The Primary weapons and you.

The Shotgun

Frontier Justice

Widowmaker

Rescue Ranger

The Pomson 6000

Let's go though the weapons that you might be wanting to use. I will be covering the important parts of the weapons and what to expect.Let's start out with the Primary weapons. Ah, the old faithful. This shotgun is the standard issued weapon with no good or bad points. It's a balanced gun with good damage output. 6 damage per pellet multiplied by 10 pellets, it's pretty good. If including the damage ramp up, it can go to 90, which can kill heavies with 4 shots if all hit. It hits pretty fast, 0.625 seconds for attack interval, and reload times of 1 second the first shell reloaded, and 0.5 seconds there after. This is a weapon that should be used for those that prefer a stable Engineer loadout that has a reliable Primary weapon throughout the game. This weapon makes you sound like a person that likes to serve justice, but instead, you serve crits to the body for those that kills your sentry that has kills and assists or is unfortunate enough to be in your face at that point of time. Never underunderestimate crits, these spawns of the devil cause 3 TIMES the DAMAGE. Yes, you heard right, 3 TIMES the DAMAGE. That means at point blank, you'll be doing 180 damage, that's enough to kill most classes and severely damage the soldier. For the players that survive that strong hit, they will be sad to hear that you have 2 more shots to unload until you have an empty shotgun. Here's the cost that the opponent has to pay if the sentry gotten kills and assists on the enemies and they (or even you!) destory the sentry. You get 2 crits for 1 kill and 1 crit for 1 assist. Nice trade, to be honest. But now, this weapon is not all sunshine and roses. It has a pretty bad side effect. Yes, this weapon has 50% lesser ammo clip size. For those that prefer a more stable weapon, they will stay away from this weapon. But if you have a burning desire to avenge your sentry's death (Even if you destroyed it yourself, which is unfair, but who am I to judge), this weapon is for you! All you have to do is to decide whether it's time to cash out or to keep the sentry. If the enemies destroy it for you, good for you, lesser worries. However, if you are in a pinch and you have a sentry lying around with kills and assists (Please do this ONLY with mini-sentries), destroy the sentry to try to turn the tides around, though be wary if you die, the crits will not carry on. If you wish to play with this gun, be wary that you will be with the frontlines, helping the team out to dish damage and get kills to continue your greedy streak, you sly devil you. This weapon depends on your metal supply, and can help you gain metal, if you wish. Now, here's the thing, how much damage you deal with this weapon will be converted to METAL. METAL. WHAT KIND OF SORCERY IS THIS! IT'S THE WIDOWMAKER'S SORCERY, SON, NOW STAY DOWN AND LET ME EXPLAIN. This weapon, can gain back metal just by shooting at a person and dealing damage to him, whether it be 3, or 90, or crit-a-blazing 180, you name it, it WILL give that metal back. Here's the better part. It need not reload. Because this weapon depends on your metal supply, as long as you have metal, you can choose to shoot without reloading! That would cause those classes that need to reload a huge disadvantage. I mean, come on, no reload is already too good. Of course, it's not that good, if it was, I would be using it all the time. It cost 30 metal to shoot, so, from 200 metal full, you can take 6 shoots with it until you cannot give it the metal to shoot it. Sounds pretty good, but you're an Engineer, metal is to build your buildings, and with you reserving metal for the gun, what about your buildings, your teamates, they are being abandoned due to your gun. So, if you are those that cannot aim and properly distribute metal properly, do not use this. Otherwise, feel free to use it. You will be playing more cautiously, with you thinking twice about shooting a shot from far. If you use it properly, you can see yourself being an Engineer that has his priorities set out, making you a spectacular Engineer. This gun is a savior for the sentry, and a good thing for you. You can heal 75 health for the sentry just by shooting it once, as long as you aim at the sentry. Don't worry, it's projectile-based, so you having bullet spread is gone. When you right click on the sentry with this gun, no matter what the distance, as long as you can see it directly and linearly, you can bring it to you for the price of 130 metal. That is a huge steal, to be completely honest. Think about it, the metal that you gave for that level 3 sentry, will not be wasted as much as the sentry dying immediately. You have a chance to save that sentry, and that time is when the Demoman comes to destroy that sentry. Not only do you anger the Demoman, you also save the life of a sentry! It does have it's bad points though. It has 34% lesser clip size, which means 4 shots per clip, and 50% lesser ammo capacity, which means 16 spare. If you are caught carrying a machine, be warned that you will get mini-critted to the body if you are shot. That means a 133% the damage of a normal shot. It's fighting capabilities are gone, with the base damage of 40 damage and a close range of 60 damage. But, look at the bright side, the amount of damage dealt of 1 bolt at far range is as damaging as 1 CRIT pellet. Not alot, but I'll take it.. The repair is 75 health per shot, and considering the speed of your wrench whacking and the shots from this, this is actually pretty good. This is going to get technical. You can repair up to 105 health for your sentry by wrench, considering how long one hit takes, which is about 0.8 seconds, it takes 2.4 seconds to completely heal a sentry from 1 health. For the Rescue Ranger, repairs are 75 health in one shot, with each shot taking 0.625 seconds, it takes 1.875 seconds to completely heal a sentry from 1 health. That’s pretty good, sometimes even better than the wrench. However, it might not be better than the wrench. The wrench repair more than the Rescue Ranger, but the Rescue Ranger shoots faster than the wrench. With equilibrium and knowledge of which to be used to heal, you can save time. Time is of the essence in competitive, never forget that. If you are out of metal, consider using the Rescue Ranger to heal the sentry, while waiting for metal. If you use this, be prepared to use your noggin alot more than you should, to position yourself in case of the imminent destruction of your sentry. This weapon is the right hand of the god of chaos, especially for the medic and the spy, but the medic is affected most, which also means that the whole team is affected too. This does not require ammo, and it cannot be reflected.On Hit, victim loses 10% Medigun charge or 20% cloak (Whichever applicable). THIS TOTALLY BREAKS THE GAME. UBERS CAN BE REDUCED, SIGN ME UP FOR THIS! Calm down, there are bad points. It only can hold 4 shots per clip, and deals 20% lesser damage to buildings, and it totally deals lesser than the shotgun in short range. But really, who cares, you're not going to be seeing enemy buildings most of the time, so that setback is really nothing. Lesser fighting capabilities, that might affect the game a little bit, not alot though, as the weapon is there for the effects, not the damage. Thankfully, baned in most competitions and people that use this are cowards and trollers. I hate it so much.