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===Engineer=== {{topquote|Don't worry boys, the Engineer is engihere!|Engineer, being Engineer.}} '''The Engineer''', also known as '''Dell Conagher''', '''Sentry Man''', '''Mr. Brains over Brawns''', '''Engie''', or [[Meme|'''Engineer Gaming''']] is a formidable technician hailing from Texas, and descendant of long running line of inventors and craftmen. Matter of fact, if it weren't for his ancestors, nothing of what happens in TF2 would have happened at all! With twelves P.H.Ds under his belt, Engineer created three of the most practical things a human could possibly dream of; a teleporting device, an ammo and health dispenser, but most importantly, the man-shredding sentry. Thankfully he’s also a very stable individual, the sanest of all 9 classes in fact, with a ”Go Get ‘Em” attitude that you can’t help but smile at. As a class, Engineer is... Well...''stange''.. His role is fairly unique. Unlike his peers, Engineers mostly focuses around creating a solid front-line and install Areas of Denial anywhere he goes! His "versatility" as a class comes to how you decide to use his tools. Engie's role practically revolves around creating spaces for his teammates to restock and re-engage, provide a way to reach the ever-moving frontline quickly, or halt the progression of the enemy team. Because of this, he's considered to be a '''specialist'''. In the community, Engineer is seen as a fantastic dwarf. Let's just say that he's so bizarre as a class in an FPS that pretty much everyone agrees he's good in Casual or Highlander. Engimains get absolutely demolished in competitive. This is because the he's so dependent on his buildings that it becomes harder for him to be of any use without them. On top of that, most of his buildings take time to... Well, build. And in many cases, they won't serve a useful purpose to your team at all. With half of the cast being able to zoom to the other end of the map hastily and ammo being more bountiful with more players, Engie's buildings aren't as necessary before. In a casual try-hard setting however, they are ''kings''... Or so some would let you think. Engie depends a lot on the very people he supports, with a solid team, good resource management, great positioning and excellent decision making; Engineer makes for a powerful ally. <u>Pros</u>: * Your buildings can solidify the frontline. * With good management, Engineer becomes better. * You have decent offensive options. * THE WRANGLER; you protect your sentry with a defensive bubble and allows you to control the sentry’s aim with manual control. * You get the most out of any support you get ''and'' provide. * Your Sentry at level 3 can be a mighty force of reckoning for most classes. Dedication is needed to take one out, as well as exploitation. <u>Cons</u>: * Two classes are designed specifically to hunt you down. That won’t stop everyone else from trying to destroy your sentry nest, particularly Ubered Heavies. * Not for the faint of heart. Prepare to panic a whole lot when '''ANYTHING''' happens to your buildings. ** Related to this: Positioning is utterly critical to your buildings and their survival. Learning the best places to stick your sentries is a huge part of Engie-ing effectively, because they ''will'' get wiped otherwise. * You don't have a lot of movement options except for the Eureka Effect (leaves you vulnerable in a taunt) and Wrangler-Jumping (which takes a lot of practice to use effectively.) * You're often very vulnerable without your sentry -- none of your weapons match its damage output outright, and you lack the defences to go blow-for-blow against most of the classes. * You're not very likely to fit in competitive. * '''NEED A DISPENSER HERE!''' ====Battle-Engie==== {{topquote|Sometimes, you just need a little less gun.|[[Orks|<span style='color:green;font-size:100%'>'''DATS A ZOGGIN' LIE'''</span>]]}} So what happens when someone decides that it’s not worth defending their team? What if you want to say “Fuck it. I have a shotgun!”? Well, enter the '''Battle Engineer.''' By trading your right arm for a robotic Gunslinger, you turn your previously upgradeable sentry into a quickly-deployable mini sentry with enough metal to create a second one immediately after the first one is destroyed. With your plethora of shotguns that can either promote sentry kills like the Frontier Justice, or good aim like the WidowMaker, you can deal a surprising amount of damage. In addition, you get an additional +25 health for some added tankiness. <u>Pros</u>: * You can be very annoying like a Scout with your mini sentry shooting in conjunction with you. * The Shotgun is a very powerful weapon in the right hands, with the burst fire dealing good damage up close to an enemy and a plethora of options to choose from. * Engineer still has access to his Dispenser and Teleporter, all of which are still very valued to the team. * Engineer becomes much more mobile and aggressive, as they're no longer reliant on babysitting a level 3 sentry for their primary damage output. <u>Cons</u>: * You do not have a lot of health, even with the Gunslinger’s 25+. * The minisentry isn’t as strong as a level 1; maybe more fragile. It will break a lot. * You give up a lot of defensive capability and territory control to play like a slower, less agile Scout. * Sometimes, less gun will get you killed.
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