Class Matchups (When to fight, and when to run)

When it comes to Engineer vs. Scout, an Engineer usually has a pretty good advantage, your weapon does more damage at mid range, and you're usually not far from your sentry. However, if a Scout gets the drop on you (especially while hauling a building), then you've almost always lost. Watch out if they have bonk, they can make your sentry shoot you instead. If it's in a straight 1v1 fight, its usually about 50/50 on who will come out.The soldier has the engineer beat in just about every aspect, his rocket launcher does insane damage to you, he's got 75 more hp, and he's possibly got the very same weapon you're coming at him with (the shotty). Usually they're going to win, and there's jack you can do about it if you're on your own. However, if he's corner peeking to attack your sentry, chances are he'll build a rhythm, which you can use to charge at him in-between shots to at least get him to back off (hopefully). The Cow Mangler can cause your buildings to shut down, but it does horrible damage to buildings in turn, so if your buidlings suddenly stop working, a cow mangler soldier is nearby, and chances are, he's got friends. A straight fight is usually a last resort for Engie vs Soldier, but usually you have about a.... 20% chance of living, barring crits of course.When it comes to Pyro vs Engie, it boils down to who gets the drop on who, and at what range they are. If a Pyro gets the drop on you, you're pretty much toast (which is almost always the case (hehe, fire pun)). A Pyro can damage buildings around edges (from sides, above, and below. This is because of how fire particles work, alowing them to slightly curve around edges. Another thing to watch out for when you have a level three, is a pyro walking in and out of range of the sentry, they can reflect the rockets back at you. However, if its more of a straight fight, and you're at about mid-range, you got a decent shot at winning (remember, the Pyro can be using a shotty as well, if he's not using a flare gun that is). They're homewrekcer can one-shot mini sentries, so they're able to quickly cripple a mini sentry using engineer if the sentry isn't already built. In a straight up fight, I'd give the Engie a.... 40% chance at winning, not the best odds, but defiantly not the worst.Ah yes, the good ol' cycle of I build it, he trashes it, living up to his name of Demolition Man, the demo can quickly ruin an engineer's day. If he manages to get 3 stickies on your base, barring the wrangler, there's just about jack you can do (besides trying to shoot the stickies/short circuit them). Chances are the Demo is having to corner peek, so if you see him before he gets all 3, chances are you're getting the kill as he's popping in and out (if he's using stickies that is, if its grenades, you have quite a bit smaller chance. In a straight up fight, I give the engie a.... 5% chance of surviving. Unless you're close, you're toast.Chances are if you're fighting this guy, he just walked in range of your sentry, and is limping to a health kit, if he's been exposed for a solid second, by all means, jump down and fill him with lead, be wary if he has a medic though, they can easily refill his health in no time. In a straight up fight (including the heavy not being revved at the very start), I give the Engie a solid 15% chance of living, you gotta make the pre-minigun rev shots count.Engie vs. Engie, the good ol' Texas show down. These fights rarely happen, and if they do, chances are ones not far from his base, only in the case of both being combat (using the gunslinger and not focusing on building) Engies does that not apply. Besides minor differences due to weapon choice, the Engineer has a solid 50% chance of living, its just a matter of skill, and outside interference.A Medic by themselves is lunch for a engineer. If you find them without a heal target, fill them with lead. If the medic is healing someone however.... your chances just went down the drain, unless you manage to avoid the pocket long enough (or get a lucky crit), he's not going down. In a straight fight, I give the Engineer a good 50% chance, depending on how good with the syringe gun the medic is.If you're within short range of a Sniper, you've pretty much got it in the bag barring crits. If you're at range.... act like any other class, duck behind cover, spam long range to throw off aim, and try and get as close as possible (pistol is especially good for spam). In a straight fight, barring the sniper being god-tier and able to land headshots point-blank, I give the engineer a good 60% chance at winning.This is the section you're wanting isn't it? When a Spy meets and Engineer, usually there's a sapper in one's hand, a wrench in the other's. In a straight fight, I give the engineer a solid 60% chance at winning. Rarely though, are spy fights straight, keep in mind the 1 wack then run strategy, and for gods sake use melee as a last resort, the spy has 180 degrees to get that backstab. If the Spy uses his pistol, he's usually running back from your base, use that opportunity to remove the sapper on your sentry for it to unleash lead. If he's hanging around the base, you gotta use your own judgement. If he's using the red tape instead of the regular sapper, abandon the sentry to kill him after one wack, metal is kept inside the dispenser even when de-leveled, so its a quick rebuild from 1 to 3 instead of losing your life and all of your buildings.. Remember the rules of Engineer though, walls are your friend, team mates are hazards, and you're more hyper than a kid on a 3 day sugar high (in other words, keep on the move, don't just stand in one spot)