Inventive Engineer Update for Parched TF2 Servers
Monday, January 19th, 2009Engineers.
The hardest-working class in the entire Fortress got a well-deserved upgrade recently, with Valve once more reminding us that they are the Way and the Light and the Joy. Or at least, with Valve releasing another free upgrade to the greatest multiplayer game currently in operation, which is close to the same thing.
The updates have so far been aimed at underused classes, aiming to promote the pyro or make up for a medic shortage (both of which worked well). That certainly isn’t the case for our hard-hatted friend, the most played class (fully 33% more than the closest competitor), but was instead intended to reward the rock-solid engineering core. Because Engineers are vital - no one mourns a Scout, and no team in the history of TF2 servers has ever needed more snipers, but if you log on to a full RED team with no Engies there’s only one option: log out and find a game server that isn’t full of idiots.
The update gave engineers the excitement of their very first games all over again. Most mechanically-minded players had their build orders refined down to the microsecond and could defend the second stage of dustbowl in their sleep. They were about as likely to change their strategies as an overpass designer - even the slightest alteration could cause a lot of death and destruction. For their own team. Which is bad.
Level 3 equipment has changed all that. Upgraded dispensers are now an epic font of health enabling Heavies to stand their ground against much stiffer competition, and they spout metal like a Cybertronian volcano full of steel mines. Even an Uber-Heavy can now be held off if he starts too far away - no more marching out of Dustbowl stage 1’s upper-left tunnel in a shiny blue blaze of guaranteed glory.
The most important upgrade, however, is the teleporter. The Level 3 Tele isn’t a handy shortcut, it’s a full-on reinforcement highway to the front lines. It’s so powerful, so amazing, it’s done something thought impossible - it’s stopped idiots from trying to crouch-nudge the Heavy off the platform. People now actually queue up politely for their ‘port into action because it’s so fast. Amazing.
It can change the entire course of the games. Payload stage two particularly, with the torturous route to the tele entrances (if they aren’t hidden in the spy-inaccessible upper tunnel) frustrating spy-sapping and meaning that RED can make BLU work very hard just to break outof the spawn.
Which is why the update also helps the Engineer’s natural predator: the Spy. The ability to replenish the cloak by picking up fallen weapons has single-handedly changed the spy’s style from “softly softly years of espionage”, hiding in corners for ten seconds at a time (an eternity!) waiting for your cloak to recharge, to action-packed James Bond daredevilry as you thread through hordes of enemies to pick up an ammo pack and dash back to their spawn.
Because the update makes teleporter entrances the most valuable target in the game. Before it was strictly amateur hour, where running all the way to sap the entrances bought your side a second or two at most (as well as advertising where you were to the entire enemy team). But since destroying either end of the teleporter reverts the whole thing to level 1, sapping a slew of entrances at the spawn can entirely change the course of the battle. If you’re good you can stab the first person to come investigating, pick up their weapon and the teleporter rubble to recharge your cloak, and dash off into the shadows - possibly while singing the “Mission Impossible” theme. Before crippling the weakened defense.

















