1 Engie makes all the difference on turbine, it means it easy for everyone to manage ammo, e.g easier to hold middle and it makes it easier to defend the corridor to the intel. Hence this makes the fighting area the vents (which not many use since they get spammed), or the corner of the corridor to the middle (the little corner on the left if you're in the middle). The door on the right is just awful to try and get out of when there is a sentry there.
2Fort is hardly ever won anyway, I don't see the difference between having engineers and not having them, so a limit of 1 or 2 would be ok. I gave up on that map a long time ago anyway.
Spawns in front of the paths out from the intel room... just so stupid.
-_- we better start limiting medics to 0 as well then! Oh and demomans, and snipers and every class but the civilian.
Yeah, brilliant argument there. The engineers
never push, which is what is needed on a ctf map, the only time they move is so they can camp at middle. You can't give me the 'they can be support by setting up teleporters' because the map is small enough for someone to walk to the middle in no time. Pretty much it makes the map too easy to camp and pull to a standstill (When you're are attacking or defending, it doesn't matter). You have no argument against this so you just go off the point to try and make my point look invalid. It's not working and you aren't always right.
My post before that last one explains the tactics better of why engineers mess up turbine so much, so go read it then do a sensible reply.