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Short fuse but smart and straight to the point. Everything must go according to plan. ―Class information.
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The Mechanic is the seventh class in-game. Born in Bee Cave, Texas, he is an intelligent builder of the team who specializes in constructing and maintaining buildings.
Mechanic can build 3 types of machines, the Sentry Gun, which targets and shoots at nearby enemies until disposed of, the Dispenser, which provides health, ammunition and metal for the Mechanic and other friendly teammates, and Teleporters, which teleport friendly players from place to place almost instantaneously (note that disguised enemy Agents can use Teleporters and Dispensers as well.)
Mechanic's buildings are almost constantly under threat from explosives, powerful ranged weapons and enemy Agents, for their uncontested healing, support and raw damage potential. The Mechanic always has to keep an eye out and keep his contraptions fully repaired at all times. His Wrench has the ability to destroy enemy Agents' sappers by hitting them twice. If needed, the Mechanic can also pick up and haul his buildings to a different location.
The Mechanic is the only class who has the ability to see item pickups through walls if he's close to them.
Move and place buildings according to the state of the game, try to place them as far back from the frontlines and as far away from spawn as possible.
If the entire nest is being assaulted, fall back towards the next point and rebuild the nest.
While it is certainly heroic to try to save the nest by getting a few kills, the survivability of one's self is more important than the buildings since the Mechanic is only capable of building, upgrading, and maintaining buildings; without at least level 1 buildings in the backline for your team, it becomes exponentially easier for the enemy team to push.
If a building is being sapped, hit the building with the wrench once and attack the assaulting Agent. Once the Agent dies or is far away from the nest, unsap the buildings. This is to prevent the Agent from simply reapplying the sapper over and over until the building is destroyed.
It is possible to see ammo kits and health kits through walls. Use this to quickly locate metal or locate an enemy Agent that is refilling its cloak meter or health.
Try not to crowd buildings near each other; this makes it easy for an Agent, an Annihilator or a Trooper to destroy the nest.
Do not place Sentries near the frontlines. They are not damage sponges or killing machines; they are area denial tools. Doing so also greatly increases the chances for the enemy team to target it.
Sentries must be placed patrolling key objectives or chokepoints. They are powerful area denial tools that punish overextending opponents or flanking opponents.
Move the sentry around every few kills to keep the enemy on their toes and to prevent the enemy team from effectively pushing the nest.
Fall back to the Sentry if low on health and let the Sentry take care of the opponent; This tactic works for all classes and even with the Mini-Sentry.
Mini-sentries are much more disposable than a stock Sentry and maintaining it should be the least priority.
Despite their much more disposable nature, they should not be put directly into the frontlines unless attempting a distraction. They still serve the same purpose as a Sentry, albeit more aggressively.
Fight alongside the Mini-Sentry with a primary or secondary of choice to further increase damage output.
Dispensers should always be placed near choke-points, near health packs, or in areas where players can quickly retreat to when they're wounded.
Place your dispenser near where your team is fighting. If you do not have a Doctor on your team, the healing your dispenser dishes out could be just enough to give them the upper hand.
Unless your objective is in drastic need of protection, or your team is lagging behind and cannot reach the objective quickly, always set down a Dispenser first so you have metal for the sentry gun and teleporters that you will need to set down as well.
Even a Level 1 Dispenser will be more than enough to counter the effects of Afterburn.
Teleporters are undoubtedly the most influential building as they can quickly move power classes back to the front line and can drastically change the tide of the game.
If a Mechanic has a level 1 or level 2 teleporter at spawn, switch to Mechanic and upgrade it to level 3, preferably using the P.D.Q. Doing this simple action can save the Mechanic time and can be a huge time-saver for the entire team.
Use right click to rotate where the team will be facing when they exit your Teleporter. Face the teleporter at the back of a wall and towards the frontlines to avoid confusion or an Agent camping the Teleporter.
Teleporters should send the team in a long distance where it is capable of saving a huge amount of time walking to the frontlines. Teleporters that lead further back from the frontlines or do not cover an adequate distance at all only wastes time for the entire team.
The Mechanic should always be the first in line to use the teleporter, as he is the only one capable of maintaining teleporters and other buildings.
Annihilators, Doctors, Brutes, Arsonists and Troopers are second in line; They are all able to keep consistent front-line pressure, but their relatively slow movement speed and/or general influence on matches gives them higher priority over other classes. Although these classes can blast jump or use movement-enhancing items such as the Speed Coil, Escapist's Escapade and the Overdrive to get to the front lines quicker, it's often slower and riskier than simply teleporting.
Flanker, Marksman, and Agent, while powerful in their own respect, either have consistent means of getting to where they need to be without sacrificing health. They may also not be suited for frontline combat depending on their loadout and should therefore wait last or avoid teleporters altogether.
In Typical Colors 1, Mechanic only had a Sentry gun and unique stock weapons.
His unique Primary was a Mechanical Shotgun, with a similar appearance and function to the Ammo Hog, although they did not share any stats other than the 4-round magazine capacity.
His unique secondary was a Reverse Engineered Pistol, which maintained a appearance similar to the Pistol from Team Fortress 2. However, it functioned similarly to the Marksman's Tec-9 from the pre-rehaul phase, where the pistol was fully automatic and had a 30-round magazine.
His sentries used to look similar to the TF2 sentries in TC1.
According to one of the Mechanic's domination lines, it is implied that he was at one point (in his life, not the game) faster than the Flanker. Although this is probably meant to be a demeaning insult to the Flanker by calling him slow.
Mechanic has 24 weapons in total, 7 of those he shares with other classes.
Mechanic had the same hairstyle and goggles since mid-2016.
The unused design from the rehaul uses Flanker's face.
RED Mechanic used to wear the same green goggles the GRN Mechanic does from mid-2016 until his current design.
RED Mechanic can be found as a Shop NPC in ROLVe's game, Right 2 Fight.