There are four basic ways to tell whether someone is 
            a spy. First is the name. If the display feeds you back your name, 
            obviously theyre a spy. But often itll feed you back a 
            teammates name, and it does take a second for the display to 
            pop up, so get in the habit of doing blast and fix almost 
            automatically. One good shotgun blast will usually make a spy alter 
            their actions enough to clue you in even if it misses, and it won't 
            hurt your teammates, only their armor, which you can fix with your 
            wrench. However, If youre playing in a clan or just have a good 
            memory, the sooner you know who is playing which class, the better 
            chance you have of catching a spy. Second is whether or not they bleed 
            when you shoot them, which is about as basic a detection method as 
            you can get, although newbies all too often dont understand 
            the concept No blood = no spy. =) Third is the gun type 
            theyre carrying; it will always be the gun that class respawns 
            with, which can sometimes tip you off. A good engy will never walk 
            around with the railgun, so blast them if you see someone with it. 
            Medics often use the supernailgun, but if you see them with it out 
            in your base that should serve as a small warning. In any case, you 
            can test it by calling medic, and if they run over to you without 
            immediately switching to the medkit, theyre probably a spy. 
            Everybody else is harder to tell, since their respawn weapon is often 
            the one most used. However, if you see a player with a non-standard 
            weapon, you can be absolutely sure that theyre not a spy. If 
            an engy comes over to your sentry with a wrench or shotgun, theyre 
            probably reloading it for you and most definitely not a spy trying 
            to destroy it. The fourth and most subtle giveaway, yet most useful, 
            is direction. The problem spies have is that they will almost always 
            be headed in the opposite direction than a real player on that team 
            would be headed. Good players pick up on this subtlety, and good spies 
            learn to overcome it, so be on your guard. Blast anyone who looks 
            like theyre headed in the wrong direction, which is usually 
            towards your sentry or the key/flag/whatever, or is generally acting 
            a little suspicious. If theyre wounded or resupplying or something, 
            no harm done. If theyre a spy, gib them immediately! Be wary 
            of this tactic, though; great spies are VERY convincing players and 
            can really wreak havoc given the slightest chance, as they know just 
            how to act to convince you and know just when is the right time to 
            strike, so try to cultivate a slight case of paranoia when playing 
            with spies on the enemy team. Trust me, that part is all too easy! 
            ;) 
           Also please note that while friendly fire is on, your 
            tip-offs are reduced to gun held and direction of movement unless 
            you want to pound on everyone with the wrench to check. Obviously 
            blasting people with the shotgun is no longer a viable option. This 
            also means spies have a slightly better advantage then they would 
            normally, so its important to have set territories and good 
            team communication to spot them in time. 
        
         
        -= Offensive Sentry =- 
         
          There is one important tactic I havent talked 
            about at all yet, and that is the OFFENSIVE sentry. If you have the 
            enemy on the ropes, your base defenses are secure, and can get into 
            a good position unimpeded, go ahead and set up a sentry to pin them 
            in their base! This tactic is most useful when you have a couple other 
            engineers to help out, as they can get your sentry up to level 3 just 
            with the metal they carry with them, can defend you while you set 
            up, and are able to leave the minimal base defense necessary to their 
            sentries. If going solo, you may need to set up a dispenser to resupply 
            you, which tends to be pretty slow to reload. I suggest you set it 
            up in a dark, out of the way corner and let it build up a little while 
            you go off and create havoc. Then come back after a few runs, build 
            your sentry, and quickly resupply so you can upgrade it as soon as 
            possible. Its not too hard to get a level 3 sentry up this way 
            unless the defense is fairly organized or there are simply a lot of 
            them, and if you have at least one other engineer helping you it begins 
            to get really ugly for the other team! However, dont expect 
            your sentry to have a long lifespan, as the whole team will be concentrating 
            on bringing it down. And remember to not detonate your dispenser until 
            it has supplied you and your teammates with everything they need, 
            since your resupply rooms are quite far away. In this case the dispenser 
            isnt nearly as useful as a bomb as it is for its intended 
            purpose, resupplying ammo and armor; just remember to let your teammates 
            know where you stashed your dispenser so they can take advantage of 
            it. If you scoff at the idea of an offensive engineer, and some do, 
            just think of how annoyed you may have been on the Well when an enemy 
            engy set up camp in your attic and built a sentry overlooking your 
            lobby; you probably had to take a good minute or two just to deal 
            with that single threat. Imagine how well that could work for you 
            when combined with an organized offense on the part of your teammates, 
            especially if you have a pair or trio of engys whose sole purpose 
            is to keep your sentry alive as long as possible by harassing the 
            enemy team. Just remember not to leave your base undefended! 
        
         
        -= Offensive Tactics =- 
         
          Which brings me to my last category of tactics, the 
            offensive engineer. Believe me, engys can be very offensive, in all 
            meanings of the word. In some ways they can be more lethal than the 
            worst MIRV spammers on the net, because they have the ability to stop 
            clustered enemy offenses COLD with a suicide EMP run. Ive annoyed 
            many, many players with this tactic, including most of my clanmates. 
            =) Its a powerful defense, because you can often trade taking 
            out several powerful enemies for a relatively weak defender, namely 
            you, and on top of that you have a much shorter distance to cover 
            to get to where you were than they do. On offense, an engy escort 
            with a death wish is a powerful ally, as theres often very little 
            the other team can do to keep from being blown away, leaving a gaping 
            hole in the defense, albeit only temporarily. You can also take advantage 
            of the fact that EMPs can penetrate walls, detonate sentry guns, and 
            blow up pipebomb traps, so you can take out some enemy defenses this 
            way that would otherwise slow down your team significantly. Finally, 
            although you have weak health and armor, you are relatively fast, 
            so if you need someone to carry the flag an engy is an acceptable 
            class to do it with, although certainly not the first choice. 
        
         
        -= Miscellaneous Defensive Tactics =- 
         
           USE LINES OF DEFENSE! This is a vital tactic for defending 
            your base, so much so that Im including it in this specific 
            class guide despite the fact that its a very general tactic. 
            If you are your bases only defense, the opponents youll 
            be facing will be unhurt and fully armed a large amount of the time. 
            This means youll often be overwhelmed if the enemy offense is 
            anything but the lightest trickle. Instead, have teammates take up 
            positions throughout the base (not just concentrated by the flag) 
            so that enemies must get past several different teammates in order 
            to get to the flag. If you cluster together by the flag a single MIRV 
            can potentially take you all out, but if you are scattered throughout 
            the base and an enemy must engage each of you separately, only the 
            most coordinated and powerful attacks will get through to the flag 
            area. This also allows your teammates to warn each other of intruders 
            so that there are fewer surprises. In fact, if you use lines of defense 
            often your opponents will forget about your sentry since theyll 
            be concentrating on your teammates and wont have encountered 
            your sentry in awhile, and end up getting riddled with chaingun shells 
            just when they think theyve broken through. Often you can provide 
            2 or 3 lines of defense yourself: In rock2 Ill sit out in the 
            courtyard to engage enemies early, my sentry will be in the Wardens 
            side entry hallway, and my dispenser will be building up rockets in 
            the Wardens office, giving me three lines of defense alone. 
          
           To this end, when defending youre in the flag 
            room and not much is happening where you are, use every bit of information 
            you can get your hands on to get a better idea of whats going 
            on. Watch the death messages so that you know what classes to expect, 
            and when to expect them. If you have dedicated defenders in certain 
            positions, knowing when they kill opponents and when theyve 
            died can provide valuable clues as to what to expect. Obviously, if 
            you see a knife display theres a spy in the house, for example. 
            In fact, if youre not doing anything you might as well try to 
            help coordinate your teams efforts as much as possible; Ask 
            where dropped flags are, what the status of that enemy sentry is, 
            etc. A good, thorough set of macros or a comm script is ideal in this 
            situation. Also keep your ears open: If your teams defenses 
            is set up so that the enemy must penetrate several lines, theyll 
            be coming at you at a full run in an attempt to get in and out as 
            quickly as possible before your teammates can return. This means that 
            you will often be able to hear opponents coming and will be able to 
            greet them appropriately. Listen for sounds like the basement elevator 
            in 2fort to know whether to expect a friend or an enemy. Use all the 
            information available to you. 
           Finally, when things are a little too hot to handle 
            near the flag you will often have to call in someone else to help. 
            Ideally youll have someone there full time to help you guard 
            later on in the game, but this is actually somewhat rare, especially 
            on public servers. If you need it, however, dont hesitate to 
            call for help! When you do get help, however, make their life easier: 
            Provide them with armor and ammo through discards and patchups, or 
            a dispenser if you dont have one already up in a strategic location. 
            (although I recommend you do) When enemies come in, make sure that 
            your fire doesnt hurt them as well, so be careful how you aim 
            and where you throw your grenades. 
        
         
        -= Training Map =- 
         
          At this time I should point out that there is a map 
            created specifically for engineers, with engineers as the ONLY class 
            choice, available at radium. (http:/www.planetfortress.com/radium) 
            Just as snipers have sniprwar, engys have engoff, 
            or engineer face-off. Ive never seen it played on a server before 
            (and for good reason!) but it would make an acceptable training level. 
            I dont recommend you go right out and download it, just be aware 
            that its there, especially if you are new to the class and could 
            use some training, which I would be glad to provide should you manage 
            to catch me playing online at the right time. In this case, I would 
            request that you have a specific area you wish to work on rather than 
            a general request for help. A great many other TPFers are knowledgeable 
            about the engineer class and will provide assistance if requested, 
            but I recommend you attempt to fully digest the information in this 
            guide and practice on your own before asking for help from anyone. 
          
        
         
        -= Binds =- 
        This is getting pretty long even by MY standards, so Ill finish 
          up with a couple binds and a script Ive found useful, as well 
          as the quick review I promised at the beginning. The first two detonate 
          your dispenser and sentry, respectively: 
         
            
          bind <key> detdispenser (Definitely 
            have this bound!) 
          bind <key> detsentry (Player preference, 
            use as described above, be careful you cant accidentally hit 
            it) 
            
          And this little script automates the building/upgrading 
            process so you dont have do deal with the menus nearly as much; 
            use it to set up, upgrade, repair and reload your sentry, all with 
            one key: 
            
          bind ' tryall 
          alias tryall "trymake; wait; tryup; wait; tryfix; 
            wait; tryam; wait" 
          alias trymake "special; menuselect 2" 
          alias tryup "slot1; wait; wait; wait; wait; +attack; 
            wait; -attack; wait; menuselect 2" 
          alias tryfix "slot1; wait; wait; wait; wait; +attack; 
            wait; -attack; wait; menuselect 3" 
          alias tryam "slot1; wait; wait; wait; wait; +attack; 
            wait; -attack; wait; menuselect 1; wait; wait; +attack; wait; -attack; 
            wait; wait; menuselect 1" //(These last three lines should all 
            be on the same line, but if you cut and paste it should probably work 
            fine) 
          Note: If you require any 
            help regarding binds or aliases please post your questions at Our 
            Forums.
        
         
         
         
        -= Review =- 
         
          And heres the quick review for those with 
            no patience. =)  
          
          
*Always prime your EMPs and handgrenades well before 
            throwing them, and dont 
          
underestimate the damage a successful kamikaze run can 
            do! 
          
 
          
*When in a fight with a heavier class remember that 
            you only have 5 more health than a 
          
scout but are significantly slower. Use your weapons, 
            dispenser, and sentry wisely 
          
to compensate for this disadvantage. 
          
*In most situations you want to be one of the last lines 
            of defense, due to your relative 
          
weakness in one-on-one combat. 
          
*When fighting an engy, be wary of kamikaze EMP runs 
            and try to either stay out of their 
          
grenade range or get close and kill them quickly before 
            they can throw one at you. 
          
*Use kamikaze EMP runs if there are several enemies 
            clustered together and you can 
          
afford to die, if youre about to die anyway, if 
            the enemy is simply too close to the flag or your sentry, or if theyre 
            moving so erratically that this is the only way to kill them. 
          
*When doing a kamikaze run, discard first so you dont 
            add your explosives to your 
          
damage. 
          
*Although youre expendable, dont kill yourself 
            if it leaves your base undefended. 
          
*Use EMPs on heavy classes and handgrenades on light 
            ones. 
          
*EMPs penetrate walls, so use their surprise ability 
            whenever possible. 
          
*EMPs can detonate pipebomb traps, letting you or a 
            teammate grab the 
          
flag/key/whatever. *Even if you trade one-for-one on 
            a kamikaze EMP run, youre still slightly ahead as 
          
long as you have other people on defense to handle the 
            other intruders. 
          
*When entering a set area an engy is defending, warn 
            them youre coming and shoot the 
          
wall to show youre not a spy upon entering. 
          
*<Arguable> Grab those grenade packs before 
            anybody else can swipe them! (See above 
          
for exceptions) 
          
 *Use the shotty, never the railgun, unless youre 
            sniping an enemy sentry. 
          
*Always patch up your teammates armor unless you 
            need the metal for something else, 
          
and ALWAYS after you shoot them! 
          
*Your discards contain every kind of ammo there is but 
            costs you quite a bit in metal. 
          
*Discard to get rid of your rockets in case youre 
            caught in your own EMP blast. 
          
*Dont pick up extra packs for this reason, and 
            drop packs in places that enemies will pick them up to give you warning 
            and to increase the amount of explosives theyre carrying. 
          
*Use your dispenser as a roadblock, a bomb, a warning 
            system, or a resupply station, 
          
preferably as many of these at once as possible. 
          
*Keep a key bound to detdispenser. 
          
*Stock your dispenser with rockets when action is slow 
            by hitting it with the wrench and 
          
pressing one. 
          
*To abort building, press the special key a second time. 
          
*Location is vital for a sentry, try to make it difficult 
            to kill with long range weapons or 
          
grenades, preferably by putting it up high. 
          
*Later on in the fight you will need a heavier class 
            to help you defend. Help them help 
          
you. 
          
*Dont bother chasing after a flag-carrying enemy 
            most of the time. (Use your best judgment.) 
          
*If destroyed, get your sentry back up to full as soon 
            as possible! 
          
*Vary your sentry locations often! 
          
*It is possible to build a sentry floating in midair 
            if done properly, but its not usually worthwhile. 
          
*Maintain other peoples guns and dispensers as 
            well as your own. 
          
*Learn to ID spies quickly, and dispose of them ASAP! 
          
*If friendly fire is on, set up a good team communication 
            system and have a set territory to avoid needlessly killing teammates. 
          
*Use an offensive sentry if your team has the offensive 
            advantage, but try to take other engys with you if possible and make 
            sure youre not leaving your base undefended! 
          
*Engineers arent just for defense, they can be 
            good on offense as well! 
          
*Always use lines of defense unless the enemy offense 
            is EXTREMELY light! 
          
*When sitting alone and bored in the flag room, use 
            all the information you can get to 
          
find out whats happening out in the rest of the 
            map. Find out whos on your team by name, pay attention to death 
            messages, and listen for approaching enemies. 
          
        
         
         
        OK, that's it, boys and girls! Just remember 
          to keep your hard-hat on, your cigar lit, and your eyes open for spies, 
          and if you see me in a game dont be afraid to call me over for 
          a sentry upgrade or a little armor patch-up! =) 
         
         
        Written By: SA[Paladyne]TPF
          Edited By: SA[Turbo_X]
        
Formatted By: [STF]Killjoy[NeT]
         
         
        © 2004 Brandon Langlois. The "Killjoy's 
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