Uncle Dane The Engi Main
UNNCLE DANE THE ENGI MAIN
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Uncle Dane the engi main
Engi Rules!
UNCLE DANE THE ENGI MAIN
Metal Can be used to upgrade buildings
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UNCLE DANE THE ENGI MAIN
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DANE DANE DANE DANE DANE MISSION BEGINS IN 10 SECONDS
Uncle Dane The Engi Main.... (Cool intro!)
You guys like videos about the specific stats and rules surrounding the engineers building
Audience: NOOOO WE WANT MORE ENGINEER MEMES UNCLE DANE!
Well, Shut up and learn some super complicated maths (oh god no)
Today we're talking about two major parts of the engineers buildings:
Metal Application Priority...
...and the rules that apply to the metal spending in TF2.
So, let's start by talking about Metal.
*Incomprehensible screaming worthy of a music award*
Metal is very specific to the Engineer,
no other class uses it.
So, to an Engie Player,
understanding exactly what it can do,
and how it's applied to your buildings is very important,
When managing your Sentries, Dispensers, and Teleporters.
Now I know it's pretty basic stuff,
But I want to start off by mentioning
that Metal,
Is different from ammo
Even though you will often collect Metal and Ammo from the exact same sources,
Ammo is what you need to shoot a majority of weapons for each class
and Metal is a completely separate counter that is exclusive to the Engineer.
When playing Engie,
You can hold up to 200 metal,
and use it to do three major things with your buildings:
Upgrade the level of a building,
Heal damage from a building,
and Refill the ammo of a Sentry gun.
Other than these three main things,
Metal can also be used to fire your Widowmaker,
Short-Circuit, and eventually,
heal buildings using the Rescue Ranger.
But mainly you'll be using your metal to upgrade to heal and refill ammo
Which is what we're going to be going over in this video.
For doing each of these things there is a specific ratio of Metal to Effect.
And the first thing that we're going to go over is health when you heal a building you spend metal at a three
To one ratio meaning that for every three health that you heal you spend one unit of metal
there's also a lesser-known stat that I'm going to call maximum metal per swing or
MMPs
The MMPs is the limit to how much metal you can spend on a specific
action in one swing so the MMPS for building health is 34 metal healing up to a maximum of
102 health for every Wrench except for the Jag which heals up to a maximum of
81 health for the Same cost the next function is upgrading
Which is pretty simple the mMPs when you upgrade goes up to 25?
metal and results in the same amount of progress towards the next level of that building later on we'll talk more about the rules when
It comes to the circumstances where you will need to spend metal on upgrading
But the last function to mention is your sentry gun ammo refill when refilling ammunition, you will spend one
Metal for Every Bullet you replace and two metal for every rocket salvo the MMPS for ammo refill
Totals out to 56 metal with a maximum of 40 metal for bullets and 16 metal for Rockets
Alright, so now that we've got all the boring stats out of the way now
We can get into the interesting stuff or at least the stuff that I find interesting the metal spending
Priority so when it comes to all of these functions that you spend metal on
Interacting with each other at the same time there has to be a specific
Order to where the metal is spent first this information as far as I have found is not available anywhere online
including the TF2 wiki so after a bit of testing I've concluded that this is the official order of
operations for Metal Spending Priority first health second upgrade
Progress and third ammo refill with bullets having priority over rockets now
This is the general order of things
But there are a few hidden rules that apply to this list that take effect before the operations are executed
Down the line the first hidden rule states that you cannot spend metal towards the upgrading progress while the building is
Damaged in any way
So basically your building needs to be full health
before it can begin to be
Upgraded for instance if your sentry gun has even one health missing from it you will only be able to spend metal on
repairing health and refilling ammo
not
Upgrading which leads to the second rule which states that you can spend metal on upgrading your sentry gun at the same time as refilling?
Its ammo, so if your gun is hurt you spend metal on these two things
But if it's full health you spend metal on these two things in other words your swings will only ever do two
Functions at once never all three this means that our third rule turns out that you can spend metal on refilling ammo under any
Condition as long as you have the metal for it however. There is a very
Peculiar instance where you will actually end up not spending any metal on refilling ammo, and that is when you use
25 Metal to level up the sentry gun from one level to the next it's kind of weird
But it also kind of makes sense, but basically if you're at
175 out of 200 on your upgrade progress and your sentry gun is missing any ammo even if it's
Completely out of bullets once you spend the last 25 medal on bringing that gun from the previous levels to the next your sentry gun
Will completely fill its ammo reserve back up to full at no cost to you
This is because of the metal spending priority rule first putting the 25 metal toward upgrading your sentry gun
And I'm guessing the way that the sentry gun is coded when you level up from 1 to 2 or 2 to 3 the gun?
Ammo, reserve
Starts out at full so it's actually a kind of cool little way to save metal on bullets and the last rule to mention is
the total MMPS of every function combined health
Upgrade and Ammo the most metal you will ever spend in one swing of the wrench
capsule at 90 metal on a level 3 sentry gun because of the rockets portion of the ammo reserve and then
74 Medal for everything else
so
Overall every time you swing your wrench the game looks at the amount of metal you currently have on you and then applies it to
Your building according to all the rules previously stated you spend what metal you have
Linearly in the priority order until you either have zero metal left or until the total
MMPs, limit is reached and this happens every
0.8 seconds pretty interesting stuff if you ask me, so you might be wondering where does any of this information?
Apply to me and my typical engineer gameplay well besides just knowing that if your gun is both really hurt and low on ammo
You're going to need a lot of metal to get things back up to speed again well not anything too important honestly
It's mostly just good to know the limits of the wrench that you're using when you're slapping it up against your sentry gun all day
but using some of the information given in this video
I do have a few tips and tricks for you
So because we know that a sentry gun requires exactly 200 metal to upgrade
And an engineer can only carry
200 metal at a time that means that while you're upgrading a sentry gun even if it takes one damage or fires even one bullet
And you don't have any extra metal lying around the upgrade will be delayed until you can find more metal so with this in mind
You should always be prepared
With a nearby dispenser or ammo pack to make up for any surprise damage or someone just?
randomly getting peppered with your sentry gun bullets before you try and get your gun to level 3 in fact if you suspect
Beforehand that the sentry gun you're going to be upgrading is about to take damage or fire at enemies
It might be a good idea to put a bit of metal into the gun before
maxing your metal out to
200 again and then heading to the intended position this tactic is great for ensuring that the front lines have an aggressive sentry gun they
Can also be quickly upgraded to level 3 without having to Scour the battlefield for extra metal the best-case scenario?
Would be to upgrade a sentry gun so that its progress is at
175 out of 200 then max out your ammo capacity
Carry it to the frontlines where it can shoot a few people and then still be able to upgrade it to level 2 without spending
Any extra metal on the expended ammunition other than that knowing the metal spending order is knowledge that barely comes into play
But I find it interesting nonetheless
being prepared for what is going to happen before you smash your building with a wrench only really seems to be of any sort of
Issue when you're low on metal
But if your metal management is on point
You won't often see yourself in a predicament of trying to decide whether or not the time to swing your wrench is now or later
Most of the time you should just be aiming to have enough metal on you at all times in order to deal with whatever you
Super Complicated Math
