i forgot the word for someone who demolishes buildings for a living and my brain wouldn't stop suggesting "homewrecker" to me which is. NOT what i meant
*fucks your wife and then blows up your house* my work here is done
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@engineerapostles-blog
i forgot the word for someone who demolishes buildings for a living and my brain wouldn't stop suggesting "homewrecker" to me which is. NOT what i meant
*fucks your wife and then blows up your house* my work here is done
destroys your sapper
useful to know if you’re engineering this season of UGC
Using the new Eureka Effect is becoming very useful! I’ve always loved this Wrench. B^)
Better nate than lever~
I can’t sleep anyway
Just threw together a 30 minute ramble about the Gun Mettle changes and just editing it now.
Will add to the blog when I’m done.
Plz tell us how many days are remaining for engineer Bible gun mettle edition
I have about 10 minutes worth of decent footage for a 30 minute long video and i’m a bit of a perfectionist. Also school and work is taking up a lot of time. I might however make a shorter video that is purely for talking about the weapons in the Engineers toolbox. This will mainly be me chatting about each weapon and scenarios that benefit them. If you’d prefer I make an analysis video over an Apostles Montage then vote on this strawpoll
http://strawpoll.me/5772414
In case you want some help before the koth_product_rc8 officials on Monday~
How to save 5-7 seconds with a lvl 1 Teleporter!
In 5CP pubs i like to play the "Jagslinger" where i treat my Lv 1 sentry like a mini that needs to be whacked and alternately whack the sentry/DM the living crap out of everyone while my sentry builds up and cleans up kills for me/team, does this play style work in Highlander or do i have to use the Gunslinger ?
It’s generally way safer to use Gunslinger in 5CP. The reason is that you’re playing the flank and trying to hold off a Scout, Soldier and occasional Gun Spy. If you head to the flank to setup and they’re nearby, they have way more mobility and can kill you before the Gun gets up. Most of the time you’re plopping down a Gun, Spychecking and keeping an eye out so you wouldn’t want to spend time doing only one of those things.
However on second point when the enemy has taken mid you could probably try it out. You can have a Sentry setup to catch enemies come to your Medic or Sniper in a passive position (Battlement on cp_gullywash, Shutter on cp_process and Lobby in cp_snakewater). Then if it stays up but you lose too many players you could haul it back to the Lobby in front of last as an immediate line of defense. Otherwise you’d be ready to setup on last. I wouldn’t recommend hauling the Gun all the way back to last unless your team was with you.
What should I do if my team've just got mid and got a forward spawn while my Teleporter's located near the forward spawn ? Should i smash both teles or should i smash the entrance and move the exit ?
It’s probably better to destroy them both. That’s assuming you are about to push the enemies second point and are confident you won’t have mid contested. I like to leave that Tele up at least until the next spawn wave just in case we get rushed back.
Since you’re going to destroy your entrance, the Teleporter will reset to level 1 anyway so there is no extra value in carrying the exit. If my team is very strong at pushing the point and I’m not needed to throw guns down, I’d consider using Eureka Effect. When you capture a new objective you can set down the exit nearby and then teleport to your newest spawn.
Plz can you suggest some of best loadouts for different types of maps Ie like payload, ctf etc. (for both offense and defense)
Here are my personal tactics for pubs which are both fun and different. I deem them objectively better than most tactics on these maps. The reasoning is that if you’re doing something completely different than the other Engies, you’re filling a different niche and strengthening the variety in your team.
Payload, Attack, “The Steam Train”: Shotgun, Short-Circuit, Gunslinger. Sit on the Payload and zap away incoming projectiles for your teammates. The infinite metal from the Dispenser (equal to a level 1 Dispenser) will let you keep your shield up if used sparingly. It’s also ideal to place Minis as backup since you’ll be using your secondary. While on your way to the objective, place a temporary Teleporter and Dispenser nest a fair bit behind the cart. This will rally teammates to push the cart.
Payload, Defense, “Mass Production”: Frontier Justice, Pistol, Jag. Have your Dispenser in a safe position, away from teammates and from stray enemies. This will be a your factory and it key to the strat. During setup time,  make a Teleporter for your allies in the usual spots and focus on getting a level 3 Dispenser. Ideally you’ll want a level 3 Dispenser and a level 2 Sentry (level 3 Sentry is still more preferred). Your Sentry will be placed very aggressively near the Payload cart. Don’t put it in the open to be instantly destroyed. Put it in a corner or in small spaces so pushing the cart takes Sentry fire. The goal of this strat is to be making Sentries that actively contest every inch of the Cart, inevitably destroying all Payload morale. When your Sentries go down, you’ll like have at least 1 kill which will stack on your FJ. Use this defensively to defend your Dispenser and flank group cart pushes.
CTF, Intel Defense, “Security Guard”: Shotgun, Pistol, Eureka Effect. Setup your Sentry in Intel room at a safe and strong location. Avoid having it open to edging and circle-strafing. Next have your Teleporter Exit close to the Sentry but not open to focus fire or immediately noticed. Now you can setup your Dispenser at the front lines of your base to sustain your first response defenders. Avoid confrontation and danger but roam around Spy-checking and throwing in damage. Shotgun can do around 40 damage at mid range and Pistol (when not held down) will do roughly 90. OMG MY SENTRY IS BEING SAPPED AND OR DESTROYED: Use your Eureka effect to Teleport o the Exit (Don’t worry it can TP to sapped Exits too) and engage the enemy. Case by case it’s better to kill the enemy before saving your Sentry as they’ll be tunnel visioned and you can easily rebuild (Plus there’s no point rebuilding if they’re already out the door with your Intel) but if a Spy saps and pulls out his gun you can heckle him with the Sentry. If you’re confident in your aim then you can use FJ after your Sentry is taken out to catch them looking to the Intel.
Plz can u explain the new pomson 6000. What are those changes actually? And should I use it to spam at long range?
New Pomson basically means that the drains are weaker at medium range and then don’t work at long range. If you run around booping Spies and Medics then there shouldn’t be much change. It just stops you spamming a choke far away and getting drains which was bad anyway. Pomson already does less damage overall than Shotgun so it’s only really effective on suicide runs.
My personal use for it is to deny Spies who use DR so they end up dying to what they were trying to feign.
Kind of a long video talking about how to use Eureka Effect and it’s strengths.
What are your opinions on the new Eureka Effect and Jag? I'm personally very partial to a Justice/Jag loadout that gives no love for the sentry. Worked very well on cp_mountainlab.
Eureka Effect is really nice for Hard Setups where you have the time to build. I like to use it on 5CP maps since I can constantly keep a Teleporter up for forward spawns.
Jag is pretty much the best wrench atm as it’s damage downside was never really that bad. The repair penalty is almost entirely nullified by the extra swing speed. Plus strong holds have been nerfed quite a bit now so having fast builds is very important.
I’ll be making a reference guide to Engineers weapons and playstyles similar to the Engineer Bible for the Gun mettle update. It’ll probably take a while because I’ll want to edit it well and I have a lot of scrims to do too.
After update which is the best and most versatile secondary weapon available right now?
Hmm, there isn’t a true answer to this question but IMHO I’d say the Pistol. The reasoning I have is that you often rely on your Sentries for combat as an Engineer. So if you have your Pistol along with a primary weapon, it makes your own defensive capabilities better than the other two. I also personally use the Pistol quite a lot on Offensive maps since I have all that ammo to use.
If you play mainly with your Gun by placing nests or setting up Minis, then Wrangler will be way better for you. Pistol has next to no use as a nesting Engineer but I enjoy playing Stock Engineer on pubs.
Short-Circuit is really strong at the moment and I recommend learning it’s mechanics. It’s basically a Flamethrower with no fire and lower range. It’s very good as a nesting secondary on pubs and maybe better than Wrangler. The reason for this is your primary threats (explosives) are eliminated before they get to you. At the same time your can also be shooting at them which leads to salty Demos.
The reason why i think Pistol is more “versatile” than Short-Circuit is because it takes away your ranged combat weapon for a close-combat, makes you easy to predict and negatively interacts with your build/repair pool.
Do you think mini sentry is worth using anymore. What changes in playstation should I make to adapt the nerf
By Playstation I assume you mean play.
Minis are still fair to use but now more reliant on your team comp and DM. Before, Minis could be placed in combat to force bad decisions and gain an advantage. I personally didn’t use Minis in pubs for this reason and preferred playing around the team and the map.
Now you have to place them down prior to an engagement and be critical in your decisions when you haven’t got one up. While Gunslinger is now in a realm of being balanced/a bit weak, this won’t hurt Engineers very much as we are often not brute forcing ourselves into a fight.
In Highlander I recommend placing them behind your team, watching potential flanks and generally in a more sustained poke position. Since you can repair your gun, you can keep it topped up as a background threat but can’t really plop them down in obtrusive ways now. If you are holding an isolated flank like 5CP, you can place them deeper in to surprise intruders with a 2v1. I did this tactic in my Platinum Official against Chess Club and it worked up until they rotated the Soldier.
In Public Servers I recommend placing them in disposable locations but not ones that will be directly seen: health packs, control points, sniper spots, etc. You can’t just walk around plopping them down now so try to predict where the enemy will be and set them up a few seconds before. I would also highly encourage using the Jag offensively as the level 1′s build really fast and have +20 DPS to the Mini.
My thoughts on Gun Mettle for Engineer