The Engineer is the one of the most versatile team assistance class. He can get his friends to the front line faster with teleporters, he can create a powerful sentry nest to ward off enemies from entering and he can build dispensers to heal and supply ammo. His low health and standard weapons make him only good for quick assaults to weaken the enemy or to lure them into a sentry trap.
Weapon Specific
Shotgun
- The Shotgun will always work in narrow corridors, such as the hallways in 2fort. So if you're intending to babysit your Sentry Gun, like most Engineers do, make sure to build it in a spot where you can bottleneck enemy players. You will be able fight on more even ground now that the sentry gun has softened them up for a shotgun blast.
Pistol
- While the pistol may seem innocuous in comparison to its bigger brothers, the shotgun and sentry gun, there are many situations where it will be a much more useful weapon. Shot-for-shot, the pistol will mostly outdo the shotgun in accuracy and damage at long range. If you couple this with your 200 rounds of spare ammunition and a dispenser, it is possible to ward off distant enemies. Pistol Spam can also be used for Spy-checking down narrow corridors, such as the long tunnel in Dustbowl 2.B. Take advantage of the critical hits since they can rack up damage quickly at approximately 45 health per hit. If you utilize the "Autopistol" script, you can achieve a fire rate almost as rapid as the Sniper's SMG.
Wrench
- When a Spy is repeatedly sapping your sentry in an attempt to destroy it, your Wrench serves two purposes. First, you can use it to swing at the opposing Spy (2-3 hits is enough to kill one, not including Critical Hits). After that you can quickly turn around (while the Spy is backing off) and repair your Sentry. Two strikes from the wrench will disable a Sapper and halt the progressive damage it causes; you can then fully repair the sentry after the spy is killed.
Building PDA
- When you're being attacked and you have your PDA out, quickly pull out another weapon. Don't be caught by an enemy when using this or you're an easy kill. Remember to use the handy key (usually "Q" on the PC) to switch to your most recent weapon. There are two PDA's, the Building PDA and Demolish PDA (The Xbox 360 version does not have a separate Demolish PDA). If a player chooses to construct an available building from the Build PDA, the player model will then hold a toolbox, and the player will see a template on the ground in front of them showing the orientation of the chosen building. While the template is visible, right-clicking adjusts the building's orientation by 90 degrees anti-clockwise, left-clicking starts the build and "last weapon used" cancels the build.
Dispenser Placement
There are different strategies around placing Dispensers.
- To assist the construction of a Sentry gun and other buildings. Unless you have a local supply of Metal, many times you will want to build a Dispenser before building a Sentry gun or Teleporter. Often a Dispenser is built so that the Engineer can Wrench his Sentry gun, repairing it from attacks, while the Dispenser provides him with Metal and slow healing. Since the Dispenser is solid to the Engineer that built it, careful placement of the Dispenser can also prevent or minimize displacement of the Engineer due to rocket or grenade explosions. This is especially effective during ÜberCharge rushes when keeping the Sentry gun up is crucial. If you are expecting incoming fire, such as from Scouts, build a Sentry gun first and use the dropped ammunition from the Scout to build a Dispenser afterwards.
- To slow enemy traffic. Members of the opposing team can't walk through your buildings so Dispensers can be strategically used to jam up doorways and stairs. (Hallways as well, to a lesser extent, but doorways usually won't have the clearance to crouch jump over them.) For example, a Dispenser built in the doorway to the top of the spiral stairs in 2fort can prevent a Scout from speeding by a Sentry in the area. Temporary Dispensers are especially useful in cases such as around your dropped Intelligence. In some cases it can limit the quick pickup by a scout or Spy.
- Spy checking. Because the Dispenser is solid to enemy players, any player (other than the EngineerSpy. Building a Dispenser in a location solely to detect Spies is typically not recommended since it most likely can be more beneficial elsewhere. that built it) seen jumping a Dispenser is a
- To defend an area. Dispensers are useful in the (temporary) case of dropped Intelligence or around a Control point. It allows heavies and pyros to defend and spy check the area constantly with unlimited ammo (with the added bonus of slow healing).
- To reach otherwise inaccessible areas. Dispensers can be built in certain areas to allow the Engineer to reach or build on a higher location. On Gravel Pit, a Dispenser can be built below the tunnel exits from Blue spawn so that the Engineer can climb up into the tunnel and build. On Gravel Pit, the Dispenser is the first in a sequence of buildings that can be built to reach the roof of Control point B. NOTE: Since the Engineer's buildings are only solid to him and not his team-mates, this only benefits the Engineer unless he builds a Teleporter to allow team-mates to also get to the area.
- In some places you can climb on top of your Dispenser select a Teleporter exit and jump up, placing the exit at the peak of your jump.
Other notes:
- Dispensers can block your Sentry's line of sight, so try not to build them in front of your Sentry whenever possible.
- You can use them as cover for your other buildings and yourself.
Teleporter Placement
The most important tip with teleporter placement is to inform your team where they are and where they go, especially if you have a mic!
There are a few places where you can place Teleporters that almost always go unnoticed. These places are:
- On Dustbowl Stage 1 Cap 2, in the room with the grating.
- On Dustbowl Stage 2 Cap 1, to the right as you enter the Capture Point A building.
- On Dustbowl Stage 2 Cap 1, behind the office building.
- On Dustbowl Stage 2 Cap 2, in the long tunnel with the grating.
- On Dustbowl Stage 3 Cap 2, attackers need a Teleporter in the area before the long stretch to the Control point.
- On CP_Well - in the water, on top of the enemies one-way exit pipe.
- On CTF_2Fort - in the water, against the wall on the enemy side.
- In the middle Sniper nest on CTF_2Fort. Most Snipers avoid this area due to its lack of cover. Getting up there in the first place is difficult of course.
- Outside of the enemy base on 2fort, in one of the corners. Unless a firefight breaks out on their side of the map, most enemies don't bother checking these spots and walk on past.
You can also place your Teleporter as a decoy. For example, You can put a Teleporter at the top of the spiral in CTF_2Fort. When it's destroyed, you know an enemy is coming from that direction. This is called "spy bait".
Always build Teleporters at the start of a match, especially if you're defending. Build the entrance and then quickly go to the supply closet and head to the capture point 1 to build your exit. After these two have been placed, you can then go ahead and build your Dispenser and Sentry. Teleporters get your team to the front lines instantly; if you want someone watching your back, get those Teleporters up or your Sentry will not be covered by your team-mates. You will often need support while your sentry is setting up and while it's only at level 1.
Also remember that enemy players who walk over a teleport exit while you or your team-mate uses it will die (telefrag). This can occasionally be useful to kill disguised Spies who don't know this; once they learn about it, they then have to avoid the exit, being careful to jump over it, so the exit can be used as a somewhat less effective blocking construction.
On CTF maps, your team can benefit from teleporters providing a quick means of getting back to the spawn/supply rooms enabling those with low ammo/health to get back to the fight without a respawn penalty. However, a teleporter going from the spawn to the front line is generally more helpful to the team, so don't do this unless there are other Engineers with teleporters set up. Two engineers can provide a two way passage between the front and the resupply area. Upgrading multiple sentries with the advantage of the resupply room makes a big difference. Likewise any team-mates with low health and ammo can resupply and return quickly.
2Fort
- Ideal places to put Teleporters while defending the Intelligence room are on the spiral stairs and the bottom of the long straight stairs, to warn of incoming enemies and bait enemy Spies.
Sentry Placement
There are three types of Sentry placements - the bad ones, the decent ones, and then there are the ones that win games. Below is a list of 'game winning' Sentry placements. Note that there are many more Sentry locations that are 'good' or 'decent', but the ones listed here are typically very hard to destroy.
General Strategies
- As a rule, do not camp behind your Sentry and crouch all the time. Only do this when it is actually under attack. The reasoning behind this is that all a Spy has do to is come in under his cloak, jump onto your head where you cannot see him, decloak. From here, he can stab you and sap all of your buildings. If he stabs you while he is above you, it counts as a backstab. It takes practice to do this, so follow this rule as other player's skill allow. But beware of this tactic as it can reduce all of your buildings to rubble very quickly.
- Team up. During set up time a pair (or more) of engineers can quickly get a single sentry gun up to level two or three before the opposition leave their base. One level three Sentry is much harder to take down than two level ones. During Set-Up phase on Gravel Pit you can assist a friendly engineer to build a teleporter exit and maybe even a sentry inside the tunnels in front of the BLU spawn door.
- One engineer can babysit the gun of more than one engineer leaving them free to set up teleporters and dispensers on other areas.
- During setup time, the whole team can spawn as engineers and help build the structures of team members who will remain as engineers while they respawn as other classes in the spawn room. If, rather than returning to their spawn room, the other players suicide before switching classes, this will have the added advantage of providing additional Metal for the remaining engineers, though also slowing their return to the front lines due to respawn delays.
CTF_2Fort
- On the ledge in the ramp room. It is important to place it no further out that the middle of the ledge (if you place it at the corner the Sentry can be shot from the battlements without triggering it) and as close to the edge as possible, not at the corner, otherwise it cannot see down to the ground to fire upon incoming hostiles. By being up on the ledge, you cover the entire room, and there is only one way to destroy it without putting the attacker in range of the Sentry. To destroy it, the attacker must come up from under it, and splash damage it from below, or clip the corner of the Sentry with their weapon. If the Sentry is placed at the junction of the right side ramp and the top ramp, then it blocks the movement of enemy Spies into the hay room and has a shorter arc to turn in, to lock onto enemies.
- Note: On the Xbox 360 and PS3 version, Soldiers can use their rockets from below to damage the Sentry gun on top. This is an exploit, although it still must be warned against as many a Soldier who knows the Sentry Gun's position can simply blow it up from the bottom of the ramp room.
- Across from the Respawn area in the corner of the hay room. Place a Dispenser in the corner against the wall separating the grate doorway and the room. Then place the Sentry against the wall (use right click) by the Dispenser facing the doorway to the spiral. This Sentry covers the grate and battlements, which if the previous Sentry was placed, not only protects the hay room, but also prevents access to the only other entrance to the intel.
- The 'mid' point in the sewers. It's very important that you build it facing the short pipe, and not the long stretch. Don't build it in the corner facing both pipes (it can be splash damaged there). Instead you want to build a Dispenser against the wall in the corner (facing the long pipe) and then build the Sentry in front of the Dispenser (angled so it is facing the short pipe). What you end up with is a Dispenser flat against the wall with the long pipe in it, and the Sentry up against the Dispenser, but facing the short pipe. There is no way to get enough splash damage on the Sentry from this position to blow it up easily, and it locks down the sewers. This can also be used offensively by building it in the enemy base. Of course, you must still watch out for Spies, who over such a short distance will be fully cloaked and be able to come right up to you before decloaking. If your back is visible, they will be able to backstab you with surprise. The Sentry will then kill them, but without its Engineer, it is much more vulnerable.
- In your Intelligence room, in the 'short' corner (the corner between the two doorways). The placement of this Sentry is very tricky to get perfect, but if you do, it's very hard to take down. To place this Sentry correct you should to put it as far into the corner as possible (use right click) and at a 45 degree angle. Next you want to place your Dispenser in front of the Sentry, but rotate it so that the short side of the Dispenser is what block's the Sentry's field of view. The Dispenser should be placed just off center, so as to not block the line of sight to the Intelligence or either doorway. An alternative is to place the Dispenser out of sight behind the desk it is much more vulnerable but often goes unnoticed.
- Under the enemy grate. This is a very unlikely position to attain and hold. However, if you can get a gun built here, it is possible to jump onto your gun and then jump up to place a teleporter exit on their grate. If you end up in a game where the enemy is turtling in their ramp room but otherwise letting you walki in their front door, you could utilize this strategy to surprise them.
CP_GravelPit
- Control point A
- Just in front of the little hut to the right (if you're facing the BLU Respawn area) of the point. You should aim it so that it faces the edge of the map, and thus pans from the point to the start of the hill. The advantage of putting a Sentry here is that it's very hard to hit with splash damage because it's uphill. You can also put your Sentry in the hut. The only way to take it out is by using a Demoman (or a skilled soldier), or ranging it from the C side of the point, and this is where the next Sentry comes into play.
- The left (if you're facing the BLU Respawn area) corner of the Control point. You should build it just outside of the Control point, but with the Sentry's back to the Control pointControl point). The sole purpose of this Sentry is to cover the previous Sentry. You should build it so that you can stand inside the relative comfort of the Control point and still be able to heal the Sentry. This also protects the Sentry from splash damage. Note that this one has a slight weakness to the ramp entrance of the Control point (just before the corner of the due to the tracking time required to shoot from that direction.
- On defense, build a Dispenser along the wall where the tunnel from the attacking team comes from. You should be able to jump, crouch, jump, crouch into the tunnel normally only accessible by the other team. Once the Dispenser begins building itself, you should rather find a small Ammo pack for just enough Metal for a Sentry. Four Engineers would just about completely halt the other team. Experienced enemy Spies would be able to sneak around and still cap spots if team-mates don't defend there. Well-placed, or lucky if you built your Sentry in a good position, grenades and Sticky bombs from a Demoman would cripple the Sentry in a short while. Heavies or Soldiers with Medics would dramatically hurt here as well.
- Capture point B
- Behind the rocks by the left BLU Respawn area, facing directly away from the Respawn. By putting a Dispenser against the rocks, and then placing the Sentry against the Dispenser, you create an encampment that covers from the left side of the rocks, to the entrance of Capture point B. The rocks protect it from attacks from the Respawn area, and the angles make it hard to hit from the right point without being in range (though it is possible).
- Under the left stairs leading from Capture point C to Capture point B (facing the way to Capture point C). Don't build it right against the wall, but rather build it such that the SentryCapture point B (with line of sight), and so that you can hide under the ramp with a Dispenser and repair it. is pointing to the back entrance of
- Point C
- On either ramp leading up to the tower (the big metal ones). The trick to making this Sentry deadly is in its position. You want it facing the tower, and back against the rock wall (use right click, and the Sentry should be at roughly a 45 degree angle). You also want to put it about 2/3rds of the way up the ramp, not at the top of the ramp. The idea is to build it such that when it's fully upgraded only the guns and Rocket launcher are visible. This allows the Sentry to attack, but minimizes what is visible (due to the height difference, and the little wall at the entrance from Capture point B). One of these on each ramp, blocks all access to the tower, and can even hit people at the top.
- On either of the second landings of the tower (in the corners). The ramps up to the 3rd landing protect it from the middle entrance to Capture point C, and it's in range to attack most people from the side entrances (except Soldiers). As long as you sit there and spam repair the Sentry, it should stay up with anything less than two Soldier's hitting it (or one Soldier who gets a pair of Critical hit Rocket's).
CP_Well
- In the rafters over the first Control point. This is by far the longest set up, but if you get a Teleporter into the rafters, they'll have one hell of a time getting that first Control point. There are two ways of doing this:-
- Jump in front of the cabinet on the second level (right side) and drop a Teleporter exit on top of it. Next build your Sentry on top of the cabinet, just before the rafters, then jump up.
- Alternatively jump onto the trolley at the side of the cabinet on the second level (right side) and then up on the cabinet (you have to get timing right and make sure you're on the left side of the trolley). Next build your Sentry on top of the cabinet against the wall, just under the ledge. Jump on top of the Sentry and then onto the ledge.
- Once you're up there, rebuild the Teleporter exit so you don't have to go through that procedure again. If you build the Teleporter exit all the way in the corner, it's not visible and almost impossible to destroy (barring the Demoman's Sticky bombs, but he will have to know exactly where it is). From here, you have several good Sentry positions. Just watch the line of sight to the Sentry, and just about everything is a good spot.
- Note that some people consider this an exploit.
- On the little catwalks on either side of the second Control point. Build the Sentry in the corners further away from the point (where the Health pack spawns). If you build them close to the Control point, a Demoman or Soldier can splash damage them. By building them on the side of the opening further away from the Control point, you not only gain more attack area inside the Control point, but also cover it from most splash damage.
- Behind the first set of boxcars (between Control point 3 and Control point 2). If you build the Sentry about half way down the boxcar, it can't be splash damaged unless a Soldier Rocket jumpsDemoman throws grenades at it. This one works wonders as an OffensiveSentry as well. over the boxcar, or a
- Against the wall facing Control point 3, in the enemies Sniper nest. Why the other team? Because it will take them longer to notice, and it's very unlikely that they'll come from your side when attacking the Control point. They'll either be jumping or Rocket jumping up to the Sniper nest (which is covered by the Sentry), or coming up the closer ramps (also covered by the Sentry. Just make sure it's all the way against the wall, and in front of the doorway (use your secondary attack to rotate it).
TC_Hydro
TC_Hydro, due to its changing nature and layout, has no 'perfect' Sentry locations. There are however, a few very good ones, which are listed below:-
- On the metal landing at the flooded Control point (the one with the Control point on the raised area, with water all around).
- Behind the truck at the outside Control point (the one with the raised Control point on the little bridge).
- Under the stairs at the radar dish.
- At the end of the raised platform at the Control point inside the base.
- Under the Control point inside the base, at the back on the ground floor where the turbines are. If you position the Sentry on the corner of the alcove and a Dispenser behind you, you will be saved from most of the splash damage while using the Metal from your Dispenser to repair your Sentry. You wouldn't think it but the Sentry range does cover the Control point and the stairs. This is quite difficult for the enemy to take down if someone is covering you from the top rails, if they aren't, a Demoman or Soldier can take it out from above.
CP_DustBowl
- At Stage 1 - Point A, you can build a Sentry on the little landing inside the Control point. The only way to destroy this Sentry is to come from the mines, or with Sticky bombs.
- Also at Stage 1, but this time by the BLU Respawn area (same side as the Control point). You can build a Sentry on the back side of the little hut (facing the trench) and have it cover both the right (if you're facing BLU's Respawn area) and center entrances'.
- At Stage 1 - Point B, if you build a Sentry to the left (if facing the point) of the Control point, you can cover both the stairs, and the Control point while being very hard to splash damage.
- Also at Stage 1 - Point B inside the mine room, next to the one-way door. This will cut off two access routes for the enemy, and because of the Health that spawns, you'll be very hard to kill.
- When attacking Stage 2 Point A, put a Sentry in the dugout area. This will prevent enemy Pyros and other classes from rushing in and spawn camping.
- When defending Stage 2 Point A, put a Sentry nest on top of the Large Shed. Have another Engineer build a Dispenser up there to make it so you always have enough Metal for repairs. Build a Dispenser next to the ladder and have a Pyro stand next to it, constantly flaming the ladder. This will prevent enemy Spies from coming up there and sapping the nest.
- Stage 2 - Point A - Build a Sentry on the house to the left of the BLU Respawn area. While not invincible, it's a very hard spot and attack from the BLU Respawn area.
- Build a Sentry inside the Control point building on the second floor, but under the roof, at a spot where it can see both the stairs and the outside.
- Build a Sentry at the Control point building in front of the narrow hallway leading to the BLU Respawn area.
- Stage 2 - Point B - On the ground, facing the Control point in the left (if facing the BLU Respawn area) corner. It covers the Control point, and is hard to take out from most paths (the exception being the long path by the rocks).
- When Attacking Dustbowl Stage 3 Cap 1, build a Dispenser and Sentry right in between the two double grating doors. This will prevent enemies from attacking and will help refuel your allies who've been wounded.
- When defending Dustbowl Stage 3 Cap 1, build a Dispenser and Sentry on the loading docks. The Sentry will pin down the enemies coming through the double grating doors.
- Stage 3 - Point A - From RED Respawn area, there is a path that leads to an opening overlooking the first Control point, by building a Sentry here, and a Dispenser behind you, you can wedge yourself far enough back to not be hit by splash damage, but still repair the Sentry. The only way to take this Sentry out is with a Demoman, or multiple Soldiers.
CP_Granary
Due to the layout of Granary, there are fewer 'good' Sentry placements. The few that are very good are:-.
- On the balcony of the Control point 2.
- By the machinery at the Control point 2.
- On the containers at the Control point 3.
- Under the ramp/pipe at the Control point 1.
- When placing Sentry Guns on the containers at Control point 3, try to place it so that the gun can fire into the door at the top of the enemies' ramp room. This way, Soldiers cannot use this as cover to dodge in and out of to get a straight shot on your gun. This also covers both entryways, and makes it hard to splash damage without getting right underneath it.


