Team Fortress 2

Team Fortress 2

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The Ultimate Engineer Fortress Guide
By medium_rifle
   
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What is Engineer Fortress?
Engineer Fortress is a custom gamemode on community servers known as "Nemu's Servers". It is only activated when there is nobody in the game before it actually starts. When there are no players assigned to any team, about 25 bots will join the RED team, and they will all play as Engineer. The goal is to get past the bots and cap the point.

The IP's seem to not work, and discussions on the servers' group page portray alot of vitriol towards the mode, so it's likely that the servers and the gamemode have been axed.
Payload IP: 144.168.41.77:27015

Dustbowl IP: 144.168.41.76:27015
Class Loadouts/Tactics
Scout
Class
Scout, being a lightweight offense class designed around picking off specific enemies, also known as a pick class, is great for casual play with human players where there are typically only 1-2 sentries on the enemy team at any given time. He is not great, however, for when there are about 25 sentries on the enemy team at any given time, due to his speed. In this case, his speed can serve as a double-edged sword, allowing him to escape danger, but it can also make him run into the sightline of 25 sentries before he can even react, leaving him as a red stain on the wall behind him. He specializes, however, in capturing the objective, as he has a doubled capture rate compared to other classes. Whenever there's a lull in the defense, it is a prime time for a Scout player to swoop in and capture the point, or push the payload cart as far as possible.

Primary
The Shortstop
[Image to be added]
N/A

Secondary
Bonk! Atomic Punch

The Bonk! Atomic Punch can be used for disctracting sentries while your team shoots at them.

Melee
The Wrap Assassin

The Wrap Assassin isn't very useful, but at the same time, the most useful melee weapon for Scout. It allows him to throw an ornament that makes the bots bleed, and deals a little bit of damage to the sentries.

Tactics
Scout does not have many tactics, as he is not very viable when it comes to fighting a sea of sentries.
Soldier
Class
Soldier, being an offense class with 200 health and splash damage weapons, is an extremely viable class for battling against large amounts of sentries being hounded by their respective Engineers.

Primary
The Air-Strike

The Air-Strike is used for rocket jumping and firing rockets in rapid succession at the sentries, faster than the bots are able to repair them.

Secondary
The B.A.S.E. Jumper

The B.A.S.E. Jumper is perfect for use with the Air-Strike, because it gives you a longer window to fire rockets at the bots.

Melee
Disciplinary Action

The Disciplinary Action is the most useful for Soldier, allowing him to hit his teammate and run faster, which lets him get to the frontlines faster.

Tactics
Soldier can rocket-jump from behind cover, such as a giant rock, and shoot rockets at the sentries while you fall back down to cover to heal.
Pyro
Primary
The Phlogistinator

The Phlogistinator is useful for a last-ditch attempt, where you run into the sea of sentries with phlogistinator crits, and maybe kill a few bots and damage a few sentries.

Secondary
The Gas Passer

The Gas Passer is useful for throwing at a large sea of sentries, where their corresponding bots will most likely be, coating them in gas. A Heavy will work great when combined with this weapon, as any sort of damage that the bots take while coated in gas will set them on fire.

Melee
Powerjack

The Powerjack is useful for getting to the frontlines. That's it.

Tactics
No tactics, except for slowly building up damage and then running at the group of sentries and dying.
Demoman
Primary
Grenade Launcher

The stock Grenade Launcher is the most viable/versatile option, as it's projectiles bounce, allowing for shooting from corners and taking out sentries that are separated from you by a wall.

Secondary
The Quickiebomb Launcher

The Quickiebomb Launcher is viable for sticky spam at large groups of bots.

Melee
N/A

Tactics
Standing behind a wall and shooting grenades around it to bounce off the wall and hit the sentries.

Charge up sticky bombs with the Quickiebomb launcher and spam the sentries with it.
Heavy
Primary
The Tomislav

The Tomislav is great for mid-range combat, which is usually the closest you can be to a sentry without it shooting at you.

Secondary
The Sandvich

The Sandvich is good if you have no medic and need to heal, or if you have a medic and they are about to die.

Melee
The Fists of Steel

The Fists of Steel are good for when you need to retreat, as it mitigates damage taken from sentries.

Stand behind a horizontal corner, such as the first point on the second round of Dustbowl, and keep walking forward a bit while firing your tomislav. The sentries will push you back, and this will be made much easier with a medic.
Engineer
Primary
Rescue Ranger

The Rescue Ranger is viable because it allows you to repair your sentry from behind a wall, while your sentry is out in the open, firing at and being fired upon by the enemy sentries. It also makes moving set-up points much easier, by allowing you to grab your sentry from far away.

Secondary
Wrangler

The Wrangler allows you to fire rockets at a wall near an enemy sentry, using splash damage to destroy the sentry, allowing you to move forward while the bot is still re-building their sentry.

Melee
The Jag

The Jag makes your buildings build faster, making it easy to set up at new points and re-building your sentry after it gets destroyed.

Tactics
Find areas where the bots cannot reach, but are still close to the objective and have an opening to the frontline. These will be referred to as "set-up" points from now on. These set-up points are where you should place a teleporter exit, a dispenser, and a sentry.
Medic
Primary
Crusader's Crossbow

The Crusader's Crossbow is good for when your injured teammate is seperated from you by a hole in the wall that allows all the enemy sentries to see you, as it allows you to shoot and heal your teammates from any distance.

Secondary
Medigun

The stock Medigun is perfect for it's Ubercharge, as it makes you completely invincible.

Melee
The Amputator

The Amputator allows you to regenerate 3 health per second.

Tactics
heal people.
Sniper
Primary
The Machina

The Machina can easily take down a level 3 sentry, with one full-charge shot, and then a quickscope shot.

Secondary
Jarate

Jarate will coat as many enemies as possible when throwing it into a large crowd of bots, and it will make any damage taken a mini-crit.

Melee
N/A

Tactics
Use the wall openings in the set-up points to your advantage and use them to snipe out of.
Spy
Primary
Diamondback

The Diamondback is a viable revolver due to it's guaranteed crits after successfully sapping a building. This will allow you to easily kill a stray bot trying to move up.

Secondary
Stock Sapper

The Sapper is the best option, as the Red Tape Recorder doesn't affect the sentry's health, but instead lowers the sentry's level, which is not at all what you should do when trying to push a bomb through a sea of sentries.

Melee
Your Eternal Reward

The Eternal Reward is the best possible knife, as it allows you to instantly disguise as the bot you backstabbed and not being blown to smithereens by the sea of sentries blocking your progress.

Tactics
Backstab the bots and then sap the sentry that they were constantly hitting with a wrench. The other bots will completely ignore the sentry and keep hitting their own sentries. 10/10 teamwork.
Set-up Points
Dustbowl
Round 1
The shack outside of the right-most spawn exit is a set-up point, but not viable as it is not close to the frontlines.



Behind the first capture point. This can easily be reached by following the rock wall.



The small section of mine that can be reached by following the elevated path between the first capture point and the wall.



The small room on the opposite side of the mine set-up point.



Round 2
The lookout directly infront of the BLU spawn. This can easily be reached by taking out a teleporter exit, jumping, and then placing the teleporter in the lookout. After this, you need to place an entrance or use the Eureka Effect. After that, you need to quickly pick up the exit and run behind cover. The alleyway next to this building is just as good of a set-up point.




The two-way room that is directly in front of the second capture point.



The rock that is to the left of the capture point.



Round 3
Right next to the couch and behind the setup gates.



Right behind the wall seperating you from the point and the thousands of sentries. You can place a dispenser or sentry under one of the windows, and take out a teleporter exit. You can jump off the dispenser/sentry and place the exit through the window. You will have to be very lucky for it to fully build without being destroyed.



The small area behind the corner leading to the final capture point.



The large area directly opposite of the small area.




The area opposite of the larger area, and behind the small area. This is by far, the most difficult set-up point to get to.
To be continued
I will update this with payload maps, but for now this will do.
4 Comments
cralo 19 Mar @ 4:11pm 
check out BangerZ for a cool server that is mostly constantly populated. it's definitely playable with at least 3 other people so give it a shot
RED Engineer {HM} 21 Nov, 2023 @ 9:15pm 
Damn shame, the server was awesome, but it shut down a long while ago.

Only thing that changed was an update to the ingame bots that broke the mod. Nobody bothered to fix it.
-Ivz- 30 Jun, 2021 @ 3:17pm 
The IPs no longer work or the servers are down
fat sport guy 29 Mar, 2021 @ 3:24pm 
it good