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How Best To Use The New Engineer Wrench (The Eureka Effect)

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So with respect to this:

http://www.teamfortr...nchristmas2011/

With the new wrench you can teleport back to your spawn, but you can't move buildings.

I was trying to think of how one could best use this to their advantage on a payload map and figured I'd solicit the genius of Lotus.

The deal changer to me (that I haven't seen anyone else mention yet) is that this opens up the whole map for the engie to set up camp. Right now engies have to set up next to a large source of metal. With this update you can tele back to the base at any time and have an unlimited supply of metal from the cabinet. This means you can set up in places that make sense strategically, not just next to a metal source?

Alternatively, engies who use it in this way will be at a disadvantage to spies who go to the spawn and destroy the entrance tele manually (not sapper).

Can you think of any other advantages for this weapon?

EDIT: Teleports to spawn, not entrance tele.

Edited by TheProLoser
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The charger will most likely have a big cooldown just like drinks and food, and takes a few seconds to activate in the first place.

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LIES! BLASPHEMY! ... MORE LIES!

You smash my dreams of grandeur so easily T_T.

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why should that have a huge charger?

In normal your spawning, get a gun up, spawn, gun lvl 2, spawn, gun lvl 3. move to a good metal spot, place sentry, get dispenser, tele.

sometimes this setup changes (dispenser first, fast tele)

with the new wrench it will change slighty.

spawn, tele entrance,

get to wished location, whereever it will be. no big metal res. needed.

move there, get a tele exit up. rightclick. metal. teleport to destination... get that base up.

so I see no reason for a "huge" charger. this would disrupt that strat. and makes the weapon useless

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Imagine what an Engineers K/D looks like if he could constantly teleport to spawn whenever he wants to.

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(These are all from the POV of an engie on RED) I may do engie on Blu later, but the wrench doesn't open up as many opportunities for BLU engies.

Badwater

1. I think an engie might be able to setup a nest in room to the left just after Checkpoint B. Assuming you could cover the door, you could get Blue as they try to go by on the cart. By keeping a teleporter up in that room, you could keep the pressure on which would prevent the easy taking of Control Point C we always see because of the time it take to get to that part of the map.

2. Engie nest just to the left of the end of this corridor. You'd want to be a little offset to avoid snipers and demo stickies, but if you could get a sentry and tele there you could keep the pressure directly on that whole alley which is always a tough spot. You also give spies and pyro's the opportunity to go around behind and keep the pressure on that way as well.

Goldrush

1. On stage A CheckPoint 2, in the ditch either by the stairs or under the bridge. You would have to put it right against the right hand side wall (from this pic) to make sure it was resistant to stickies. Placed right I think you could cover the ditch and the snipers nest to the left, AND the final checkpoint.

2. Also on Stage A Checkpoint 2, a brave engie might be able to set up by the health pack in the tunnel right after where it drops down on the other side. If you could put a tele/sentry there, you could keep the pressure on the cart and prevent access to the attic.

3. On Stage B, Checkpoint 1, a teleport in the sniper's deck would be very well placed if you could figure out how to protect it (I'm gonna have to get in there to see positioning). As long as you kept the sentry at the right exit, not the left, you'd be mostly protected from snipers/soldiers and might be able to wrangle that corridor on the left to keep it closed down.

4. On Stage C, Checkpoint 1, I think a new favorite spot will definitely be behind the truck house. That allows instant pressure on BLU and the only reason no engie goes there now is the lack of metal. If you could set up a teleport in the back corner and a sentry facing down the length of the truck, you would have a very defensible position to have a teleporter to get your team on the point.

5. On Stage C, Checkpoint 2, the sentry decks (if placed away from easy sticky attempts by hiding the sentry behind the boxes on the right), could allow teleport to this crucial area and cover the point at the same time. I'm not sure about this one as the timing for setup is questionable between point 1 and 2.

6. On Stage C, Final Checkpoint, if you could setup in the little area at the end of the corridor that is behind where people run, you could defend (not attack) with a sentry while you have a teleport there. From the angle, I think you could avoid demo if you were careful with placement. This would solve the age old problem of getting your team behind this chokepoint.

More to come as I think of them.

EDIT: Added screenshots for clarity.

Edited by TheProLoser

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If it have a cool down between uses it is likely that you can refill it by going to spawn like all other food and time-based items

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ways the new wrench can help...

speed build faster....... if you can recharge the teleport ability instantly at spawn points only, so the cool down is not really bad.

helps the engineer's with the short circuit.. instead of taking the metal or hogging all the metal from another engineer's dispenser engineers can destroy rockets, stickies,arrows, or spam faster. pyros would still be needed to airblast spam shooting at your gun, but at least engies don't have to wait long to get metal. If the engie have a level 3, teleporter(entrance and exit built) the faster the engies can help each other...

Spam Maps like dustbowl, godlrush, barnblitz, or any type of match where there is a lot of spam eureka effect(new wrench) makes the engie useful.

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So yeah, wrench works pretty good smile.png

The trick is not to be afraid to die. What I've found works best (Tried out on payload, but would work on some other maps too)

1. Put up entrance

2. Put up exit mid range. You want this to stay up more than push.

3. Use wrench to tele back

4. Build up tele to level 2 ( you are waiting anyway)

5.Go through and build your sentry

6.Tele back and forth until sentry is level 3

On most maps you can do most/all of this in the 1 minute setup time

Interesting notes:

- When you tele back you automatically get full health/ammo/metal

- You can tele as much as you want

- The new gun isn't awesome, but it's better than stock, and in some situations better than frontier.

- Dispensers are now useless to you, BUT NOT YOUR TEAM. Feel free to plop one just around the corner from the action for your team, you don't need it but they do!

- A spy hit with the new engie gun who has dead ringer out only has about 2 seconds before it runs out, as opposed to at least double that before.

- It's about a 1 second taunt to tele back, long enough that you can't use it to escape gunfire, but it's still almost instant.

Edited by TheProLoser

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"- A spy hit with the new engie gun who has dead ringer out only has about 2 seconds before it runs out, as opposed to at least double that before"

this! Damn! Nerfes DeadRinger complete!

1) You get the DR out, it is activated, and have about 2 seconds to live left..

2) you don't have it out, get hit by that gun, and can not activate it... doh!

so, not that bad I guess. Renders the Spys sometimes to go back vanilla more often :-)

Personaly I have no problems with that in general (like also the combo amby, kunai, invis).

But on 15 v 15 2fort or any other spam happy map... DR was the way to go.

I think this is gonna be funny to get back to vanilla spy; I mea: earlier in the game the spam existed, and you had nothing but your invis watch to rely =D so: it's time to get some oldschool skills back instead of just "right click"... back to the days where a Spy had to think about his next steps. pretty cool.

cheers

bLooDyX

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