
The Demoman
The Demoman is probably the biggest threat to an Engineer in nearly every game mode whether it would be 6v6 or Highlander, due to this the Engineers will try to make it as hard as possible for the Demoman to destroy their buildings such as being in elevated plat-forms or open areas where the Demoman cannot shoot his sticky-bombs or grenade pipes without being harmed. The reason why the Demoman is such a large threat is due to his ability to deal massive damage and that he can fight in-directly keeping him safe from the Sentry Gun's range, an un-wrangled level 3 Sentry Gun can be destroyed with 3 sticky bombs or less. However, if the Engineer has The Wrangler and a Rescue Ranger equipped he can make a Demoman's job much harder as the sentry gains a 66% damage resistance from the shield and the Rescue Ranger allows the Engineer to safely repair his buildings for light damage without being killed by the Demoman's sticky bombs.
The Sniper
The Sniper excels against still enemies, Engineer's tend to stay still a lot of the time as they are mostly repairing or upgrading their buildings, this leaves the Engineer vulnerable to headshots, as well the Engineer's hitbox on his head is quite large. The Sniper is also capable of dealing large amounts of damage at long distances, allowing the Sniper to evade the Sentry Gun's range and attack the Engineer, the Sniper Rifle's bullets are also very capable of destroying the Sentry Gun as two fully charged shots on a level 3 Sentry Gun (Without the Wrangler buff) is enough to destroy it. However, an Engineer can hide behind the Sentry Gun and using the Wrangler he can kill the Sniper that would originally be out of range of the Sentry Gun on auto-mode.
The Soldier
The Soldier similarly to the Sniper, can shoot the Sentry out of it's range and still deal high amounts of damage to it, especially if the Direct Hit is equipped allowing two shots at any range to destroy a level 3 Sentry Gun that isn't wrangled. Additionally the Soldier can inflict splash damage to other buildings and the Engineer creating multiple problems for the Engineer. The Soldier can also Rocket Jump to surprise attack the Engineer and kill him leaving his buildings vulnerable. However, the Engineer can again use the Wrangler to fire at the Soldier from outside of the Sentry Gun's range, and use the Wrangler in combination with the Rescue Ranger to protect the Sentry Gun using the shield of the Wrangler to give the sentry a 66% damage resistance and the Rescue Ranger to either begin hauling the gun away or to heal the damage dealt.
The Spy
The Spy can disguise as enemies and cloak; both prevent the Sentry Gun from targeting the Spy, allowing the Spy to breach the enemies defenses and attack the Engineer when he is alone or vulnerable, skilled Spies can easily backstab the Engineer and sap his Sentry Gun with the Sapper before it turns around and kills the Spy. Sapped buildings are vulnerable as they slowly take damage until they are destroyed and cannot function. However, the Pyro can be an excellent Engineer buddy as he can find cloaked and disguised Spies and can remove the Sappers from buildings with certain weapons, thus providing a means of support.
Véase también
- Armas del Engineer (competitivo)
- Construcciones (competitivo)
- Engineer
- Construcciones
- Clases (competitivo)
- Alineación estándar en competitivo
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