Out of all the classes in TFC, engineers are in some 
            ways the trickiest to play; thats probably why new players tend 
            to avoid them like the plague, or a friendly engy trying to fix their 
            armor. =) The menus, lack of health and armor, and weak 
            (hah!) weapons tend to discourage players who are unaware of their 
            potential. As far as sheer variety of abilities, nobody else comes 
            close, which can add to the hesitation some people have in playing 
            engineers. But if you know what youre doing and have a good 
            sense of what it takes to put up an organized defense (or offense 
            in a few situations), engineers can be powerful allies and a lot of 
            fun to play! 
           
          -= The Engineer Class in a Deathmatch =- 
            
           The engineer is generally a weak class in a straight 
            deathmatch. Ignoring help from sentries and teammates, play him somewhat 
            like you might play a scout on defense and use hit and run tactics 
            if the area can accommodate them, or somewhat suicidal close attacks 
            if it cant. The only differences between a scout and an engy 
            are the special abilities, speed, weapons carried and 5 (!) health. 
            Scouts are the only class that have less health than you, and youre 
            even equal on armor! For this reason, dont try to take on a 
            healthy soldier one on one in a straight deathmatch unless really 
            necessary, your team can afford it and you gain something by it, or 
            you generally know what youre doing. =) Your EMPs, handgrenades, 
            and shotty can make you a halfway decent weapons platform in a pinch, 
            but remember youre still basically a slower scout with slightly 
            better combat weapons. This is why a lot of the time I rely on suicide 
            EMP runs to do my damage rather than attempting to deathmatch a heavier 
            class and losing, or by luring opponents into the range of my sentry. 
            Your main position should be in the rear, so that youre hopefully 
            not taking on healthy and fully armed opponents. Your job is to finish 
            off anybody coming by your position and generally not up front getting 
            in the first hits. You cant take very much damage before dying, 
            so remember youre not a soldier when that HWG comes lumbering 
            in. =) 
          
          -= How to Beat an Engy =- 
             
          
 Remember that while engineers have weak health and 
            armor, their weapons are actually somewhat powerful and some of them, 
            like me, have a death wish and wont hesitate to kill themselves 
            to send you back to respawn. I always love it when an enemy medic 
            runs up and infects me thinking that hes actually harming me. 
            They ALWAYS learn about a second later that infecting an engy with 
            a death wish is a BAD idea. =) 
           Also remember that their EMPs are quite powerful in 
            a lot of cases so discard early and often, just in case you pick up 
            an extra bag somewhere along the line. Trust me, itll make your 
            life last significantly longer. =) When Im not going on kamikaze 
            runs I usually just circle the opponent while priming an EMP and trying 
            to get in as many shotty hits as I can while Im waiting to gib 
            them with the grenade. Since engineers are relatively fast, I often 
            live quite a bit longer than I have any right to considering that 
            Im taking on several opponents two or three times bigger than 
            I am. 
           To beat an engy, stay away from them if possible and 
            attack from long distance if you can inflict enough damage fast enough. 
            An alternative is to get close to them and blast them quickly with 
            an explosive weapon such as the rocket or grenade launcher and then 
            back off to avoid the inevitable grenade. Essentially, to beat an 
            engy the best thing you can do is to put yourself in a position where 
            its difficult for them to EMP you. Be cautious, because a good 
            engy will surprise you: Ive killed people camping our attic 
            in the Well with a through-the-floor EMP many times, so dont 
            assume youre automatically safe if youre high up or in 
            an otherwise somewhat inaccessible location. Also make sure that your 
            opponent isnt luring you into the range of their dispenser or 
            sentry! 
          
          -= Weapons =- 
          
[emp] 
            [guns] [wrench] 
          
- EMP Grenades - 
          First, lets look at the engys personal weapons, 
            the guns and grenades. Ill cover grenades first, since I consider 
            them my primary weapons. Engineers carry what most of us who have 
            been on the receiving end would no doubt consider one of the most 
            powerful weapons there is: the EMP grenade. It deserves a special 
            consideration by itself. It has a good sized radius; can penetrate 
            walls, ceilings, and floors (allowing for surprise kills); can detonate 
            pipebomb traps; and turns any backpacks in the area of effect into 
            mini handgrenades. It can detonate a fully loaded level 3 sentry with 
            one shot; something only the sniper rifle and a MIRV or a well placed 
            nail grenade can do as well. It also takes out fully loaded HWGs or 
            demos quite effectively, which is quite a feat in itself; however, 
            since its dependent on the enemys ammo, youre better 
            off saving them for the heavier loaded classes and using handgrenades 
            on the lighter, faster ones. Also be aware that if the enemy is wise 
            to your tactics theyll make it a point to discard and to not 
            load up on any heavy explosive grenades, which makes your EMPs relatively 
            useless. It can take 3 or more EMPs to kill a HWG when theyre 
            not carrying explosives, which is far too many when that HWG happens 
            to be riddling you with bullets. 
          On grenade jumping: Yes, its possible, but in 
            almost all cases, dont bother. Handgrenades will launch you 
            up really high, but will kill you if you dont do it perfectly 
            and will leave you at 4-7 health, no armor if you do execute it perfectly. 
            And thats assuming youre maxed out to begin with and take 
            no damage from landing. EMPs will give you about ½ to 2/3 the 
            boost at a much smaller cost in health/armor, but you have to be carrying 
            a full load of rockets (30) and frankly, I can think of much better 
            uses for EMPs. 
          Ive found 4 EMPs disappear all too quickly already, 
            so use good judgment. In my opinion, one of the best tactics is to 
            prime an EMP, hold onto it, and run towards a cluster of opponents. 
            Almost no matter what they do, theyre going to go up in flames; 
            if they kill you before it goes off, you drop it and it immediately 
            explodes, and if you live, you just get better grenade placement. 
            In fact, if you discard your explosive ammo first, you often survive 
            while your opponents dont! Ive annoyed many players with 
            this one, most of my clanmates included. *grin* Ive found this 
            tactic to be extremely damaging to the enemy offense, as it costs 
            your team only one weak defender (you, and sometimes you dont 
            even die), who will respawn relatively close to where you died, in 
            exchange for at least one enemy. Even if you only kill one, you are 
            slightly ahead because the time for you to respawn, resupply and go 
            on defense is less than the time for an enemy to do the same and make 
            it back to your base. Obviously this doesnt apply when youre 
            the sole defender and theres more than one opponent on offense, 
            however. While your life is essentially expendable, make sure you 
            use it wisely: Dont kill yourself to take out one opponent while 
            two others are making their way to your flag room. 
          The more enemies you take out, the greater the advantage. 
            For this reason, ALWAYS prime your EMPs before you anticipate having 
            to throw them. You will likely never encounter me without an EMP primed 
            unless Im building. Or youre on my team, and even thats 
            not a guarantee. ;) Dont forget that you have a gun while youre 
            waiting to throw that grenade! 
          < 2 IMPORTANT SIDE NOTES DIRECTED TO EVERYBODY! 
            >  
          FIRST: I suppose this is a good place to put 
            it as any: Be considerate of your defending teammates and their territory, 
            especially the engys. If we have friendly fire on, please do your 
            best to avoid me if possible. Im a little too trigger happy 
            for your health. *maniacal grin* Seriously though, if you come into 
            an area Ive told everyone Im defending with no warning 
            and I gib you, (and I will try to warn everyone once I have a set 
            territory) please dont scream and yell at me, because my first 
            priority is to eliminate any enemies that come into my area, and I 
            quite literally shoot first and ask questions later. Feel free to 
            berate me if I happen to nail you with a stray grenade elsewhere or 
            after having warned me, but if I have a certain territory Im 
            defending, please dont come running in unexpectedly and act 
            surprised when I act a little aggressively, it takes a split second 
            to recognize color and I have the ever-present spy menace to worry 
            about anyway. To avoid this, try to let me know beforehand youre 
            coming in, but if you have to come in without warning, shoot the wall 
            to show me youre not a spy and Ill try my best to make 
            sure the EMP I just primed doesnt turn you into a Fourth of 
            July fireworks display. =) You can come in, but please let me know 
            first! 
          SECOND: Also, and THIS may upset some of you, 
            but I stick by my position
 Engineers, try to grab the grenade 
            packs before anybody else can snag them. They need them more than 
            anybody else, with the possible exception of spies, or conc jumping 
            scouts/medics, who I would say have roughly equal claim to them, everything 
            else being equal. It always annoys me a little when I come back to 
            resupply and see demos or snipers, straight out of respawn, grab a 
            grenade pack they DONT need before I can get it, usually simply 
            out of habit. Sometimes I see a soldier waiting in that spot so he 
            can get his one extra nail grenade. Those things have really long 
            respawn times, as Im sure youve all noticed. I have no 
            problem at all if you are coming back from a fight and need it, but 
            please dont deny the rest of us the chance to get a reload we 
            actually NEED! My MAIN weapons are my EMPs, and without them Im 
            at a serious disadvantage and cant put up a decent defense. 
            Thank you. *ahem* Okay, back to the rest of the guide
 
           
          - Guns - 
          On to the basic guns. You have only two basic guns, 
            the railgun and your shotty. The railgun sucks. Period. In every imaginable 
            way. It does only 20 damage per hit, which is a mere 2 higher than 
            the wrench and the same as a single barrel shotgun; its relatively 
            slow to fire as well and has slow moving shots; on top of that theyre 
            even easily traceable. The only thing missing is a slow reload! I 
            only use it for long-range sniping of enemy sentries, dispensers, 
            distant oblivious HWGs, or other stationary targets, thats it. 
            =) Oh, and on public servers or when training I use it like a laser 
            pointer. Build it HERE. =) If Im out of ammo for 
            my shotty and low on grenades (which almost NEVER happens), I just 
            kamikaze with an EMP instead of trying to circle an opponent with 
            that stupid gun. Bottom line, dont bother. However, to at least 
            partially offset this, the double shotgun is actually kinda nice, 
            it has decent damage close up and is a hitscan weapon, which means 
            that its shot travel time is instantaneous; just point and shoot, 
            no lead time. It often takes down scouts with two hits at close range, 
            other engys in about three, and thats only if you aim for the 
            body as we often have a tendency to do early on. Head shots actually 
            start to get nasty. Only about 2/3 of the pellets need to connect 
            with a scouts head to kill them. *grin* It also has 8 shots 
            per reload, which is often more than I need; Ive either killed 
            or been killed by my opponent by then. You can even fire when reloading, 
            which is helpful. All in all, not a bad weapon. 
           
          - Wrench - 
          The wrench, A.K.A. the spanner
Umm
not much 
            of a melee weapon, but then again, only the medkit and the knife are 
            worthwhile close range weapons. Its only real use is to repair armor 
            and bring up menus in my opinion; however, I will give you this quote 
            from UKFN: The spanner is also a useful spy detection weapon 
            - with a teammate it will give them armor or do nothing at all, with 
            a spy, they'll scream and if you're lucky youll spanner murder 
            them. If a Spy doesn't want to blow his cover he has to avoid your 
            attack and he'll back away from you as you approach waving your spanner 
            - thats a sure sign that he's a spy or a llama. Either way, 
            shoot him. Actually, please take the time to educate the newbie 
            if he doesnt turn out to be a spy! =) I happen to think that 
            if you happen to go repair someones armor and they turn out 
            to be an enemy spy, the damage is just icing on the cake, your little 
            wrench is no match for their big sharp knife. Back off and switch 
            to your shotty instead, and start priming a handgrenade for good measure. 
            Anyhow, in case you havent figured it out by now, the ammo count 
            when you have the wrench selected is the amount of metal you have; 
            you get metal from ammo packs and armor. It takes 1 metal unit to 
            patch up 5 armor units, and is usually done in 25 armor point batches 
            for every time you whack your teammate. If you see a teammate calling 
            medic, they may very well be calling specifically for you; even if 
            they arent, go ahead and patch up their armor anyway unless 
            theyre infected (duh!) or you need the metal for a sentry or 
            dispenser, which takes priority. Always patch up a teammate after 
            you shoot them if youre checking for spies, otherwise theyll 
            get irritated, and for good reason. 
          
          
            
            
            
        
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