engineer

Engineers just wanna have fun.

by ZombieSkittles on October 19, 2010

Update: Since writing this, the patch has been released and this bug a long with a couple of others have been fixed. Full details are of course here.
Update Update: It seems you can still do this bug in all it’s amazingness. I’ve updated the steps below, have fun.
Update Update Update: And now they have apparently fixed the exploits “for real this time”. We’ll see. Oh yes, we’ll see.

For the past two days a bug has been running rampant on Team Fortress 2, and it’s actually really fun to use. It allows the Engineer, who is usually restricted to one building of each type, to put down as many sentries and dispensers as they want. Infinite sentries.

ctf_2fort0053

That pretty much embodies it the bug. Both mini sentries and normal sentries work, however they cannot be properly wrangled (they do create quick an awesome light show though). This in-game bug has happened before, in the months leading up to The Engineer Update, but this time around it seems to be a bit more polished; sentries are actually named correctly, and apart from the wrangling, seem to function flawlessly (Though overpowered). This will probably be patched within the day, but if you’re reading this, feel free to try it:

    1. Create a sentry in front of your spawn.
    2. Look directly at it so you can pick it up to move it.
    3. Taunt that sexy shotgun/Frontier Justice taunt.
    4. Pick up the sentry and run back into spawn.
    5. Go into your loadout and change to the other shotgun.
    6. Once you respawn, change back to the original shotgun.

At this point you will respawn (This is provided you have it enabled in your Multiplayer options. If you don’t, this won’t work.), and on your screen it will look like you’re moving a building and you’ve bugged out. However, this is what you actually look like to everyone else:

ctf_2fort0052

You sir, are currently a civilian Engineer. While for some of us, we’re pretty content at this point to wander the map defenceless, there is one more step to the process. In console, you simple type the following command.

bind f “build 2 0”

Where f can be whatever key on the keyboard you want to assign. Then, you need only press f, and you can place a sentry. Once that’s placed, press it again to place another, and another, and so on to your heart’s content. As long as you have enough metal, you can place as many more sentries as you want, to help fortify your base.

I’m not sure if every last step in this process is one hundred percent correct (You might be able to swap your melee loadout and get the same effect.), but doing it this way will get it working none the less. Like I said, this will probably get patched within the next day or so, but it’s fun to do in the meantime.

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Dear Engineer,

by ZombieSkittles on September 17, 2010

This entry is part 14 of 25 in the series Blog Every Day in September

 

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This is a letter to you, and all Engineers. I have really had it with how bad some engineers can be, especially post-class update, when it comes to teamwork and just in general.

1) Turn your teleporters. Most experienced Engineers don’t have this problem, but when I take a teleporter I am often faced with a wall, simply because the player who put it there doesn’t know how to right click. Right clicking turns your teleporter around so it’s facing the way you want it to, and helps your team and yourself from becoming disoriented when we go through it.

2) Defend the base. Nowadays we’re seeing more and more engineers go offensive with the release of the Frontier Justice and the Gunslinger. However because of this we are presented with a drop in defence, meaning while that Engineer is happily gunning away on the front lines, a Scout has a much better chance of swooping in and stealing the intelligence, or ninja capping a point. If no-one else is defending, consider your team instead of your kill count.

3) Don’t use the Gunslinger for everything. I know the Gunslinger is really cool, and the mini-sentry is pretty handy at times, but it’s not the be all and end all for Engineer melee items. A mini-sentry is useless in a defensive situation. There are multiple times when a game is lost simply because the Engineer figured that a weak mini-sentry would serve as enough to defend the intelligence. While it is possible to defend with one, you’ll have to stay there to be effective.

4) Don’t build at the spawn. This is a big one for me. Even Engineers who used to be amazing are proving to be useless since the ability to move your buildings was implemented. In the time it takes to place it, upgrade it, then SLOWLY lug it to your destination (IF you make it to your destination; you’re defenceless while carrying a building), the enemy team could of capped the intelligence already or god knows what. It is far more effective to place a level one where it’s needed, then go back for metal to upgrade it. A level one sentry in the Intelligence room is better than none at all

5) Help other Engineers. Teamwork is the core of this game. Without some form of teamwork there is more of a chance of losing. All the time I see people build their own buildings then just stand two seconds away from someone else who is building their stuff up. It takes no effort to run over there and swing your wrench a few times, and the time saved and defence scored more than makes up for that precious metal you had (and weren’t using). If you see a sentry take damage and it’s not yours, hit it anyway! Anything you can do is good for the team.

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Git Along!

by ZombieSkittles on July 9, 2010

This entry is part 4 of 4 in the series TF2 - Engineer Update

Here we are kids, the final day of the Engineer Update. I cannot wait until I finally get a chance to get in game and try all the new weapons, feast on the little bug fixes that will be slipped in, and play all three of the new maps.
The third Payload map was revealed today; Thunder Mountain. The caption “Really long track” suggests that it is a multi-stage map, but apart from that that is all that is known.

The name of the community contributed wrench has been revealed as being called Southern Hospitality too. It has a bleed effect, which is slightly shorter than that of the Tribalman’s Shiv, has no critical hits, and makes the user more vulnerable to fire.

Engineer_Update_Gunslinger The official weapon release today is an interesting one. Entitled The Gunslinger, this robotic hand (and not a guitar like I expected) replaces the wrench, and does a few things. First up, it grants the user 25% additional health (which will no doubt be subject to buffs and nerfs as time goes on), and every third punch in a series of attacks is guaranteed to be a critical.
In addition, it “Lets the Engineer drop mini-sentries instead of normal sentries”. These mini-sentries look similar to normal sentries with a blue light on their top. The differences being:

  • It only costs 100 metal to build
  • Cannot be upgraded or repaired
  • Builds four times faster
  • Deals half the normal damage

The gun is designed for the offensive engineer who builds and rebuilds in random places to try and catch the enemy off guard. The low cost means it’s not detrimental if the Engineer planned on building something elsewhere, and the fact it cannot be repaired, while a negative, means the Engineer doesn’t have to concern himself with coming back and repairing it, or guarding it.
Unfortunately, because of the negatives this isn’t a viable option for classic defensive engineers, which explains the addition of the Southern Hospitality in the update.

The update is out today, and you can read all the extras that were added on the official patch notes, or in this blog post I’ve conveniently written here.

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Best Little Slaughterhouse in Texas

by ZombieSkittles on July 8, 2010

This entry is part 3 of 4 in the series TF2 - Engineer Update

I woke up today, and the first thing I did apart from check my twitter account was to check the number of wrenches found. This has become a daily routine for me this week, and a particularly thrilling one at that, which shows just how dull my life can be.

339px-Engineer_Update_Logo

However, apart from the fact that when I woke up 74 (!) wrenches had been found, something else had happened. Apparently there was a reason that the TF2-famous Drunken F00l managed to get the 58th wrench; it wasn’t chance. Apparently the wrenches weren’t random as Valve had led us to believe, but were instead dropped at predetermined times, and whoever crafted first after the drop got it. Several people got when the drops were going to be, and crafted at exactly the right time. That, along with some crafting scripts, resulted in people, including F00l being VAC-banned and their Golden Wrench removed and recycled back into the system.

Today no official weapons were released, but a new map was revealed; a second official Payload Race called Hightower. This is interesting because the screenshot supplied seems to indicate that the cart actually goes on an elevator. This is an interesting aspect if it’s actually what it looks like; do you need to stay on the cart for the elevator to work, and if there is no-one on it the elevator goes back down? Interesting gameplay mechanic there. Hopefully this proves popular and makes Payload Race a more played game mode.

six_string_stinger It was also hinted that along with the official melee weapon (which judging by the achievements page is most likely his acoustic guitar), we’re also getting a community made melee item for the Engineer too. That gives the Engineer three alternative melee weapons to choose from (if you count the Golden Wrench).

I can’t wait to see what the choices in melee are and what their abilities are, as they are the ones that normally result in an overpowered “upgrade” instead of an alternative.

As a final note, what does this look like to you? It looks like movable sentries to me.

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The Wrench Connection

by ZombieSkittles on July 7, 2010

This entry is part 2 of 4 in the series TF2 - Engineer Update

50 more wrenches have been found1, which means the next day of the Engineer Update has been released. This one introduces more than just a new weapon; a new map and the achievements have been revealed. But for now, we’ll start with the weapon, which replaces the pistol.

Engineer_Update_Wrangler The Wrangler does no damage outright, instead allowing you to aim your Sentry Gun at the target of your choice. This forces the Engineer to camp with his buildings, but opens up a whole new world to how he works with them. Sentry Guns have always had that weakness of being tricked into attacking the scout under the effect of Bonk! or an Ubercharged heavy, while a Demoman takes advantage of the distraction and destroys it. I can see it being used cleverly to force the gun to attack the medic in a combo, for example.
In addition, when an Engineer has The Wrangler equipped, his sentry gun has a “shield” around it that absorbs 60% of damage it receives, and makes it fire faster2. As a negative, when the Engineer swaps to another weapon from The Wrangler the Sentry Gun goes inactive for three seconds, presumably while it switches to “autopilot” targeting. Not sure how this will work if say, a spy is disguised; could an Engineer use the sentry to spy check?
It’s interesting that while the Frontier Justice is seemingly designed and balanced for both defensive and offensive Engineer play styles, while the Wrangler requires the Engineer to be defensive only.

With this update also comes a new Payload map made entirely by Valve, titled Upward. Not much is known apart from what you can see in screenshots, but the full wiki page is available here, complete with description and screenshots! Make your judgements.

And last but not least, today the achievements were revealed3. While how to get them was not, I’ve been having fun guessing how each is obtained. Take a look at them via this cleverly placed link, and post here if you think you know what one is about. The first few are obvious (Search Engine suggests it’s earned by using the Wrangler to kill a Spy), but what do you think?

  1. 59 at the time of posting this article, only 16 until the next update page!
  2. Doubled firing rate for the guns, and an increased rocket rate.
  3. One of those achievements became the name of this blog post. Isn’t that just neat?

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It’s time to craft!

by ZombieSkittles on July 6, 2010

This entry is part 1 of 4 in the series TF2 - Engineer Update

Unfortunately for you guys, this is another Team Fortress 2 post. There’ll more than likely be one every day, as new things happen with the update.

Today, the Engineer Update began. I have been anticipating this update for a few months now, and planned to spend all day playing it. Of course, it has landed in the one week I need to work five shifts straight, so I’ll be a bit late in trying out everything.

First up, we have the Golden Wrench. Now, I have always treated the cosmetic items with apathy. There is a thrill in initially getting them, but they don’t really factor into gameplay much. However, for some reason this item just connects with me; I have to have it. The Golden Wrench replaces the Engineer’s wrench and does nothing special except that the ragdolls of those it kills turn to gold. The trick is, there are only 100 to be found, and they can only be found when crafting. If you craft an item, there is a small percent chance that you will get the wrench instead. I crafted all my duplicate items today and turned up nothing, but I did get enough refined metal to craft a hat for the heavy, so I didn’t lose out.

Every time 25 wrenches are found, a new unlock is revealed for the update, or so it’s thought. The first revealed is the Frontier Justice; a shotgun replacement of epically pretty proportions.

800px-Engineer_Update_Frontier_Justice

Doesn’t that look damn sexy? The Frontier Justice has a smaller clip than the regular shotgun with three shots instead of six, and no random criticals. In exchange, the Engineer gets “revenge crits”. These take two forms:

  • Two critical shots for every sentry kill they make, and 1 for every assist.
  • When the sentry gun is destroyed, Frontier Justice receives bonus criticals.
  • There’s not much that can be talked about with this. It guarantees criticals for a good engineer who has good sentry placement. What interests me is that the bonus criticals are rewarded for destruction through both enemy and self destruction. Does this mean I could place a sentry, run into their base, destroy it myself using the remote, and be guaranteed criticals? That seems a little overpowered to me, but I guess we won’t know until it’s actually in game.

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The Engineer Update is in the works

by ZombieSkittles on March 3, 2010

repairnodeWhile some skeptical players will tell you Valve are going to leave the game in the dust, an update on the official Team Fortress 2 blog points in the opposite direction, talking about how they are indeed working on the inevitable Engineer Class Update, and share with us one of the scrapped ideas they’ve been playing with.

The Repair Node was designed to give players the ability to leave their buildings without risking their destruction straight away. However, as is pointed out in the post, many problems arise from overpowered bases, slowed maps, and created an engineer who was less about support and more about himself.

There’s not much to say on this issue, but I’d like to see this feature come as maybe a modified dispenser, where it maybe can’t heal players, but can heal buildings (draining it’s ammo/metal supplies) it’s right next to. The Repair Node is a great idea, so it’s going to be interesting to see what they actually use in the update.

Do you have any thoughts on the building? Do you see anything that could of been tweaked to make it a more viable option? Or do you have a completely better idea for the Engineer? Do you want me to stop asking questions in this post? Then reply in the comments below.

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Erectin’ a Dispenser!

by ZombieSkittles on December 25, 2009

But first, ask yourself why you’re doing it.

Many Engineers will place a dispenser right next to their sentry with the idea that they have access to unlimited metal to build the sentry up to level 3 quickly. Afterwards, the engy will probably use the dispenser when repairs are needed. I’ve always done this, but I’m starting to think now that it’s probably not the best idea. In a situation where the sentry is coming under fire without being able to return it (such as when a soldier is around the corner and the sentry can’t see him), the engineer can’t repair as fast as the soldier can damage. In situations like that it’s far more useful to go and try to distract him from shooting it, by shooting him in the face. You don’t need a dispenser for that.

You’ve built up that sentry, and now you want to go do something else. Did you think about placing a dispenser somewhere your teammates can reach it? Scenario; soldiers are defending in 2fort, stopping enemy players crossing the bridge. Suddenly, they’re out of ammo. in a normal situation they would either need to switch to the less effective shotgun, or run all the way up to spawn to get more rockets. In that time the enemy could push across, then everyone is screwed.
However, if there were say, a dispenser JUST inside the door to the base, the soldier could run in, reload, heal and run out again in just a few seconds. That 10 to 15 seconds saved is time spent defending and eventually pushing through.

Good, right?

Anyway, there are many situations where placing a dispenser for people other than you is far better than grouping it with your sentry. If you insist on keeping it for yourself though, just don’t set it up like this:

What are your thoughts on dispenser placement? Any better ideas?

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