D2f ast - engineer
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make it happen

mintberrycrunch
mindwrp105
rutrow
rusty
sam
melissa
My list of other intelligent engies on D2F:
melissa (totally not biased)
Slesar (wished he played more)
<insert any engine here that builds in an appropriate spot per Spoofers guidelines>

I really wish more engies would build in spots that help the team instead of doing it cause “I do what I want” mentality. I think like 80% of the regular engies have this mentality. But at least a good majority tend to play O to build teles even if they get obliterated so that helps a bit but only a very select few actually play O to also help with getting the flag aka EMP go Bbrrrrrrrrrr.
Yeah but then they build in dumb water spots where you have to spend 13 minutes swimming just to get to water spiral.

Assuming one can't get a tele deeper into base, build lower or upper water spiral so that it actually acts as a timesaver.

If a competent defender can reach and destroy a bottom water spiral tele, they can reach and destroy all of the water teles in another 5-10 seconds firing from the water elbow with (typically) 0 effort. Meanwhile that's another 10-15 seconds of swimming for every single offensive player you ideally want hammering the defense as quickly and repeatedly as possible, so it's incredibly poor time management.

Oh, but you've built one of your team's few SG slots to defend the water teles? Delete yourself not only from the game but from the entirety of existence.
There's incredible engineers rotating dispenser locations & really locking down the basement well. Let's see more advanced engineer gameplay pushed further. I want to see more engineers binding their buildables for faster placements.

build 1
makes a dispenser

build 2
makes an SG

build 4
makes a teleporter entrance

build 5
makes a teleporter exit

detdispenser
remotely blows up your dispenser, more rockets = bigger boom. They grow passively, but getting more from bags & banging the dispenser supplies them faster.

detsentry
remotely blows up your sentry gun, engineers should explore this more in my opinion.

Detonating dispensers has been great so far in 2024 from many engineers. Something I think nearly always gets overlooked is detonating your sentry with a key binding in the moment. The explosion is enough to kill a spy running next to it. Using your own judgement if blowing up one with a medic or scout rubbing right past one in a tight hallway to kill them instantly would be worth it or not. It's just another potential situational tool.

Example with the keybinding, if you wanted to make a keybinding to make pressing the G key to build a sentrygun you would type this into the console:
bind g "build 2"
I agree dispenser are deadly but their placement sometimes is so dumb even if its meant for a good cause. Like dispenser at top ele "door" is great cause I think even if you conc in, chances are you are going to touch it slightly and that is enough to act as a "proximity" warning. I think there is a super small gap someone skilled enough can conc past it without touching it. That's a good dispenser because everyone I assume knows how to crouch jump over it so its no biggie and not much action happens at that segment.

A bad dispenser is one that is not in a good spot that blocks. Like for example, engie builds dispenser in middle of right of short hall. Ok I guess that is meant to kill anyone who walks in that area. But me as a solly, I am going to want to pre fire a rocket into right of short hall because when I hear the "swoosh" of the conc going off, its a 50/50 that someone conc'd into the ele or past defense into the spiral. So if I am right in my guess that it is ele, and I confirm it hearing the grunt sound of fall damage, I want to pre fire a rocket there. But I cannot because the dispenser hit box is pretty large blocking my rocket so I have to either get close and use a shotgun or wait for the person to pass the dispenser so i can hit them or use a greande. So dispensers can be hit or miss like maybe its good for you but can be a detriment to those playing D.
Now type that out 500 more times and watch them still do it.

It's even worse when it's an SG.
Motion to limit this thread to people who actually take O teles to the elevator or spiral that the engies painstakingly build.
"Tele to the ele, take it fast!"

You step onto a tele, and now you're underwater. You stepped onto the wrong tele, aw.

Offense engineers that wrench friendly hwguys & soldiers to give them armor, wish that happened more. More random strangers need to throw them bags. If an engineer is at the enemy ele or FR needing metal to build, as a last resort you hit your suicide binding.

Need more people to protect strategic exits, but also hiding strategically not to give away their position.

I'm kind of surprised offense engineers don't randomly build dispensers inside the enemies base. It's likely the enemy would ignore them. Friendly targets choosing to run against them (if they check the name to make sure its friendly) would get free armor & ammo quickly, and that resource grows for free inside the dispenser.
Okay all engineers have to do is listen for footsteps preemptively tossing grenades, with double buildable det bindings ready to rackup dispenser kills as you build/repair yours/others Sentry guns & are filling up dispensers with rockets! Oh yeah and spycheck everybody in your basement & just to be nice wrench them when you're incorrect which is most of the time. Fuck nevermind that is a lot! haha

But wait even if you execute everything correctly, your team begins to bitch because somebody just destroyed your tele entrance or exit. Even if you're the only engineer on duty someone will arrive to complain about your lack of teleporter(s).

One of the hardest aspects of engineer is balancing when to play offense or defense. Defending while providing no offensive exits when nobody has attacked your basement in a very long time is a waste. Likewise on offense be aware when a few enemies decide to go on offense to storm your castle so that you're flexible & ready to head back to defense.

Engineers are very overpowered & underappreciated.
Hicee
Sid
MintBerry
Mintberry Crunch and Selesar are great defensive engies.

I can't think of his name off the top of my head, but there is a great offensive engie on here. Guy routinely gets offensive teleporters up including the much coveted teleporter to the elevator.

I used to play engie religiously but found I engie playing offense much more. I have a great appreciation for the great engies who wait patiently defending the base as I go on my 25 death streak as scout, banging my hall trying to get the flag.
Don’t forget JiK MAZZ. That guy is awesome.
Backalleybuttlove wrote:
I can't think of his name off the top of my head, but there is a great offensive engie on here. Guy routinely gets offensive teleporters up including the much coveted teleporter to the elevator.

Dynomite
Jik
[somebody else but I can't remember who]
[IOD]Snips wrote:
But wait even if you execute everything correctly, your team begins to bitch because somebody just destroyed your tele entrance or exit. Even if you're the only engineer on duty someone will arrive to complain about your lack of teleporter(s).

I'd replace "tele" with "sentry." One of my alt handles used to be Benji the Scapegoat Engy for reasons pertaining to me not being everywhere at once.

There's a funny kind of Murphy's Law that happens a lot where I'll switch to engie and three seconds later, somebody will complain about the lack of builds.
I pretty much only play engy. My biggest pet peeve is when others switch out of engy or leave and don’t say anything so we don’t realize their SG is gone. Especially when they had it in SH and I built mine somewhere less effective. I’d move it immediately if I knew they switched classes.
skeeetz
slezar
mint berry
oli
fluffo
My list in no particular order:

Kurt Blo’brain
Hicee
Dynomite
Mintberry
Mindwrp
Sam
Baddy
WmkBSL

There are a few others I’m sure. My memory ain’t great.
The bar is so damn low, but there are so few that rise above it:

1. Build SG in flag room
2. Communicate

SH SG > FR SG
I can't find it, but Spoofer did either made a thread or responded to a thread I cannot find about "proper" SG placement for defense. It even had pictures and drawings so some of you dorks could understand it better. But if I recall correctly, end of long hall is optimal (can stop someone concing in there), across flag in that corner (that way it has an easier time tracking), and bottom ele kind of close to the tanya spot (to stop people from coming down ele).

Going off of my memory but i think those were the most effective spots according to him but could be wrong if he wants to link to that thread or someone wants to find it.
JiK MAZZ wrote:
SH SG > FR SG

https://www.youtube.com/watch?v=GM-e46xdcUo
XenOz3r0xT wrote:
I can't find it, but Spoofer did either made a thread or responded to a thread I cannot find about "proper" SG placement for defense. It even had pictures and drawings so some of you dorks could understand it better. But if I recall correctly, end of long hall is optimal (can stop someone concing in there), across flag in that corner (that way it has an easier time tracking), and bottom ele kind of close to the tanya spot (to stop people from coming down ele).

Going off of my memory but i think those were the most effective spots according to him but could be wrong if he wants to link to that thread or someone wants to find it.

My search-fu is unrivaled.
https://imgur.com/a/cxK3ln4
https://imgur.com/a/BPnilAn
https://imgur.com/a/V9xYVsz
https://imgur.com/a/9v9YWpo
https://www.lunaticrage.com/drippy/forum.php?a=vt&f=2&t=1854...
JiK MAZZ wrote:
Don’t forget JiK MAZZ. That guy is awesome.

I don't see you on all the time but from what I recall you have a good engie game.

Edit: I've seen people strategically place a dispenser such that it will be in the line of fire of the sg's blind spot should a scout or medic try to take it down. The result of course is an exploding dispenser in the face of that scout or medic.

On that note, would my dispenser in the line of fire of my sg get exploded by SG, and/or would the dispenser before being blown up block the bullets and/or rockets if an enemy was behind it? In other words, would an enemy hiding behind a dispenser in front of an sg be shielded by the dispenser.

@level 1, thank you for posting spoofer's dorky sg placement drawings.
level1nobody wrote:
XenOz3r0xT wrote:
I can't find it, but Spoofer did either made a thread or responded to a thread I cannot find about "proper" SG placement for defense. It even had pictures and drawings so some of you dorks could understand it better. But if I recall correctly, end of long hall is optimal (can stop someone concing in there), across flag in that corner (that way it has an easier time tracking), and bottom ele kind of close to the tanya spot (to stop people from coming down ele).

Going off of my memory but i think those were the most effective spots according to him but could be wrong if he wants to link to that thread or someone wants to find it.

My search-fu is unrivaled.
https://imgur.com/a/cxK3ln4
https://imgur.com/a/BPnilAn
https://imgur.com/a/V9xYVsz
https://imgur.com/a/9v9YWpo
https://www.lunaticrage.com/drippy/forum.php?a=vt&f=2&t=1854...

That spoofer post is the reason I nearly always build my SG in SH and my dispenser in the hall across from resupply.
level1nobody wrote:
XenOz3r0xT wrote:
I can't find it, but Spoofer did either made a thread or responded to a thread I cannot find about "proper" SG placement for defense. It even had pictures and drawings so some of you dorks could understand it better. But if I recall correctly, end of long hall is optimal (can stop someone concing in there), across flag in that corner (that way it has an easier time tracking), and bottom ele kind of close to the tanya spot (to stop people from coming down ele).

Going off of my memory but i think those were the most effective spots according to him but could be wrong if he wants to link to that thread or someone wants to find it.

My search-fu is unrivaled.
https://imgur.com/a/cxK3ln4
https://imgur.com/a/BPnilAn
https://imgur.com/a/V9xYVsz
https://imgur.com/a/9v9YWpo
https://www.lunaticrage.com/drippy/forum.php?a=vt&f=2&t=1854...



For those too lazy to click and read, the first two pictures are SGs not to build. So Xeno named 2 of the 3 bad ones I think, lol.

A Tanya SG is decent in theory but worthless in practice, because as we all know a Tanya SG does absolutely nothing to stop it from losing the game 100-0 (before it switches teams) as O simply streams from the spiral. Unless you have 3+ SGs, you want at least 2 of them covering all avenues to the flag at all times so that they must be dealt with, meaning you want them covering either mid b or FR. It's tough picking the absolute worst player on D2F out of so many contenders, but the fact that Tanya has 10 billion hours cowering at lower resup and has never once learned the lesson of its infinite losses is testament to this absurdly simple fact.

X LH is a good SG against spiral, though weak to ele so SH SG still remains king (against midlevel and below offense, which is 99.9% of D2F these days). X LH is a good #2 spot, assuming that the engies, dispensers, and BSP solly listening for concs/drops can work to eliminate or slow the ele-side threat.

Deep LH SG is again a bad SG unless you already have at least 2 other really strong ones. I forget who the worthless engi is (out of so many), but there's one super regular that puts the team's lone SG there all the time and has almost as few braincells as Tanya. Like an ele SG, it's only securing one path to the flag, and does almost nothing to stop the flag from being grabbed and taken out SH. A good o with a conc could even get flag from FR through LH to mid B before the thing locked on and killed them, some of the time.

X flag is alright for surprise kills against ppl not paying attention, but on flag (a little behind it) is better as it makes O stop at either the end of LH or SH to deal with it while other basement defenders kill them from behind. If you put it mid FR to better cover both entrances, a good o (brah, if he still existed) could just run circles around it and get the flag out or at least tossed with the gun still standing.

JiK MAZZ wrote:
That spoofer post is the reason I nearly always build my SG in SH and my dispenser in the hall across from resupply.



Wut? Someone actually took my advice? On D2F? World's gonna end. Hope the advice helped your game.
Oftentimes if there are engies staying behind in the basement, I'll put my gun in the flag room no matter what. Because I want my gun to be the last line of defense, not the first.

I don't want to be building a spiral or ele tele only to realize my gun is down and our flag is now more vulnerable because I'm across the map and can't rebuild it right away. But if my gun is the third to be attacked, then there's a high likelihood that the other engies are aware of the situation and may even be able to repair my gun before it goes down.
[W.M.K]BSL
Mindwrp15
Baddy
Jik
Spoofer wrote:
level1nobody wrote:
XenOz3r0xT wrote:
I can't find it, but Spoofer did either made a thread or responded to a thread I cannot find about "proper" SG placement for defense. It even had pictures and drawings so some of you dorks could understand it better. But if I recall correctly, end of long hall is optimal (can stop someone concing in there), across flag in that corner (that way it has an easier time tracking), and bottom ele kind of close to the tanya spot (to stop people from coming down ele).

Going off of my memory but i think those were the most effective spots according to him but could be wrong if he wants to link to that thread or someone wants to find it.

My search-fu is unrivaled.
https://imgur.com/a/cxK3ln4
https://imgur.com/a/BPnilAn
https://imgur.com/a/V9xYVsz
https://imgur.com/a/9v9YWpo
https://www.lunaticrage.com/drippy/forum.php?a=vt&f=2&t=1854...



For those too lazy to click and read, the first two pictures are SGs not to build. So Xeno named 2 of the 3 bad ones I think, lol.

A Tanya SG is decent in theory but worthless in practice, because as we all know a Tanya SG does absolutely nothing to stop it from losing the game 100-0 (before it switches teams) as O simply streams from the spiral. Unless you have 3+ SGs, you want at least 2 of them covering all avenues to the flag at all times so that they must be dealt with, meaning you want them covering either mid b or FR. It's tough picking the absolute worst player on D2F out of so many contenders, but the fact that Tanya has 10 billion hours cowering at lower resup and has never once learned the lesson of its infinite losses is testament to this absurdly simple fact.

X LH is a good SG against spiral, though weak to ele so SH SG still remains king (against midlevel and below offense, which is 99.9% of D2F these days). X LH is a good #2 spot, assuming that the engies, dispensers, and BSP solly listening for concs/drops can work to eliminate or slow the ele-side threat.

Deep LH SG is again a bad SG unless you already have at least 2 other really strong ones. I forget who the worthless engi is (out of so many), but there's one super regular that puts the team's lone SG there all the time and has almost as few braincells as Tanya. Like an ele SG, it's only securing one path to the flag, and does almost nothing to stop the flag from being grabbed and taken out SH. A good o with a conc could even get flag from FR through LH to mid B before the thing locked on and killed them, some of the time.

X flag is alright for surprise kills against ppl not paying attention, but on flag (a little behind it) is better as it makes O stop at either the end of LH or SH to deal with it while other basement defenders kill them from behind. If you put it mid FR to better cover both entrances, a good o (brah, if he still existed) could just run circles around it and get the flag out or at least tossed with the gun still standing.

JiK MAZZ wrote:
That spoofer post is the reason I nearly always build my SG in SH and my dispenser in the hall across from resupply.



Wut? Someone actually took my advice? On D2F? World's gonna end. Hope the advice helped your game.

4th picture, SG too high up in sh. Medic can easily manuver around the corner and take that at out a split second before the SG turns around to shoot. I would move it back closer to the wall. My two cents, from someone who sucks at engie.
If you move it back further into SH it won't pick up players right at spiral exit / hugging the right wall. It's why many good o know to just hug the right corner wall coming down because so many engies build it too far back, and then they have all the time in the world to SNG it while having some decent cover and evasion against defenders further towards resup.

So you gotta choose between proper spiral coverage, or the SG's ability to track into FR if o gets past it.

Keepout ele-side is hella strong with dispensers, nade spam, and the pressure of time with defenders coming back via resup teles (plus the turret). With a decent soldier at BSP listening for ele side, it's uncommon for even good o to be able to get through all that. They'd have a better chance concing into LH, which the BSP soldier should be prepared for.

Worst case scenario, det the SG and gib them, like Snips suggested.

So I prefer to give the BSP soldier (assuming there is one, and admittedly there's only like 3-4 soldiers on the server that actually know to play it) better coverage for them to fall back to avoid nades when needed.
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