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.
AI and AV MANA turrets can be deployed on any flat surface and manned only by engineer that deployed them. They can fire and rotate in limited angle.
Anti-infantry MANA turrets have a glowing shield in front of them, which is completely invulnerable to all damage, but leaves the engineer’s head exposed directly from the front, as well as the turret machinegun itself.
Anti-vehicle MANA turrets are vulnerable from all angles and leave a bigger part of engineer’s body uncovered. But they’re also way more dangerous: rockets from AV turret follow engineer’s crosshair, and OHK infantry, so it can be used as a sort of stationary sniper weapon, not to mention effective against vehicles. 300m maximum range.
There is a delay when engineer enters or exits a turret, so usually you have enough time to kill an engineer behind a turret, once you get into a good position.
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.
Both turrets have infinite ammo. AI turret uses a heat mechanic, much like stationary base turrets, so it can’t sustain fire indefinitely.
Both 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.
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.
Mines come in two flavors:
- Anti-infantry mines, also known as anti-personnel or AP 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.
- Mines are often placed in the doorways or narrow passages. You can notice them by their glowing lights.
- There is a short detonation delay, preceded by a sound signal. It’s entirely possible to escape the lethal blast radius of the mine if you move fast enough past it or run around the corner, though this rarely happens intentionally. Examples: 1, 2.
- Light Assaults can use their Jump Packs to fly above the mines, as long as they are high enough.
- All mines detonate when shot or destroyed by EMP grenades.
- Mines can be silently spotted with so your allies will be wary of them.
- Engineers can use their repair tool to safely deconstruct enemy tank mines.
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 Utility Pouch 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 three Tank Mines. With both of them at max rank, you can carry four 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.
Rank 1: Increases carrying capacity of C-4 by 1.
Rank 2: Increases carrying capacity of C-4 by 2.
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.
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.
A variant of the normal Frag Grenade, that sticks to surfaces and players.
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.
(outdated, Archer now has 1.5 second rechamber time)
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.