Just talk about your favorite wrench, your least favorite, when you use a particular wrench, or anything else.
A brush-up on the wrenches and their stats
https://wiki.teamfortress.com/w/images/thumb/7/7d/Item_icon_Wrench.png/100px-Item_icon_Wrench.png
The Wrench (and all class melees/reskins)
Normal melee weapon, except hitting buildings makes them build 2.5 times faster, upgrades buildings, and destroys Spy Sappers in two hits
https://wiki.teamfortress.com/w/images/thumb/c/ca/Item_icon_Gunslinger.png/100px-Item_icon_Gunslinger.png
The Gunslinger
Gives the Engineer 25 more health, to 150. No random crits, but the third consecutive hit against enemies always crits. Replaces the Sentry with the Mini-Sentry.
Also has a taunt kill.
https://wiki.teamfortress.com/w/images/thumb/e/ec/Item_icon_Southern_Hospitality.png/100px-Item_icon_Southern_Hospitality.png
The Southern Hospitality
Hitting enemies makes them bleed for five seconds. No random critical hits, and the Engie using it takes 20% more damage from flamethrowers.
https://wiki.teamfortress.com/w/images/thumb/4/49/Item_icon_Jag.png/100px-Item_icon_Jag.png
The Jag
The building speed boost on hit is increased by 30% to 3.25 times faster and attacks 15% faster. But it has a 25% damage penalty compared to stock, removes Sappers in three hits instead of two, and repairs damaged buildings 20% slower.
https://wiki.teamfortress.com/w/images/thumb/c/cf/Item_icon_Eureka_Effect.png/100px-Item_icon_Eureka_Effect.png
The Eureka Effect
Press the reload key to open a menu to teleport either to spawn or your teleporter exit if one is built. Teleporters also cost 50% less metal to build, 25, and upgrade with 50% less metal, 100. The building speed boost on hit is reduced by 50% to 1.25 times as fast, and you receive 20% less metal from ammo boxes and dispensers.
stock.
SH pointless, Jag awkward, Eureka awful, Gunslinger alright but a different purpose.
I love to use the southern hospitality on medieval mode. Being set on fire is kinda rare on that mode luckily.
I use Jag, though the sapper damage penalty is a pain, I'll try stock more. For the Eureka Effect maybe reduce the speed boost penalty to 30% to make it match the Jag's speed boost?
Also since the wrench is teleporter based maybe teleported teammates don't have the trail following them when using the EE? (not that it will be much help considering you can just see where people are coming from, and if its not from the direction of spawn there's probably a teleporter somewhere)
Gunslinger on attack Jag on defend
Jag makes both stock and gunslinger obsolete.
Eureka is pretty great for putting up nests practically anywhere regardless of ammo situation on the map. Also the go-to on offense for the superfast supercheap teleporters.
So those are the two options I choose from. Interesting to watch how Southern Hospitality went from the go-to no-downside wrench to pretty much the worst option due to Engi, Spy and Pyro rebalances.
Eureka is useful on surf maps
Jag for attack engineer
Southern Hospitality for defensive engineer
pepper enemies with shotgun and when they notice teleport back to spawn with eureka effect
mild annoyance is fun
slap 200 extra IQ to that strat by putting up a teleporter in some bumfuck weird unlit place where they'll never find it and keep teleporting behind them
The Southern Hospitality is probably the most overlooked (and perhaps the least used) of the wrenches, in my opinion. The attributes allow you to spycheck really effectively, if there's no Pyros around it becomes a straight upgrade and the damage plus bleed combined allows dealing up to 105 damage off a single hit, which is crazy if you think about it.
Although the Jag allows you to set up level 3s faster, the Eureka Effect is more teleporter-oriented, and the Gunslinger allows you to be the classic offensive Engineer, the Southern Hospitality prides itself in being the ultimate turtling-on-last melee. Buildings-wise it's the exact same as the Wrench, but in combat, the ability to hit Spies or light classes and leave them near-death, or killing them by simply cherry-tapping them with the Shotgun afterwards, is unvaluable to keep a defense going.
In addition, by simply playing around your sentry, you nullify the 20% fire vulnerability attribute because Pyros cannot obviously outrange one. The only time this attribute would come into play is probably as you're moving up buildings, or if you get hit by a stray flare (and when it comes setting up buildings, you could switch to any other wrench, then switch back to this one, to get around getting burned before you can set up anything at all). Nevermind the "no random critical hits" attribute, it's perhaps one of the more subtle straight upgrades the game has to offer.
When it comes to the fire vulnerability, if you hold this weapon, afterburn will deal 5 damage per tick. If a stray flare from a Flare Gun hits you, it will deal you 111 damage total. However, if you start swinging at the same time Pyro starts using their flamethrower at you, you can successfully do two melee hits at them if they get close, enough to kill them thanks to the bleed, which can dispatch 175 HP classes in two hits, that is if they don't take any health packs while bleeding.
tl;dr overlooked wrench that's great for last holds because of spychecking and damage output (but it's better if you build you buildings with the Jag first), be careful of flares and poofs of fire flying around because afterburn really stings with this weapon.
random crits will always outshine SH.
though hopefully that might not be a concern anymore soon
The Jag is great to help your fellow Engineer at the start of the round. I usually say "I'll upgrade your tele to level 3" then switch to Eureka Effect, go to the frontline, and upgrade his dispenser or sentry gun one level. Teleport back to spawn and switch to another class. Southern Hospitality sounds good in theory, but I haven't played with that gun in a long, long time.
The Southern Hospitality is great against spies in general. Tracking them through bleeding damage can really be helpful when they cloak.
the southern hospitality just feels kind of bland and situational as it is right now, I think it'd be cool if having the SH equipped gave you the ability to detonate buildings while they're being sapped, and detonated buildings could cause damaging explosions to enemies
Offensive detonations do sound interesting, but do sappers need another nerf? Granted this would be a pretty small one.
There's already a wrench (well, a robot arm) that changes sentries, and one that is teleporter focused, what if SH buffed or changed dispensers in some way, making them build faster or extending their range or something? It'd fit with the "hospitality" part of the name.
oh boy imagine baiting a guy into chasing you and detonating a dummy tele as he walks over it
what makes the lil' ol' me a good demoman?
Always ran gunslinger as my patience for maintaining my own level 2-3's is very low, especially during my time of playing red-tape spy just reverting most of the hard work for an engy while a critical push is being done by my team.
Liked being more of an Ambusher with the Widowmaker while supporting or defending other engy's sentries (used to use the Panic Attack but RIP thanks to that dumb change, still haven't touched that gun when they decided to keep going with the current stats instead of going back with the fun beggar's mechanics) and getting those crit punches is still very satisfying to this day. Jag would be my go-to second just for building quick, sneaky level 2s and being a dirty cheapskate on MvM upgrades early which pays off nicely depending on how much my sentry gets aggro'd and if the dps currently being done on it wouldn't overpower the slower repair speed.
Honestly surprised they didn't touch the SH yet, seems like the least used wrench that could be a bit more interesting.
with the hospitality was changed
idk the bleed effect doesnt make any sense except for catching spies
not to mention the semi recent buff to spy to have effects like jarate and afterburn go away faster if you're cloaked, the spy is really only bleeding for 3 or so seconds
exactly a half, so 2.5s
and this paired with the 20% damage resistance means the Spy takes a whopping 15 bleed damage instead of 40
and yes, a spy who's in the process of cloaking already gets both full resist and the shorter debuff timer, so it doesn't matter if you hit him before he's fully cloaked
That's exactly why it has that, same with the Tribalman's Shiv.
nononono
Telejumping
Wrangler? Never again
Eh, like I mentioned in the general thread. Engineer did have the ability to kill people by detonating his stuff... It was really really situation though, usually only if the engineer had an ammo and/or health pick up that respawned in the area. Engineer only had two buildings ( not including anything introduced with Custom TF, Mega TF, and various TFC mods ) to work with back then as well.
Anywho, I generally just use two wrenchs... Gunslinger and stock, with JAG for situations where I'm trying to help someone build up quickly at spawn. I find Gunslinger the most fun, as a personal handicap since moving up normal sentries is fairly easy too pull off since the Gunmettle update and notibly more effective then Mini's when it comes to holding down area's. Not to mention I generally enjoy the aggressive playstyle for Engineer more because of it being more engaging, where as turtle engineer is really really boring to me.
Bear in mind, I still will do it when needed... I just definitely don't prefer it.
honestly after realizing you could probably explosive jump by detonating your buildings, I'm even more on board with detonation exploding, maybe have buildings explode no matter how they're destroyed, and signal it by having buildings have some sort of effect the more damaged they get that's different from stock buildings
The biggest problem with exploding buildings is either the radius is small and only Spies would be affected (and Spies need buffs, if anything), or it's way too large to be sensible and would essentially destroy anybody within the area to be at all useful. It's genuinely a really cool and creative idea, but in a practical sense would only work to help Engineer do explosive jumps (which he can already do) or for trigger mines for the Engineer to lay. It's like how some of the early test weapons included things like a speed pad replacing the teleporter - cool concepts, but not really sensible or balanceable in actual gameplay context.
The golden wrench got a bugfix of somekind recently. That's pretty weird, I have to say.
Yeah, I don't get why they wrote that in the patchnotes when they sometimes leave far more important info undocumented. The fix was minimalized viewmodels not working for it.
Honestly nowadays the golden wrench has just "Delfy" written all over it. That is the only one I have ever actually seen used, even on video.
Probably because the wrenches were added so long ago, to so few people, that barely anybody that has them even plays anymore.
250 hours on Engineer.
Never used anything besides stock and eureka. Stock is amazing imo.
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