Engineer

Engineer

Engineer

Engineers provide repairs and ammunition, as well as deploy various turrets and explosives. Limited weaponry and survivability makes them a second line and support class. They’re also prime candidates for vehicle piloting and have 2 second shorter shield recharge delay.

Turrets

MANA Anti-Personnel Turret

MANA Anti-Personnel Turret

Anti-infantry MANA turret is equipped with a machinegun and a faction-colored Nanite Shield.

Machinegun’s stats are close to a generic 143 damage LMG with low rate of fire, however it has no recoil and uses Heat mechanic instead of ammo.

The shield covers most of the turret from the front, and is completely invulnerable to all damage, but leaves the engineer’s head and base of the machunegun exposed to enemy fire. 

MANA Anti-Vehicle Turret

MANA Anti-Vehicle Turret

AV Turret fires laser-guided missiles that deal a lot of damage to vehicles and oneshot infantry on direct hit.

Spitfire Auto-Turret

Spitfire Auto-Turret

Spitfire Auto-Turrets automatically engage hostile infantry within 50 meters. Engineer can deploy up to 4 Spitfires per resupply, depending on rank of its certification line.

Spitfire emits sound effects to warn about its presence, can be destroyed by small arms fire or temporarily disabled by EMP. Ignores cloaked infiltrators.

Infiltrators can hack Spitfires, and make them work for their faction.

Hardlight Barrier

Instead of a turret, engineers can carry deployable cover kits. These shields are fairly small, and provide just enough cover to hide a crouching and immobile infantry player from the front. Only one cover item can be deployed at a time, and it has a cooldown. 

Hardlight Barriers are immune to bullets and take ~3 Heavy Assault’s rockets to destroy. 

When enemies that have damaged (or just shot?) the shield are killed, their deaths count towards Draw Fire ribbon, which is a part of Engineer’s directives. 

The general consensus is that deployable cover is useful, but it’s not worth 1000 certs / 10$ to unlock, and it’s not worth sacrificing the turret slot. Turrets can also serve as deployable cover (albeit not as effective). 

Being able to deploy cover on demand is nice, but it’s hard to do under fire, especially on sloped surfaces, and Engineers have limited firepower, and cannot utilize that cover themselves very well. 

Barriers can also be used to restrict enemy movement in narrow passages, doorways and on top of stair flights. 

Turret mechanics

All turrets

A turret can be deployed on any flat surface. 

There is a small delay between the engineer clicking the button and the turret actually materializing. If during that delay a unit walks into turret’s position, he will be killed. This is  hard to do intentionally.

Turrets are often used as deployable cover, as well as a stepping stone used to jump on boxes and stuff.

Watch this video for more amazing things that can be done with turrets.

MANA AI and AV turrets

Can be manned only by the engineer that deployed them.

Engineers can deploy as many AI and AV MANA turrets during single life as they want, limited only by ability’s cooldown.

There is a small delay when engineer enters or exits a turret. It is possible to kill most engineers from a good position before they can react.

If the turret occupied by engineer gets destroyed, engineer will die with it. So if you’re playing a Heavy Assault, you can use your rocket launcher to hit the turret itself. This is even doable from the front, but you have to be very precise and hit either engineer’s head, or the machinegun itself.

Mines

Mines come in two flavors:

  • Anti-Personnel Mines. They are faction specific, and have subtle differences about them. They can kill infantry without flak armor, and are also available to infiltrators.
  • Tank Mines, also known as AV mines. Detonate under MAXes and vehicles. Engineers can use their repair tool to safely deconstruct enemy tank mines.

Suit Slots

Engineers have Flak Armor fully certed and equipped by default. In addition to that and other Suit Slots, Engineers have exclusive access to two other suit slots:

Mine Carrier

Mine Carrier Icon

Rank 1: Increases carrying capacity of Anti-Tank Mines by 1.
Rank 2: Increases carrying capacity of Anti-Tank Mines by 2; increases carrying capacity of Anti-Personnel Mines by 1.

For Mine Carrier to work, you need to unlock and equip the corresponding explosive in your utility slot. Mine Carrier bonus does not depend on the rank of the explosive.

For example, you can have a Rank 1 Tank Mines and Mine Carrier Rank 2 and carry four Tank Mines. With both of them at max rank, you can carry five Tank Mines total. 

Note, that you can only deploy the amount of explosive you carry with yourself. For example, if you have AP Mines Rank 2 and no Mine Carrier, you can place only two mines at a time. If you resupply at a terminal and try to place a new mine, the first one will disappear. 

Mine Carrier increases the maximum number of deployables you can have out at one time, as long as that suit slot is equipped during deployment.

That means you can have fully ranked AP Mines (carry 2 mines) and wear a fully-ranked Mine Carrier (1 extra mine), place all 3 mines, remove Mine Carrier, and all 3 mines will remain.

Demolitions Pouch

Utility Pouch

Rank 1: Increases carrying capacity of C-4 by 1.
Rank 2: Increases carrying capacity of C-4 by 2.

Repairs

Engineers have a repair tool which can be used to repair vehicles, MAXes and base and MANA turrets. Repair tool can also be used to safely deconstruct enemy tank mines. 

Giving ammo

ammo pack

Engineers can throw Ammo Packs to supply their allies and himself with ammunition, rockets, UBGL grenades and infiltrator’s radar tools. You can resupply from enemy Ammo Packs.

Ammo pack is a physics object, and it will slide down slopes and it can be destroyed by enemy fire or EMPs.

Sticky grenades

Sticky Grenade

Damage: 1250 @ 2.5m – 10 @ 7m.

A variant of the normal Frag Grenade, that sticks to surfaces and players, and deals more damage.

Anti Materiel Rifle

NS-AM7 Archer anti-materiel rifle is a unique primary weapon, available only to Engineer. It is a bolt action sniper rifle with great hip fire accuracy, and deals a lot of damage to MAXes and minor damage to vehicles, and can destroy minor deployables such as Spawn Beacons in one shot. 

It is ineffective against infantry and requires 2 headshots to kill.

Wrel’s review:


(outdated, Archer now has 1.5 second rechamber time)

Vehicle Piloting

Engineer is a first candidate to pilot a vehicle, as he can conduct repairs whenever necessary.

ESF Synergy: engineers piloting ESFs will provide it with an ability to automatically repair itself out of combat. Repairs will start in 12 seconds after taking damage, and repair speed is equal to Rank 1 of Nanite Auto Repair. Does not stack with Nanite Auto Repair itself, and it will override Engineer’s autorepair if equipped.

Faster Shield Recharge

For other infantry, personal shields start recharging in 10 seconds after receiving damage. This delay is reduced to 8 seconds for Engineers. Using Advanced Shield Capacitor Suit Slot can further reduce this delay to 4 seconds. 

Faster shields can empower Engineers to spend more time manning turrets or even relentlessly hound enemies. 

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