View Full Version : Viet's Guide to the Engineer
[WHS]Viet-Cong
10-22-2006, 02:42 PM
Guide to the Engineer:
Introduction:
Now all you assault/support folks may be owning on the ground, but as a tank rolls along and guns you down, there’s gonna be an Engineer there, either owning you in the tank, or owning the tank from the ground. The Engineer class suits all veichle needs, from driving, repairing, or destroying. Overall, the Engineer class is very balanced and a must-have on the battlefield.
Unlocks:
Let’s just take a brief tour of the Engineer’s tools of the trade:
EMP Mine: Now, mines are very situational, and honestly, I thought they were basically useless until a few days ago. The EMP mine is very deadly when guarding a chokepoint, such as the ramp to the statue flag at Belgrade. The EMP stuns for a VERY LONG TMIE, enough for you to get atleast 2 shots off, or if you are close enough, run around to the weakspot of a vehicle and do some 1 hit magic.
DysTech repair 2.0 – This is, in my opinion, the most useful of all the Engineer’s unlocks, simply because it allows you to do BF2 armor caravans with amazing success, for you basically repair other vehicles around you. This way, an APC coupled with two tanks are almost indestructible. A quick note, the APC has a wider repair range than other vehicles when equipped with the dystech-repair 2.0.
Motion Mine: The BANE of tank whores. It takes about 2-3 to kill, usually 2, since tanks are almost always partially damage. They do roughly 40 damage each, and it may not seem like a lot, but clustered together, they can be incredibly annoying, and the damage adds on, especially if you are waiting with a rocket nearby.
Anti-Air System- I can safely say that I have never used this unlock, and I only use it through field upgrades. Why? Because there’s usually an AA turret around, and I’m farming conquest for points at the moment, which has a lack of air vehicles. Still, I would not be surprised if this weapon is useful on Titan, since you can shoot down air-transports flying across the map. However, please note that equipping this weapon does not allow you to equip an Anti-Tank weapon.
AE Diffuser- Another very useful tool for the engineer, allowing you to diffuse explosives from a very safe distance. This is great for urban maps with rampant claymores, leading snipers to think that they are “safe”, only to be met by a knife in the back. I carry this around with me most of the time.
NetBat Vehicle ID – Another useful thing, allowing you to see the status of vehicles. Not much to say, especially since it’s a passive unlock, and has no downside.
PDS-1 - The Engineer’s vehicle sonar is extremely good, and when I feel like tank/apc/mech whoring, I always stick one on my vehicle and go killing away. When deployed (on a surface of a tank or otherwise), it creates a Veichle UAV that has a relatively wide range, enough for you to prevent sneak attacks by enemy vehicles. This is very useful for urban maps with lots of walls, since you always know the position of the enemy vehicle. For best effect, stick it on a gunship or under a tank/apc.
AVR rifle – A very solid weapon, and amazing for medium/long – close combat. Not a sniping weapon due to its deplorable accuracy, but enough to hit the back of a tank at 40-50m. The projectile moves slower than one might think, but still, it is a very useful weapon. More to be covered on it later.
The Anti-Tank Engineer-
Standard Equipment:
Weapon: Rocket or AVR (the latter is better, explained later)
Equipment: varies: In beginning of battle, or in a relatively calm zone, equip mines. In the heat of battle with tanks around, take the Motion Mine and the PDS-1
Comparison, Rockets vs AVR:
To clear this up once and for all, I decided to devote a section to clearing up the debate over these two weapons. Let’s look at the Pro’s and Con’s for each weapon
Rockets:
+Good damage
+Guidance system
+Can hit far targets
+Can hit moving vehicles
+Similar to BF2 weapons, which make it more familiar
+Can sometimes kill infantry
-The PAC rocket is better, because the Clustered EU rockets sometimes don’t all connect.
-Moves very SLOOOOOOOW
-Can only hit far targets if they are still
-Bad at infantry Killing
- Because of the speed, it makes you stay out longer to guide the weapon, which can end up revealing your position
-Sets off vehicle alarms
-Blow your cover very easily
Some of the cons can be erased by dumbfiring your rockets. In other words, shoot the rocket and let go of the scope by switching your weapon. This makes the rocket fire in a straight line and lets you hide. However, if the target moves, you have a bad chance of hitting unless it is up close
AVR:
+Equal, if not better damage than the Rockets
+Goes much faster than Rockets
+Does not trigger Vehicle alarms
+Slightly Faster Reload
+Allows easier pop-up + Shoot---hide
+Can be mistaken for a sniper rifle by tank pilots
+Hard for vehicles to determine your position
-Projectile isn’t as fast as one would expect
-Good luck hitting anything past 50-60 m
-Hard to hit precise targets, such as infantry or the leg of a mech at medium-long distances
-hard to hit targets that are moving horizontally in relation to you.
Analyzing the two, they do the same damage, however, the AVR has a clear advantage in close-range combat, because it is hard for veichles to determine your position since they get no warning and the projectile is fast. The rockets allow you hit moving targets, as well as stationary far targets, but since most-anti vehicle combat takes place in short-medium ranges, the AVR has more usefulness.
WINNER: AVR
Tactics:
With all these fancy tools, you need to know how to use them:
Mines: Laying mines is an Art; they are not simply placed randomly at chokepoints, but rather, should be laid so they look deceptively harmless. For example, on a ramp, laying one motion mine on the actual ramp may encourage the tank whore to run right through it and take the damage, however, placing two more to the sides out of view, or my personal favorite, at the top of the ramp, when the tank charges through, the other mines blow him to shreds. Always try to keep your other mines out of view.
Another tactic is luring. Many times, I drive a jeep in and out of the front lines, attracting an APC or tank, which usually follow me. Unknowingly, they will be driving into a field of mines. They either, a) run over the mines, which are hidden, and get frozen/killed, met with an AVR shot of mine, or b) are forced to stop, and in the chaos, I get a few shots on them.
EDIT: a nice tip:
Also, I have found that most people can see an emp mine placed out in the open. Because they see the mines, they drive around them near objects that you can hide motion mines behind for sneaky kills. Alternating that strat with placing them in an area around the silo to get anyone who drives close to stay in a vehicle and cap, or a landing transport, works well for getting kills with explosives.
The AVR: As we have covered previously, the AVR dominates close range anti-vehicle combat. As such, we need to make use of numerous tactics, such as the pop-up shoot. First, go prone. Then press control, let go of control, shoot, press Z. Sometimes, depending on the height of your cover, you may need to stand directly out of prone, then shoot, then go prone. This does a few things: It keeps you under cover for most of the time so you aren’t met with a tank shell in the face, and it keeps the armor pilot guessing where the shots are coming from.
Most importantly, make use of the terrain to your advantage, since you have the luxury of a fast projectile. Strafe between pillars, take advantage of your team’s EMP attacks on the armor, from an APC, EMP Grenade, or an orbital strike. Lastly, NEVER HIT THE FRONT OF A VEHICLE, EVER!!!. It is an exercise in futility, because you waste so much ammo trying to kill it. Instead, hit the sides, back, or wheels, preferably the Back. This way, you can 2-shot kill most armor. I refer you to the bottom link for more specific information: http://www.totalbf2142.com/forums/showthread.php?t=3640
Rockets: If you are reading this, you have sadly not unlocked the AVR. Never fear, the Rockets are a formidable force in the right hands. First of all, learn to dumbfire a rocket, by firing it, switching weapons, and then hiding. The projectile isn’t guided, but it lets you get into cover faster. Also, learn to take advantage of the rocket’s ability to hit moving targets. Point your crosshair slightly in front of the target (few inches on the screen), and then fire. Guide your rocket to the target gradually, making adjustments for stopping, changing directions, etc. Lastly, don’t get the Tank pilot to panic. In other words, don’t keep your scope on the tank while viewing him, since it sets off his alarm. Once he’s staying still, quickly scope and fire a rocket. The more warning they have, the more likely they are to put up active defense.
The Engineer Against Infantry:
Why did I write a whole section for this? It is because many people have a misconception that the Engineer is only good against vehicles, when in fact, it can diffuse otherwise painful RDX/APM’s, and it has a very deadly close range weapon, the SMG.
Facts to know (SMG):
INSANELY high rate of fire :)
12 damage per bullet, decreases to 8 at long ranges :(
It has a ~30 clip size :)
Excellent strafing/spraying accuracy at close ranges :)
Horrible long range accuracy :(
3 Extra clips, 4 when player ability upgraded. :)
Facts to know (AE Diffuser):
Diffuses inside 4-5m (inside blast range for RDX and APMs)
Insanely fast diffuse time (less than 1 sec)
Using the SMG
With the above facts, we can determine this: Stick to close ranges! In here lies the secret to Engineer infantry combat. Don’t spray randomly at a far opponent, empty your clip, and have him turn around and shoot you full of lead with his LMG or Baur.
The first and best tip to owning with the SMG is to know when to run. You want homefield advantage, and long-medium ranges are horrible for you. You want up-in-your-face spraying; anything inside 10m is your domain. As a result, lets say an assault guy spots you from 30 m away. Run behind cover! An assault guy with any rifle will own you at that range, so run behind cover and make him chase you. Once he follows you and gets in range, own him.
A more advanced version of this is baiting, and it can be used with small and sparse cover: make sure there is cover nearby, then when you spot an enemy, fire a few rounds, but not too many so he’s at ¾ health. After this, duck behind cover (don’t reload). He most likely will feel overconfident and charge you. Then, use your netbat to track his motion, and when he gets within 10m, pop up and own him.
In close combat (inside 5 m), always strafe your target: Your gun is far more accurate on the run, so abuse it. Strafe, run, (don’t jump!), and spray at their body. They’ll die before you know it.
When in doubt, SPRAY LIKE A N00B!!!. Seriously, the SMG is one of the few guns that can pull this off, even while running. For example, if you see a guy running past you, 15-20m, go prone and spray your entire clip at his chest. You’ll probably empty your clip, but he’ll be dead. This is extremely useful for getting random kills.
Stare at your minimap: Use your minimap to flank enemy soldiers and own them. The minimap is your best friend, and is great for combat maneuvers.
Do not treat your bullets like gold: Some people get so scared of emptying all their ammo, so they try to conserve ammo, and end up getting killed repeatedly. Don’t worry about running out of ammo. Make sure the other guy is dead.
Using the Diffuser:
As you can see, the diffuser is plagued by one main problem: you are inside the blast range of RDX and APM’s when you are diffusing. This is a big problem, but one that can be overcome. Fortunately, RDX is not a one shot kill at that range, and will put you down a mere 25 health. APM’s can be easily dodged by walking/crouch-walking/proning to approach them.
Do not run with your diffuser out and diffuse random stuff. That ends up with you dying for your country. Before diffusing a mine, you need to take note of a few things: 1) Where your teammates are, because sometimes, they cut you off and set off the APM, killing you both. 2) Where the enemies are: If there’s a sniper or support nearby, for the love of god, don’t try until they are dead! They will kill you, as you have to stay still for a second to diffuse.
The Vehicle Engineer:
The Engineer, can pilot as well as destroy armor. Armor is his replacement for the assaults Baur-HR or the Support soldier’s LMG. Think of Armor as the extension of the engineer, allowing him to reap-kill across the map and get insanely high scores:
Weapon: Anti-Tank weapons will do, although, sometimes you may use AA depending on the situation.
Equipment: AE Diffuser + PDS-1
The Vehicles:
The APC-
When I spawn on a 64 player map, I walk past mechs, tanks, and helis to get to my ultimate goal, the APC. Why am I doing this: point farming. You may wonder why I would pick a veichle that has no means of permanently dealing with armor, as well as being viewed as generally weakest of the veichles, however, the APC has tools at its disposal to get the highest scores, as well has having obscenely high K : D Ratios.
The APC has amazing anti-infantry weaponry. Yea, simply said, the APC kick *** against those little dudes on the ground. The first three gunner seats are capable of shredding infantry to bits in mass quantities, and unlike the tank, the APC’s primary seat has a machine gun. The secondary gunner seat has the APC’s most feared weapon, grenades. They have a huge splash area, and despite doing 1 damage to armor, they are an instant kill against infantry. Just today on Belgrade, I went 35-2 (1st seat), and my gunner (2nd seat) went 24-2 sitting in an APC and spamming bullets/grenades in every direction.
The APC has no prevalent armor weakpoints. This may seem odd to you, but believe it or not, I would much more readily drive and APC through a hostile encampment than a tank or mech. Why? The APC’s armor is very evenly distributed, and the weakest point (lower back) can be very hard to hit on a moving APC. Unlike tanks and mechs, which can be subjected to painful rear-shots, the APC can take 3 hits from all sides before going down, in addition to having more gunner seats to deal with threats immediately
The APC has excellent mobility: Unlike the hovertank, which can slide randomly off cliffs and bumps, the A8 Tiger’s pitiful speed and turning, or the Mech’s annoying controls that cannot navigate effectively through small towns, the APC is fast and has excellent turning, perfect for running enemy lines or getting out of tight situations.
The APC can deal with armor. The EMP is a minor annoyance to armored veichles alone, but it allows you to do one of two things; get the F*** out of there or allowing the rest of your team valuable seconds to kill the tank/mech.
The APC has an escape system. Your veichle is burning, and you have seconds to escape. If you are in a tank or mech, you will either be too slow to get out and be caught in the explosion, or shredded by your enemy who destroyed your veichle. However, the APC’s escape pods allow you to run for cover without running. Simply press the right mouse button in seats 3-6. Presto, you are saved!
Cool tricks with Assault pods: Assault pods can get you into very interesting places, such as the monorail on Belgrade, which allows you to kill enemy soldiers unopposed. They rock, end of story.
Tanks:
Ahh, the tank, the favorite of BF2 vehicle whores. The tanks are certainly much more vulnerable than in the past games, however, they are still deadly in the right hands, and should be feared.
Tanks have two main weapons, the Main Cannon and the anti-infantry machine gun. These weapons are divided into two seats unlike previous games, where the 2nd seat was a turret, and the driver had control over two weapons. However, both tanks are very different and will be explored in-depth.
In addition, to clear up misconceptions about the new tanks, the tanks are not as good as they were in past games due to the lack of a machine-gun in the pilot seat (you can switch seats, but it's annoying) and the addition of many tank-killing weapons, described in the first half of this guide. As a result, tank pilots need to be very conservative, and should not be capturing flags. Instead, they should be just behind the front lines killing stray infantry and dealing with enemy armor.
Tanks can also kill mechs at long ranges, however, in a closerange battle, make good use of your active defence, because the mechs rockets will shred you to bits if you are not careful.
PAC Tank “hovertank”- The hovertank, in my opinion, is the better of the two tanks. The hover technology allows you to move in the same manner as a soldier: the turret does not move around, instead, it is fixed to the body, but you can strafe targets and move laterally. The downside is that you tend to “slide” off inclines. This ability allows a smart driver to dominate armor battles.
For example, one of the tactics is circle-strafing around to the back of a tank/mech and opening fire. This allows you to take down armor fast, while keeping your strong front armor exposed to your enemy. Very painful and very useful. This strafing tactic is made easier by active defense. Instead of strafing around a target, you can simply put up active defense, charge straight through, turn around, and start firing at the rear of vehicles, taking advantage of the crappy turning speed of mechs and the EU tank.
Lateral movement in general can also be a huge advantage, by staffing in and out of cover. Unlike the EU tank, which has to turn its treads sideways to “strafe”, you can just press right or left and go in and out of cover. A personal favorite tactic of mine is “baiting” shots from other tanks, making other pilots miss shots and be subjected to the obscenely long cooldown time. Once you encounter an enemy, make sure there is something readily accessible that you can hide behind (anything will do, wall, pillar, etc.). Go into cover, and pop out once in a while to take a shot. However, your opponent will eventually catch on and start shooting the second you pop out. So to change it up, when you pop out, activate your active defense. The shot will be rendered harmless, and you can shoot at your helpless opponent, or run to the back of him unopposed and 1-hit KO him.
If you can’t get a lateral shot, simply go for the sides or treads. The sides are underestimated by many tank pilots, so don’t be afraid to go head on in a tank battle if an opponent is exposing his side to you. You do over double the damage he does to you, because he is shooting at your front.
The EU tank - Sadly, the EU tank is nothing revolutionary, and is much the same as the old BF2 tank, treads, crappy turning, you get the idea. The only real advantage it has is traction, but even then, it is not that useful. The EU tank can perform many of the tricks I mentioned above, but to a lesser effectiveness. For example, you can strafe in and out of cover, but it forces you to expose your side to your opponent, which hurts when you are hit. Also, you can run around a tank to go for the back, but since you can’t strafe, you expose your back as well, so they have an equal chance to 1 hit KO you.
The Anti-Infantry cannon: It’s a machine gun that kills infantry. However, it is not nearly as accurate as the APC cannon, and it overheats easily. So don’t expect to run into a group of 5 men and gun them all down without dying (if an engineer is with them). It is more of a support weapon from medium-long ranges due to the horrible overheating.
The Mech
OMGWTFBBQ the mech is the new addition to BF2142 armor. Simply put, it is a walker on two giant legs with the power to dish out a lot of pain. The mech has two seats; the driver controls the pod missiles (PAINFUL!!) as well as an infantry cannon. The gunner controls a slightly less effective infantry cannon, but has anti-aircraft EMP missiles. These two functions allow the mech to combat air and ground.
However, the mech is not without its weaknesses: It can be swarmed by infantry in close quarters due to the awkwardness of the controls, and even assault troops can shoot under the mech at the vents to do one damage per bullet (which adds up!). Also, the mech can be 2 shot killed by rockets to the butt, or 3 shot killed by rockets to the leg. A rocket to the vents sets the mech on fire, and an EMP grenade makes it all the easier for the enemy. My advice, never EVER EVER charge a flag unless you are good with mech controls, otherwise, you’re gonna become a smoldering pit of metal in the middle of the battlefield.
In addition, the mech weapons may be powerful, and the infantry cannons have a lot of spash damage, but they overheat really easily, almost twice as fast as the APC main cannon. Try not to spam it too much, in case an emergency arises.
Strategy:
Given the mech’s weapons, it is a beast in close combat, and should be used near, if not on the front lines. Preferably, you don’t want to be the first unit to charge in because you attract all the attention and the anti-vehicle fire, so try to follow your fellow teammates just behind them, so they act as your meatshield or gun down the anti-tank threats.
Concerning the pod missiles, they overheat after four shots, but can do a lot of damage. Often times, you will unload your clip of missiles until they overheat, and have an enemy tank at low HP. Instead of waiting for the entire thing to cool down, simply let it cool half way and fire 2 to finish the tank off. Also, Active defense can screw with your battle strategy a lot, because noobs will unload their clip of missiles to a tank, and the tank simply puts on Active Defense and you just did 0.00 damage. A favorite thing I like to do is fire one, yes ONE missile, which often serves as a bait for active defense. If they put it up, I put up my own and strafe to the back of the enemy armor for a kill. However, if they do not, unload the rest on them.
Another noob mistake is unloading the entire clip on the front of a tank. Sure, it does a lot of damage, but going to the sides or back of enemy armor allows you to kill in less than four missiles (in other words, no overheating). Try using active defense to reposition yourself safely first, then start firing.
More noob mistakes: Do not get yourself into an urban combat situation with close quarters against infantry. The mech is great at close combat, but provided the area is somewhat open for maneuvers. The mech is awkward to handle in the hands of new pilots, and you might find yourself crashing against walls and becoming immobile. This usually leads to death, or a hail of EMP grenades. On maps like Gibraltar, which is mostly close-combat, stay behind your comrades or run through the enemy lines to get people from the back.
Mech Anti-Infantry: Do not let the pilot seat fool you; even though it has control over anti tank and infantry weapons, the infantry weapon overheats way too easily, allowing you to be swarmed. Rule 1, ALWAYS have a gunner, it will save your *** countless times. Both guns overheat easily, but atleast you have two as opposed to 1. Also, letting your gun overheat results in a LOOONG cooldown time. Also, don’t be afraid to fire randomly, due to the insane splash damage. It may not kill, but it will hurt, a lot, to infantry. Fire behind suspicious cover to get some pretty random kills.
Also, If you are swarmed by infantry and can still move, DO SO! Having RDX on your legs and tungsten up your *** is not fun. I see far too many walker pilots back away from infantry; if infantry charge you, ask who is more intimidating? YOU, now sprint forward! The attackers will either scatter (allowing you time to cool down your weapons) or get kicked half-way across the map.
To BE continued…
Mr_Mondo
10-22-2006, 03:04 PM
can you explain the PSD-1 a little more?
[WHS]Viet-Cong
10-22-2006, 03:08 PM
No problem, I'm typing up more of the guide as we speak.
EDIT: Just added a little bit to it (PDS-1)
Barget
10-23-2006, 05:01 AM
Brilliant! I love my Engineer class. :)
Zephro
10-23-2006, 09:11 AM
Small question. If you say, put an EMP mine near some motion mines (to make sure the target doesn't drive away), will the mines continue towards it, or stop due to the EMP shutting down the vehicle?
Thanks alot, that's a really nice guide :)
[WHS]Viet-Cong
10-23-2006, 10:56 AM
Small question. If you say, put an EMP mine near some motion mines (to make sure the target doesn't drive away), will the mines continue towards it, or stop due to the EMP shutting down the vehicle?
It depends how close the veichle is to the motion mines. If the veichle is close, the motion mines will hit regardless of the veichle stopping, however, if the veichle stops, then backs away slowly, but hits a mine backing up, the motion mine will not trigger.
Just remeber: Close = Boom, Far = no boom
johny
10-23-2006, 06:26 PM
I need more of this kind of guides! Awesome job!
imported_far3
10-23-2006, 07:54 PM
Awesome job, this is just what I was looking for. Check yuor PMs we should pub somtime.
Also the AA weapon, It isnt useful in my opinion because air assests are somewhat limited, all the gundoes is fire an EMP burst and disables the vehicle. like you said you are usually next to or near a AA platform. I didnt test it extensivley in battle, but you could also use it to disable vehciles, maybe an engineer combo team? one disables from a long range away, while the other avr's the enemy vehicle.
The aiming is just like the rocket, you can move it about with around the same velocity..I dont know about the warning system though. Hope that helps everyone. :-)
jodoanyore
10-23-2006, 08:58 PM
awesome... will begin my engi unlocks right now...
xRandoMx
10-23-2006, 09:01 PM
I didn't notice any aim in the AVR at all, if it doesn't have a lock it just shoots out like a softball toss, low muzzle velocity very quick drop.
I also can't get it to lock onto transports very often. It will lock onto the attack hover and will knock it out of the sky easily.
Thing is, sure, I can kill attack hovers, but as a pilot of an attack hover, I know that guy is only effective in shooting down the occasional transport---a vehicle which respawns like rabbits. Killing a tank or a walker = saving/taking a flag, killing an attack hover = wasting ammo, imho. :p
I carry the AVR most of the time, because it does what I need it to do, without leaving me out in the open while doing it. Works great for snapshots down a defended hallway in the titan. A couple of them will deal with that grenade-spamming, shield-camping, medic-humping supply guy at the end of the corridor.
Barget
10-23-2006, 09:16 PM
I didn't notice any aim in the AVR at all, if it doesn't have a lock it just shoots out like a softball toss, low muzzle velocity very quick drop.
I have not noticed much drop in the projectile at all. I use my rifle to knock out the bottom Titan guns from time-to-time.
[WHS]Viet-Cong
10-23-2006, 10:15 PM
I have not noticed much drop in the projectile at all. I use my rifle to knock out the bottom Titan guns from time-to-time.
I have got to try that some time.
Yea, and the strange thing, is that I didn't notice any bullet drop, which is kinda wierd considering the projectile size/weight.
molokovellocet
10-24-2006, 12:19 AM
Very nice guide viet. I have a question about the PDS-1. What is the effective range on that thing? I like flying the gunships was wondering if putting that on a gunship will help to locate enemy vehicles? Does it put red marker on vehicle or does it work like the UAV?
[WHS]Viet-Cong
10-24-2006, 12:24 AM
It's basically a UAV. Also, the range is medium, probably 30-50 meters. It's great on urban maps, but Don't expect it to detect a veichle a mile away.
Barget
10-24-2006, 12:24 AM
Viet-Cong;92990']I have got to try that some time.
Yeah, it works well. I do it all the time!
I just finished unlocking all the Engineer's gear except for the SAAW 86 AA gun. Has anyone found this gun to be effective?
I might just go for my regular player upgrades after this since I really don't see myself using the SAAW 86 as my primary weapon.
[WHS]Viet-Cong
10-24-2006, 12:26 AM
Yeah, it works well. I do it all the time!
I just finished unlocking all the Engineer's gear except for the SAAW 86 AA gun. Has anyone found this gun to be effective?
I might just go for my regular player upgrades after this since I really don't see myself using the SAAW 86 as my primary weapon.
Like I said in my guide, are you really willing to sacrifice your AVR for a very situational weapon that has limited use? You should stick to field upgrades if you want to use it.
Also, how many shots does it take to destroy the titan guns? Im' guessing 3?
Barget
10-24-2006, 01:33 AM
Yeah, roughly three hits will knock out a fully repaired turret (top or bottom).
Time to go unlock my grenades and stamina boosts. :)
grifterec
10-24-2006, 03:45 PM
Viet-Cong;93274']Like I said in my guide, are you really willing to sacrifice your AVR for a very situational weapon that has limited use? You should stick to field upgrades if you want to use it.
Also, how many shots does it take to destroy the titan guns? Im' guessing 3?
I will commend you on a very well written guide. However, you really are not that experienced with the Engineer (at least from what i can tell from your posts.) First off, yes the AVR is > SAAW in most situations. However since motion mines are one unlock below the SAAW you need to go there anyways it is well worth aquiring for someone who wants to be as useful an engineer as possible. The SAAW is great to have in your bag of tricks if your squad is being pinned down by annoying attack choppers, or on those really long good titan fights where shooting down enemy choppers is the only way to defend your titan.
Yes it takes 3 shots to kill a titan gun, top or bottom ( with the AVR). The AVR has a longer range to destroy the guns then the AA guns on the ground have, especially once you learn to lead the titan a tiny bit, since they are most often mobile.
I would reccomend that any aspiring engineer go take at the armor thread. it is super well written and tought me a thing or two about where to aim that AVR.
Personally i have every Engineer unlock, every personal unlock, and every squad leader unlock. I wanted to maximize EVERYTHING i could do with the engineer kit since it is absolutely my favorite. IF i could do it again, spend my unlocks that is) i would take the unlocks in this order.
EMP
Repair Tool
Motion Mine
AE Defuser
Netbat
PDS
AVR
Frag
Sprint
Sprint
SAAW
Extra Clip ( For engies its a whole extra clip for your smg)
Extra Nade ( Love these guys for conquest maps, and tita O and D)
Squad stuff if you want.
Barget
10-24-2006, 04:24 PM
I would reccomend that any aspiring engineer go take at the armor thread. it is super well written and tought me a thing or two about where to aim that AVR.
Hear, hear. I don't even fear tanks now. I just flank them and take 'em out from the rear. APC's are a little more difficult seeing as they take a couple of well-placed shots, most run after the first.
grifterec
10-24-2006, 04:29 PM
Hear, hear. I don't even fear tanks now. I just flank them and take 'em out from the rear. APC's are a little more difficult seeing as they take a couple of well-placed shots, most run after the first.
Yeah who would have thought that the heavy anti-tank charactor's hardest mark would be the light APC. its a combo of things really, the more balanced armor, the machine gun and emp for the driver, the fact that after you hit it once 5 angry guys run out and start shooting you. Such a good argument for liberal mine usage.
LeadS
10-24-2006, 06:17 PM
Thanks for the guide! I've unlocked whole engineer tree, but I still found lots of usefull information from the guide.
Few things about beeing engineer:
You will be out of ammo a lot. It's very annoying to try to attack chokepoint guarded by battlewalker and tank - even if all your shots hit to target, you may never get either of those down. Asking for supplies seems to be mostly useless, atleast at public servers.
Even if you destroy your target, the crew may get out in time and you are left with no points unless you go and hunt them down with your SMG. And you don't have enough ammo left for other vehicles.
SAAW is so useless I could cry. Once in titan map I went to the roof of a tall building and dropped (commander) supply box next to me. I had clear view, shot whole supply box empty and managed to get maybe 3 or 4 kills. SAAW won't lock to all enemy aircrafts (bug?), it won't always hit, it may be blocked by shield, it needs more than one hit to destroy an aircraft and you can't shoot anything else with it. Definetly not worth of your time and unlock.
Luckily mines are sweet and AVR kicks (tank) butt.
[WHS]Viet-Cong
10-24-2006, 07:50 PM
I will commend you on a very well written guide. However, you really are not that experienced with the Engineer (at least from what i can tell from your posts.) First off, yes the AVR is > SAAW in most situations. However since motion mines are one unlock below the SAAW you need to go there anyways it is well worth aquiring for someone who wants to be as useful an engineer as possible. The SAAW is great to have in your bag of tricks if your squad is being pinned down by annoying attack choppers, or on those really long good titan fights where shooting down enemy choppers is the only way to defend your titan.
Yes it takes 3 shots to kill a titan gun, top or bottom ( with the AVR). The AVR has a longer range to destroy the guns then the AA guns on the ground have, especially once you learn to lead the titan a tiny bit, since they are most often mobile.
I would reccomend that any aspiring engineer go take at the armor thread. it is super well written and tought me a thing or two about where to aim that AVR.
Personally i have every Engineer unlock, every personal unlock, and every squad leader unlock. I wanted to maximize EVERYTHING i could do with the engineer kit since it is absolutely my favorite. IF i could do it again, spend my unlocks that is) i would take the unlocks in this order.
EMP
Repair Tool
Motion Mine
AE Defuser
Netbat
PDS
AVR
Frag
Sprint
Sprint
SAAW
Extra Clip ( For engies its a whole extra clip for your smg)
Extra Nade ( Love these guys for conquest maps, and tita O and D)
Squad stuff if you want.
Thanks for the commends, I really appreciate them, however, there are a few things I disagree with in your post. First, you don't really need to unlock the SAAW. I've been testing it through field upgrades lately, since it is very situational, and squads reliably get field-upgrades.
EMP
Repair Tool
Frag
AE Defuser
Motion Mine
Netbat
PDS
AVR
Sprint
Sprint
Extra Clip ( For engies its a whole extra clip for your smg)
Extra Nade
SAAW
The Frag Grenade is extremely useful, and should be a top priority unlock (after the repair upgrade of course) Also, The AE Defuser is more useful than the motion mine on urban maps, where you will be farming for points for the most part.
[WHS]Viet-Cong
10-24-2006, 08:44 PM
Good news, I added a tank section, Mech on the way
grifterec
10-24-2006, 09:42 PM
Viet-Cong;95275' Also, The AE Defuser is more useful than the motion mine on urban maps, where you will be farming for points for the most part.
Ehh i play mostly titan maps as engineer. the maps designed for conquest tend to have alot less vehicles which means alot less use for an engie. I tend to play titan maps more, and motion mines are probably my number one point maker. They are also good for conquest especially maps where there are one or two vehicles. people tend to cram into apc's and i have gotten many full apc kills with a few motion mines. I rarely find an oppertunity to diffuse anything, besides the occasional claymore.
[WHS]Viet-Cong
10-24-2006, 09:55 PM
Ehh i play mostly titan maps as engineer. the maps designed for conquest tend to have alot less vehicles which means alot less use for an engie. I tend to play titan maps more, and motion mines are probably my number one point maker. They are also good for conquest especially maps where there are one or two vehicles. people tend to cram into apc's and i have gotten many full apc kills with a few motion mines. I rarely find an oppertunity to diffuse anything, besides the occasional claymore.
When I said that, I was more referring to something like Belgrade, where there is generally a huge battlefront marred with claymores and RDX. But yea, motion mines are better in cases such as you posted.
The-Overlord-ehT
10-24-2006, 10:28 PM
I find the Pilum H-AVR is the sweetest gun I've ever used its just so goddamn powerful (I use it for anti sniping duties)
Kite_Shugo
10-24-2006, 10:33 PM
Viet-Cong;89555']Guide to the Engineer:
PDS-1 - The Engineer’s vehicle sonar is extremely good, and when I feel like tank/apc/mech whoring, I always stick one on my vehicle and go killing away. When deployed (on a surface of a tank or otherwise), it creates a Veichle UAV that has a relatively wide range, enough for you to prevent sneak attacks by enemy vehicles. This is very useful for urban maps with lots of walls, since you always know the position of the enemy vehicle. For best effect, stick it on a gunship or under a tank/apc.
Thats an awesome idea
goldennova
10-25-2006, 02:52 AM
Question about the EMP Mine. I want to get it, but is it noticable? Does the vehicle need to actually drive right over the mone or is it enough if tey are within a few meters? I remember that in bf2, the anti-tank vehicle mines quickly became obsolete when playing in good servers because many drivers became great at spotting them. Is that the case with EMP mines in this game?
grifterec
10-25-2006, 03:51 AM
Question about the EMP Mine. I want to get it, but is it noticable? Does the vehicle need to actually drive right over the mone or is it enough if tey are within a few meters? I remember that in bf2, the anti-tank vehicle mines quickly became obsolete when playing in good servers because many drivers became great at spotting them. Is that the case with EMP mines in this game?
I used them quite a bit at first because it was all i had. It is great for multiple things actually. For one many passengers bail out when their vehicle gets disabled and you can pick them off. Two It disables vehicles so you can easily get at their vulnerable parts. And three it makes damn sure those jeeps wont be getting by the land mines. Not sure about the radius, i am pretty sure they have to be really damn close if not on top of it. But you get like 5 of them so use them up. Not my favorite unlock but it is a pre-req for the avr so...
Kapukluk
10-25-2006, 03:53 AM
Oh, wow. Good stuff.
dark yojimbo
10-25-2006, 05:43 AM
kudos to you Viet-Cong, this guide is killer (literally in many respects)...I enjoy playing the eng in titan maps and many of your tips/tactics have helped me win shootouts against vehicles to win silos
Question about the EMP Mine. I want to get it, but is it noticable? Does the vehicle need to actually drive right over the mone or is it enough if tey are within a few meters? I remember that in bf2, the anti-tank vehicle mines quickly became obsolete when playing in good servers because many drivers became great at spotting them. Is that the case with EMP mines in this game?
when I've played titan mode I've noticed there are 2 things that work to the advantage of the EMP mine. 1: once a team caps a silo, they generally move on to the next one and don't really both with defense. 2: teams attacking an undefended silo generally rush in as fast as possible to earn the cap points
because the "defending" team doesn't bother with actual defense, attackers get careless and charge the silo area. a few well-placed EMPs catch them napping easily and like grifterec said, they'll either bail out in a panic which makes them easy targets or they'll sit there and wait it out allowing you get behind them.
and my "stupid moment" of the evening: don't place mines and then stand behind them to bait your target, I did that with a jeep and yes, he triggered my mine, but he must've turboed at the last sec before hitting it and his momentum ended up smearing me across half the map.:rolleyes:
just my 2cents
Barget
10-25-2006, 06:08 AM
One thing I find myself doing more often than not is defense.
I enjoy setting up my defenses PDS and all. I will sometimes place mines under the vehicle spawns to get the jump on any enemies that my steal some of the equipment. Works best with the EMP but the motion mine does well also, saves you an AVR round too.
One thing I'm trying to figure out with my newly unlocked motion mines is how to place them efficiently. Generally I place them scattered about near the silo.
[WHS]Viet-Cong
10-25-2006, 10:50 AM
One thing I find myself doing more often than not is defense.
I enjoy setting up my defenses PDS and all. I will sometimes place mines under the vehicle spawns to get the jump on any enemies that my steal some of the equipment. Works best with the EMP but the motion mine does well also, saves you an AVR round too.
One thing I'm trying to figure out with my newly unlocked motion mines is how to place them efficiently. Generally I place them scattered about near the silo.
For me, I like placing them in clusters behind objects, so when vehicles drive past it, all the mines trigger and the vehicle dies. IF you spread them out too much, drivers get scared, however, hidden, or if only one is shown, people are much more likely to run the lines, getting killed in the process
[WHS]Viet-Cong
10-25-2006, 10:52 AM
and my "stupid moment" of the evening: don't place mines and then stand behind them to bait your target, I did that with a jeep and yes, he triggered my mine, but he must've turboed at the last sec before hitting it and his momentum ended up smearing me across half the map.:rolleyes:
Thanks for the complements, however, concerning the quote above, ouch...
only bait if you're faster than them, AKA, you have the jeep, they have the tank :laugh:
Striker
10-25-2006, 12:50 PM
awesome work.. I always liked the Engineer in BF2,and since playing 2142 found them the same as or better than before depending on the map.
Chiron
10-25-2006, 01:02 PM
Excellent Guide, hope I'm not in a vehicle when facing you on the BF. :)
(Undecided)
10-26-2006, 01:03 AM
Tank pilots need to learn what the beebing "mine" warning means. :rolleyes:
I find that most people charge when they see motion mines. If you don't know the tank pilot, don't hang around. :hmm:
I take it "motion mines" react only to motion?
[WHS]Viet-Cong
10-26-2006, 01:17 AM
lol, so many people think they can outrun motion mines, since they are deceptively slow. LIttle do they know, that they burst in flames the moment they stop.
However, i think if they activate, you can stop and slowly back away to avoid them. Not sure...
dark yojimbo
10-26-2006, 01:24 AM
Viet-Cong;96693']Thanks for the complements, however, concerning the quote above, ouch...
only bait if you're faster than them, AKA, you have the jeep, they have the tank :laugh:
too true. if someone learns from my painful mistake, then I've done my job, friends don't let friends get run over by jeeps :D
on another note hopefully someone who's used the motion mines extensively can answer this: are they a viable tool in defense on the titan? sadly I'm 2 unlocks away from them so I can't test this myself, but I was thinking that you could seed the landing platforms with these things and have them attack drop ships that try to land once the shields are down.
[WHS]Viet-Cong
10-26-2006, 02:17 AM
too true. if someone learns from my painful mistake, then I've done my job, friends don't let friends get run over by jeeps :D
on another note hopefully someone who's used the motion mines extensively can answer this: are they a viable tool in defense on the titan? sadly I'm 2 unlocks away from them so I can't test this myself, but I was thinking that you could seed the landing platforms with these things and have them attack drop ships that try to land once the shields are down.
Believe it or not, they do work, however, not against neutral ships, such as ones without guys in them. I use them all the time, however, the Engineer isn't the best Titan Defence guy in the first place...
Barget
10-26-2006, 03:28 AM
Oi, I wish our sidearm was a little better. :(
(Undecided)
10-26-2006, 04:36 AM
^^
I don't know, my H-AR and I have met many a sticky end when rounding a corner, only to have an engineer unload his clip in my face.
Barget
10-26-2006, 06:46 AM
^^
I don't know, my H-AR and I have met many a sticky end when rounding a corner, only to have an engineer unload his clip in my face.
Yeah, we have to be dodgy with our lil' Turcotte. I find it easy to kill if I start firing, strafe behind something, and then strafe back out finishing them off.
Bio_Terra
10-26-2006, 09:05 AM
Believe it or not, they do work, however, not against neutral ships, such as ones without guys in them. I use them all the time, however, the Engineer isn't the best Titan Defence guy in the first place...
well ive tried this many times with the motion and EMP mines and a few seconds after placing them they "explode" this may be only if the titan is moving (but i can't recall if it was moving or ot) if it is moving maybe the mines think the titan is a vehcile...
ilpoldo
10-26-2006, 10:01 AM
I tried that too on the lower platform of our moving titan and they kept going off with a small explosion, like when a buddy of yours runs on top of your mines with a jeep. Am I right? It seems like Kinetic minse won't follow your team's vehicles. But they explode if you run over them.
[WHS]Viet-Cong
10-26-2006, 10:38 AM
I seem to not have that Issue, I'll just test it one more time.
But it's probably because if FF is on, it is possible to damage the hull, with whatever weapon and however little. So if you have mines on deck, they explode to "hurt" your hull.
LeadS
10-26-2006, 10:46 AM
It seems like Kinetic minse won't follow your team's vehicles. But they explode if you run over them.
Usually it is quite safe to plant kinetic mines near own vehicles and they won't explode even when same team walker is jumping around in the same place. Sometimes they explode and do little team damage, and I don't know is the difference in server settings or do mines need to be run over right in the middle with tire. I think bigest tk problem with motion mines is when mines hit to enemy vehicle and own troops are in blast zone.
It always brings smile to my face when I see couple of balls chacing enemy car or shooting upwards to hovering air transport. :)
Barget
10-26-2006, 04:07 PM
I've never had my motion mines TK a friendly vehicle unless an enemy was near by. I often plant them around vehicle spawns for defense just in-case an enemy comes along and takes the vehicle to cap the silo. They're ususally met with a nice explosion.
GatorShawn
10-26-2006, 04:59 PM
Excellent guide! Thanks for summarizing all this for us to let us Engy's go to work sooner!
I tried that too on the lower platform of our moving titan and they kept going off with a small explosion, like when a buddy of yours runs on top of your mines with a jeep. Am I right? It seems like Kinetic minse won't follow your team's vehicles. But they explode if you run over them.
There are some nice bugs to be had with them on titans ;)
A few games I ran up to the enemy titans bay shield and dropped them right over their transports. The mines just sat on the shields and when someone took a transport they flew up and instant death. It was too much like spawn camping so I stopped. Sometimes they blow up on shield impact, sometimes they fall off, its interesting this bug is here in the first place.
Also Viet, have you taken the AV rifle for titan offence? It is extremely good when boarding a titan. You can take out the sentry guns with ease, also its the perfect medium-close range enemy soldier 1 shot death. Your squaddies will thank you for bringing it along.
More of my own experience with mines.
I hardly ever use the EMP mine anymore, mainly I just take the motion mines and the PDS-1. However there are some situations where the emp mine is a lot more useful.
Walkers take a lot of motion mines to take out, I recommend just one emp and a AV rifle up the vent.
The buggies can use their boost to accelerate out of range of following motion mines if they are smart. If you use an EMP mine you will see them zoom through it, then slow to a stop while the motion mines creep up and explode them :)
Also if you want to spread them along a highly trafficed route. Get someone to drive a buggy while you sit in back, drop mines while you are moving, you get a nice damage spread along a road.
I have rarely ever seen engineers use mines properly, infact I think I've never been killed by one yet and have wondered why.
Fantastic guide, even though I never play engie :)
Although I do have 7 unlocks to spend. HMmmmmm...
[WHS]Viet-Cong
10-27-2006, 02:12 AM
Also Viet, have you taken the AV rifle for titan offence? It is extremely good when boarding a titan. You can take out the sentry guns with ease, also its the perfect medium-close range enemy soldier 1 shot death. Your squaddies will thank you for bringing it along..
On the titan, the AV is much better than the rockets, not for anti-infantry purposes, but rather, I like it for console destruction. It reloads faster, and well, yea... I guess it helps against sentry turrets too, however, the rocket is better in corridors because of the spash damage. I still always bring my trusty AVR along, I haven't played without it in over 3 days.
hrydek
10-27-2006, 01:30 PM
Well, I found quite nice way to fool motion mines: charge in close of them, they start up, then just get out of vehicle - they lose track :rolleyes:. Approach with defuser and voila, done.
After reading this guide I became very efficient in using mines and vehicles 20-4 kill to death is normal (if I have tank or walker).
Thanks to You all, keep tips coming.
Viet-Cong;100590']however, the rocket is better in corridors because of the spash damage.
Im not sure about that, If you miss with a rocket, I've hardly ever experienced anyone get much splash damage. Also keep in mind splash damage wont really matter much as they most likely have a med kit nearby. Ever since I started using the AVR I get much better kills vs infantry. The AVR is a totally unexpected in your face one shot kill. I use this weapon constantly vs infantry, although im always running out of ammo because of this. Last titan boarding I ran completely out of ammo even in my SMG, I just had to run around and wait for other infantry board and bring some. I think I might go with the extra clip unlock, I just wished it had another AVR round in it ;P
dotswarlock
10-27-2006, 04:26 PM
Im not sure about that, If you miss with a rocket, I've hardly ever experienced anyone get much splash damage. Also keep in mind splash damage wont really matter much as they most likely have a med kit nearby. Ever since I started using the AVR I get much better kills vs infantry. The AVR is a totally unexpected in your face one shot kill. I use this weapon constantly vs infantry, although im always running out of ammo because of this. Last titan boarding I ran completely out of ammo even in my SMG, I just had to run around and wait for other infantry board and bring some. I think I might go with the extra clip unlock, I just wished it had another AVR round in it ;P
That happened to me a lot too.
Unload 3 rockets in a console to blow it up, unload 2 and almost all my bullets to blow another. By the end I had to take out infantry with my knife and still managed to snag a few before going down :P
grifterec
10-27-2006, 05:38 PM
YES i definitely reccomend the extra clip unlock for engie
That happened to me a lot too.
Unload 3 rockets in a console to blow it up, unload 2 and almost all my bullets to blow another. By the end I had to take out infantry with my knife and still managed to snag a few before going down :P
Hah yeah, I ended up throwing mines on it, then knifing it... of course neither worked.. Remeber if you kill someone to get thier pack though ;) It just pissed me off cause I had 3 consoles and nearly got my 4 console "Problem Solver" pin.
[WHS]Viet-Cong
10-27-2006, 08:47 PM
Yea, the engi has a lot of trouble getting the problem-solver pin, however, its much easier for an Engi than, lets say, a recon...
I got mine today, simply by having a friend go as support and blowing all the consoles. Luckily, we were the only ones assaulting :P. However, for some reason, the pin hasn't registered yet :(
SecretAgentDog
10-28-2006, 10:57 PM
Has anyone earned the silver engineer combat badge? I have completed the global requirement but it wont seem to give me the badge after I complete the 20 kills as engineer requirement. I tried to get only kills with my pilum and smg and ended up with 5 pilum kills and 26 smg kills but nothing.
Also, I have found that most people can see an emp mine placed out in the open. Because they see the mines, they drive around them near objects that you can hide motion mines behind for sneaky kills. Alternating that strat with placing them in an area around the silo to get anyone who drives close to stay in a vehicle and cap, or a landing transport, works well for getting kills with explosives.
molokovellocet
10-29-2006, 12:41 AM
I got the Engy silver badge 500 points woot. You need 30 hours as engy too.
[WHS]Viet-Cong
10-29-2006, 01:02 AM
I got the Engy silver badge 500 points woot. You need 30 hours as engy too.
15 hours... or do you mean 30 for veteran?
[WHS]Viet-Cong
10-29-2006, 01:03 AM
Has anyone earned the silver engineer combat badge? I have completed the global requirement but it wont seem to give me the badge after I complete the 20 kills as engineer requirement. I tried to get only kills with my pilum and smg and ended up with 5 pilum kills and 26 smg kills but nothing.
Also, I have found that most people can see an emp mine placed out in the open. Because they see the mines, they drive around them near objects that you can hide motion mines behind for sneaky kills. Alternating that strat with placing them in an area around the silo to get anyone who drives close to stay in a vehicle and cap, or a landing transport, works well for getting kills with explosives.
Wow, that's actually a good idea, I'm quoting u...
Add thatone to my repitoire
EDIT: Just got 10 explosive kills with that!
kelso
10-29-2006, 04:07 AM
I got the anti air unlock and I recommend it, mine a silo and then just watch for air tranport. It locks on just like any other aa.
Kapukluk
10-29-2006, 08:05 AM
Crazy
[WHS]Viet-Cong
10-29-2006, 10:55 AM
I got the anti air unlock and I recommend it, mine a silo and then just watch for air tranport. It locks on just like any other aa.
Problem is, at every silo, there's also an AA turret... AA turets are much more lethal, and combined with an AVR shot when they land...
kelso
10-29-2006, 01:33 PM
yea everyone knows where the AA turrets are, meaning the enemy(walkers, tanks and infantry).
you can hide much better
(Undecided)
10-30-2006, 04:28 AM
I've got something on APC vs. APC battles:
Don't you just hate it when two APCs go up against each other? What happens is both APCs launch EMP grenades and just sit there, futilely firing their machine guns at each other while disabled and unable to move. Well this can be pretty boring and usually is only resolved when some armor shows up to help.
However you don't have to just sit it out and trust your luck. If you are an engineer you can bail and use your rockets on the APC. However even if the enemy APC is disabled, you still are exposed to its guns and mortar. So look in the back of your APC: "what this, launch pods?". These things do some significant damage to vehicles, and your target is already nearby and stationary. If you don't have enough people to destroy the APC outright, you can still get engineers up top attacking the weak spots, while recon lay down C7. Keep in mind that the driver can still get you with his turret though, so make sure that someone stays behind to ensure the turrets aren't moving anytime soon.
LeadS
10-30-2006, 12:52 PM
I got the anti air unlock and I recommend it, mine a silo and then just watch for air tranport. It locks on just like any other aa.
I wish it would lock! It won't lock to all transports. I was on top 100 killers with SAAW untill I decided it is useless. Take down landing transports with AVR. SAAW is only slightly usefull to scare skilled enemy gunship pilot untill he finds something else to do than raping your tanks.
Sawell
10-30-2006, 01:20 PM
I wish it would lock! It won't lock to all transports. I was on top 100 killers with SAAW untill I decided it is useless. Take down landing transports with AVR. SAAW is only slightly usefull to scare skilled enemy gunship pilot untill he finds something else to do than raping your tanks.
Pfft, just take out aircrafts with your AVR, that's what I do :evil: . Aim ahead!
LeadS
10-30-2006, 01:34 PM
Pfft, just take out aircrafts with your AVR, that's what I do :evil: . Aim ahead!
Good gunship pilots are hard to hit with AVR. With SAAW you may not be able to take them down, but you can keep them hiding. You won't get much points, but you can force enemy pilot to find something else to do.
[WHS]Viet-Cong
10-30-2006, 02:39 PM
Good gunship pilots are hard to hit with AVR. With SAAW you may not be able to take them down, but you can keep them hiding. You won't get much points, but you can force enemy pilot to find something else to do.
I actually have used the SAAW now through field unlocks, and I'm pretty dissapointed. Better to stick with the AVR, after all, isn't the game about points?
The saaw will see more use in clan games, or squads with great communication and specified roles. Other than that, the AVR is the way to go, and trust me, Many pilots panick more at the sight of an AVR than a SAAW, cause they don't know what the hell a SAAW is or looks like...
LeadS
10-30-2006, 05:54 PM
Viet-Cong;108268']I actually have used the SAAW now through field unlocks, and I'm pretty dissapointed. Better to stick with the AVR, after all, isn't the game about points?
Yes, AVR is definetly what you want to carry around. SAAW is waste of time and unlock and it is not fun to use - no kills, no points, just keep scanning the sky and send rockets away. You need to face very good pilot if you need SAAW, but good pilots also fly low and dissapear behind hills and building and SAAW locking won't follow them there. Missiles chasing gunship will keep pilot hiding - no points for anyone. Bad pilots... don't bother with SAAW, just shoot them down with AVR or AA turret.
Maybe they'll fix locking problems is the future and SAAW will be usefull, who knows.
kelso
10-31-2006, 03:05 AM
i get lock on gunship 100% and 50% kill, but the transport seems to be a problem no lock and when it doesm, no hit. once in while it works
[WHS]Viet-Cong
11-01-2006, 10:43 AM
i get lock on gunship 100% and 50% kill, but the transport seems to be a problem no lock and when it doesm, no hit. once in while it works
That's true, Sometimes, I do get the gunship kill when wielding it, but I can't hit high alititude transports at all.
(Undecided)
11-02-2006, 04:06 AM
Honestly though, I can take out a gunship at low altitude 50% of the time with the standard rocket launcher. You don't need AA for those situations, just run for cover and eventually the gunship will either A.) Get blown up by someone B.) Get bored or C.) crash into a lamppost.
Gunships just don't have the firepower to threaten infantry. When I see a gunship, I worry more about getting run over than being shot by it.
Barget
11-02-2006, 04:18 AM
I've been known to hit a few gunships with my Pilum every now and then, and when they do hit... boy do they go running with their tails between their legs.
(Undecided)
11-02-2006, 05:00 AM
More like getting their tails completely blown off for me. :D
kelso
11-02-2006, 12:09 PM
I have 75 kills with the saaw86(anti air for enginner) it works. Its fun to have a talon thinking he is going to own you and you jump out of tank look up and say bye bye
EDIT I checked the leaderboard and only maybe 10 people have the unlock and I am #1 woot.... lol
[WHS]Viet-Cong
11-02-2006, 07:35 PM
Small update added, Mech section.
Enjoi
(Undecided)
11-02-2006, 10:05 PM
For the mech section: If you are swarmed by infantry and can still move, DO SO! Having RDX on your legs and tungsten up your *** is not fun. I see far too many walker pilots back away from infantry; if infantry charge you, ask who is more intimidating? YOU, now sprint forward! The attackers will either scatter (allowing you time to cool down your weapons) or get kicked half-way across the map.
[WHS]Viet-Cong
11-02-2006, 10:43 PM
For the mech section: If you are swarmed by infantry and can still move, DO SO! Having RDX on your legs and tungsten up your *** is not fun. I see far too many walker pilots back away from infantry; if infantry charge you, ask who is more intimidating? YOU, now sprint forward! The attackers will either scatter (allowing you time to cool down your weapons) or get kicked half-way across the map.
roger
Barget
11-03-2006, 02:38 AM
For the mech section: If you are swarmed by infantry and can still move, DO SO! Having RDX on your legs and tungsten up your *** is not fun. I see far too many walker pilots back away from infantry; if infantry charge you, ask who is more intimidating? YOU, now sprint forward! The attackers will either scatter (allowing you time to cool down your weapons) or get kicked half-way across the map.
Just hope I didn't lay some motion mines with your name on them.
BandoIruka
11-03-2006, 06:07 AM
Just a quick tip I've learned the hard way: Don't stand too close to mines when they explode, they can take you out too. (Happened when I was laying mines down behind an enemy vehicle cos i ran out of rockets to pop in the back.
Does anyone know if mines detonating at the rear of the vehicle inflict more damage than if detonated at the side or front? If so, you can take advantage of it to place your mines in such a way so it will allow them to approach the enemy vehicle from the rear. Considering an APC's weakest area is the narrow rear area close to the ground, it would be good to know.
[WHS]Viet-Cong
11-03-2006, 11:00 AM
From what I've seen, (only on an APC), it doesn't really affect that much. 40 to the front, maybe a slight more to the back.
looqas
11-03-2006, 11:48 AM
For EU tank drivers against Nekomata. RAM THE GUY! Drive next to him (like in old pirate films when they board the opponent) so he can't turn meanwhile you make a full use of your turning turret to shoot his side. A lot of screeching but you definately come out on top. Use active defense to get close.
[WHS]Viet-Cong
11-03-2006, 08:35 PM
For EU tank drivers against Nekomata. RAM THE GUY! Drive next to him (like in old pirate films when they board the opponent) so he can't turn meanwhile you make a full use of your turning turret to shoot his side. A lot of screeching but you definately come out on top. Use active defense to get close.
Noo, BAAAD IDEA!!!!
If someone turns just a little or backs up, they have a clear shot on your side/back, which means death very quickly.
Against most noobs, it would work, however, face me, and I'll ram your face into the ground.
BandoIruka
11-10-2006, 11:27 AM
Ramming does work if you're in a walker against the nekomata tho. I've also managed to sprint circles around that thing faster than they can turn to fire upon you. If they ditch, you can step on them :D
Leemus
11-11-2006, 12:29 PM
I think you forgot the best vehicle in the game.
The mighty FAV.
I walk past mechs and tanks for this baby. Or yeah i agree APC >tank,mech. it rocks
Anyway nice guide.
After i unlock staminar im working towards teh pilum.
[WHS]Viet-Cong
11-11-2006, 06:09 PM
I'll get to work on that. I frequently do hit-and run stuff with the FAV anyway. I got a lot of homework, so i'll update the guide sometime this week.
(Undecided)
11-12-2006, 04:41 AM
Looking forward to the update, I got my first engineer unlock yesterday! :D
Advice on running over people would be appreciated, I just can't shake off the instinct to avoid smearing pedestrians.
[WHS]Viet-Cong
11-12-2006, 11:34 AM
Looking forward to the update, I got my first engineer unlock yesterday! :D
Advice on running over people would be appreciated, I just can't shake off the instinct to avoid smearing pedestrians.
Here's a quick tip:
Be selective- Seriously, You have no idea how many times I've tried to get the roadkill pin by ramming every dang person on the battlefield, only to run into a wall, get stuck, and have 2 support guys gun me down with their lmgs. Only try to run over people in the open ground. You will last much much longer, and get many more kills.
mistac
11-12-2006, 08:37 PM
Excellent article, Thanks =)
spiraleddie
11-12-2006, 11:43 PM
Fantastic guide, even though I never play engie
Although I do have 7 unlocks to spend. HMmmmmm...
__________________
HMM I Smell statpadding
BahamutZ3RO
11-13-2006, 12:05 AM
+Can be mistaken for a sniper rifle by tank pilots
LOL. That reminds me of a funny story... driving along in a jeep, saw some sniper ahead... instead of running, he turns and aims at me... I was like, "What the-" and then he pops my jeep with one shot. Turns out it was an engineer. Won't make that mistake again. > : (
[WHS]Viet-Cong
11-13-2006, 02:34 AM
LOL. That reminds me of a funny story... driving along in a jeep, saw some sniper ahead... instead of running, he turns and aims at me... I was like, "What the-" and then he pops my jeep with one shot. Turns out it was an engineer. Won't make that mistake again. > : (
Yea, i get alot of "OMG u Hax, wtf, Sniper Kill tank omg?!/" from people with the AVR, and then they shut up when they see: AnimeSmiley [Kroneig AVR] (insert noob here)
Leemus
11-13-2006, 06:25 AM
Viet-Cong;133412']Here's a quick tip:
Be selective- Seriously, You have no idea how many times I've tried to get the roadkill pin by ramming every dang person on the battlefield, only to run into a wall, get stuck, and have 2 support guys gun me down with their lmgs. Only try to run over people in the open ground. You will last much much longer, and get many more kills.
I agree.
My FAV fun started when i was trying the 3rd position sniping trick on minsk. then i was like what the hell. Drove around and got 12 road kills and almost crapped myself. Then i went to tunis harbout. got snagged on an impossible small snag. and died. many..many times.
Leemus
11-14-2006, 09:19 AM
Oh by the way (think I read about this here) youse were talkin about reversing away from motion mines. Well i got in a sticky situation last night and the walker speed of walkin backwards cannot outrun a motion mine. Just follows you for ever. My gunner was going crazy trying to shoot it lawl.
I'd have to say the best was to avoid em in a walker is to turn around asap and try and sprint away?
Ended up hitting me tho bcoz i was on cerbere (cramped) and i suck at walkers.
[WHS]Viet-Cong
11-14-2006, 10:05 PM
I added an anti infantry section.
Also, the guide is officially too long for the post (25000 characters), so look to my next few posts for future guide updates
Storm
11-14-2006, 11:42 PM
inspiration to unlock all the engineer upgrades.
[WHS]Viet-Cong
11-15-2006, 02:05 AM
Oh by the way (think I read about this here) youse were talkin about reversing away from motion mines. Well i got in a sticky situation last night and the walker speed of walkin backwards cannot outrun a motion mine. Just follows you for ever. My gunner was going crazy trying to shoot it lawl.
I'd have to say the best was to avoid em in a walker is to turn around asap and try and sprint away?
Ended up hitting me tho bcoz i was on cerbere (cramped) and i suck at walkers.
Yea, they can be painful. However, a really fun way to make the mines disable is to quickly get in and out of the veichle (make sure you are decently safe). The mine will deactivate once you get out, and then stay perfectly still once you get back in, and slowly back away. You should live.
Leemus
11-15-2006, 09:55 AM
Viet-Cong;138757']Yea, they can be painful. However, a really fun way to make the mines disable is to quickly get in and out of the veichle (make sure you are decently safe). The mine will deactivate once you get out, and then stay perfectly still once you get back in, and slowly back away. You should live.
Ah nice one.
Oh btw ive heard that just stopping still is enough to make them stop. But ive never had the guts to try it. does this work? Or has someone bene yanking my crank?
[WHS]Viet-Cong
11-15-2006, 03:13 PM
Ah nice one.
Oh btw ive heard that just stopping still is enough to make them stop. But ive never had the guts to try it. does this work? Or has someone bene yanking my crank?
What happens is the mines suspend in mid-air, staying still, but still active. Once you start moving again, they follow you and you get hit. :laugh:
BTW, can anyone comment on the new infantry section I added? I just wanna know if it's good enough
Vreki
11-16-2006, 07:20 AM
Viet-Cong;139730']
BTW, can anyone comment on the new infantry section I added? I just wanna know if it's good enough
This guide and the Armour thread should be required reading for all Engineers:)
Comments
Regarding the SMG, I seem to do well enough just by crouch, zoom and holding down the trigger, even at medium distances.
The instinct to do that is very hard to overcome :D
But you method might be better.
And Grenades are your friend, most Engineers will have the sprint unlock anyway, to get behind Tanks.
Unsuspecting snipers and other stationary infantry can be taken out by your AT weapon.
Questions
Would there be any advantage to using bursts instead of sustained fire with the SMG?
As for the prone part, I would think that the distance is to great for the smg anyway if you need to go prone?
looqas
11-16-2006, 08:10 AM
The hardest part mastering an Engy class is making the clip to last two guys. If you can, try to get a jump on a guy (running away under 40m). You should try it in contested flags. That way you can make the first shots count. And that way be in wayyyyyyy better position to handle the obligatory second guy. As you know Engy doesn't get a benefit of a pistol whip, so you are pretty much done for if you run empty in a middle of a fire fight / chase.
Also a special walker tip. If hiding behind a corner/building from walker capping a flag, drop couple of motion mines on each corner before taking a first shot on the walker. Regular walker drivers are quite famous for charging the corners / rounding buildings to get to you. Works also with tanks to some extend (cramped flag areas), but usually tankers try to distance themselves if under attack and are not so prone to charge corners. And lastly if playing deadly hide-and-seek with tank/walker/apc let them make a first move and stay in good cover behind building. I have a bad tendency trying to peak around the corner to take the shot which is exactly what every driver is looking for. The longer you stay behind a cover and tanker not getting a visual on you the more nervous they get (at least I do), because you really can't concentrate on one guy too long. That's a sure recipe for disaster. And when they make a move (either start chasing you or try to escape) then you have the upper hand. Goes without saying that PDS is your best friend in this situation.
This somewhat applies to infantry tactics also. If you are fired at and make it behind cover, wait a second and then go back, hit prone and 75% of the time the guy who was shooting at you is running after you. You get the needed second when he inevitably tries to go prone to drop him.
I've notived a distinct difference in infantry battles between BF2 and 2142 that in BF2 it was better to charge (like described above the cover example) whereas in 2142 everybody is charging, but it doesn't work that good. In 2142 it's better to wait the other to make an initiative. I think its solely is the sprint speed's fault. Plus a different attitude towards the game.
Leemus
11-16-2006, 09:45 AM
Yeah the infantry section is sweet. Im trying to get into the jiive of the engi class more and everypart of this guide has helped me =D
Vreki
11-16-2006, 09:59 AM
By the way, I would really like to see the Motion Mines part expanded with information about:
1) The Mines activation radius
2) How long they remain
I am currently under the impression that they remain at least while you respawn as an Engineer, but I have no facts to back that up.
Could be that they die with you, or that they remain until destroyed.
Either way it would be nice to have some facts on this issue.
[WHS]Viet-Cong
11-16-2006, 10:58 AM
Questions
Would there be any advantage to using bursts instead of sustained fire with the SMG?
As for the prone part, I would think that the distance is to great for the smg anyway if you need to go prone?
1) Unless you are at longer distances (past 25 m), there is no point in bursting. And if you are past 25m, you should not be shooting at them in the first place. Better describing the SMG is "controlled spraying". Spray, but don't go insane over it.
2) Proning helps accuracy just a little bit. Unless you are in a rush, you may as well go prone and enjoy the benefits. Also, I noticed, when crouching and spraying at a 20~m target, you are not guarenteed the kill, whereas, while proning, you are. Proning may seem awkward at first, but it will allow you to get seemingly random kills once you get used to it.
By the way, I would really like to see the Motion Mines part expanded with information about:
1) The Mines activation radius
2) How long they remain
I am currently under the impression that they remain at least while you respawn as an Engineer, but I have no facts to back that up.
Could be that they die with you, or that they remain until destroyed.
The Activation radius is underestimated by many players. I would say about 10-15m, the motion mines pick up a tanks signature (if the tank is moving), and track it.
Motion mines are similar to the APM with recon: they last for ~1 minute after you die, then dissappear. Also, when you put down more than 5, 1 blows up, and they can be destroyed by RDX and the Zeller.
Vreki
11-16-2006, 11:10 AM
Viet-Cong;141617']
Motion mines are similar to the APM with recon: they last for ~1 minute after you die, then dissappear. Also, when you put down more than 5, 1 blows up, and they can be destroyed by RDX and the Zeller.
Thanks, I knew they where on a FIFO queue, but not how long they last.
So I might just as well plant my seeds of evil each time I spawn :D
Someone should tell EA to WTFM so we can RTFM
[WHS]Viet-Cong
11-16-2006, 11:13 AM
@ looqas, thanks for the comments a lot. I will try to work them into my guide, although, i'm having a length problem after the moment (it has exceeded 25000 characters, aka, the post length limit), so I'm going to try to work that out. Below are my replies:
The hardest part mastering an Engy class is making the clip to last two guys. If you can, try to get a jump on a guy (running away under 40m). You should try it in contested flags. That way you can make the first shots count. And that way be in wayyyyyyy better position to handle the obligatory second guy. As you know Engy doesn't get a benefit of a pistol whip, so you are pretty much done for if you run empty in a middle of a fire fight / chase.
Yes, I completely agree, however, to add on to that, a way to prevent auto dying when you run out of ammo is just to use cover. Running around objects buys you time to reload and pwn. I revolve my entire infantry movement in game on cover; I never run through an open field unless I really need to. Every game, I play as if I'm going for the knife badge, playing super conservative, sneaky, and only in direct combat when I know i can win (which is quite often), except, instead of knifing, I plug my enemies full of lead.
Also a special walker tip. If hiding behind a corner/building from walker capping a flag, drop couple of motion mines on each corner before taking a first shot on the walker. Regular walker drivers are quite famous for charging the corners / rounding buildings to get to you. Works also with tanks to some extend (cramped flag areas), but usually tankers try to distance themselves if under attack and are not so prone to charge corners. And lastly if playing deadly hide-and-seek with tank/walker/apc let them make a first move and stay in good cover behind building. I have a bad tendency trying to peak around the corner to take the shot which is exactly what every driver is looking for. The longer you stay behind a cover and tanker not getting a visual on you the more nervous they get (at least I do), because you really can't concentrate on one guy too long. That's a sure recipe for disaster. And when they make a move (either start chasing you or try to escape) then you have the upper hand. Goes without saying that PDS is your best friend in this situation.
Another very good point, however, I play on big infantry maps, and I generally don't see walkers charge me because they are too preoccupied with killing assault whores. But yes, the motion mine thing is a very good idea, I have to try it on a smallers server sometime. Tank pilots are generally rediculously easy to kill, and you don't even need motion mines. If you ever lure them into a cramped space, they're dead, because they will eventually reveal their back to you. Try actively luring them by running across a field and baiting them to get them to follow (make sure they are NOT A GOOD SHOT).
This somewhat applies to infantry tactics also. If you are fired at and make it behind cover, wait a second and then go back, hit prone and 75% of the time the guy who was shooting at you is running after you. You get the needed second when he inevitably tries to go prone to drop him.
The only problem with this is you need sizable spacing to pull this off. More often than not, I would be more confident about point-blank strafe-spraying rather than that, because the assault guy does have a chance to kill you.
looqas
11-16-2006, 12:11 PM
viet: dropping couple of mines when unnoticed is a very effective way to pay back if you get plastered. The scene plays out usually like this around flags/silos. You spawn in the flag and notice a vehicle trying to cap the flag. You run back to cover drop couple of mines for your life insurance preventing the vehicle strafing the corner too close. Then shoot in the back if possible. This is where it usually gets more complicated. A really cool customer stays put capping the flag and maneuvering it's front to you covering the corners. If this happens then it's better to take the risk to try to pop the guy since when the flag turns red you are in trouble because he can move out a bit and stay stalking the flag while possibly enemy will spawn on it. Or he can give his full attention to you after capping. Or you are in luck if the driver is the usual type who tries to get you first and then cap a flag. In driving I definately recommend doing the first alternative if you have a gut feeling that he is there alone. Usually your bigger worry is the flag capper if playing engy than the gung-ho type. Also you quickly learn to notice the drivers who mean business and know what they are doing. This is indicated by the constantly swiveling turret and how they position their vehicles in capping area. And you definately learn to differentiate the sorry ones who just drive to the flag hoping for the best. :D
And the real nightmare pair are the ones where one drives to the flag to cap and the other stays a bit back in APC ready to spray the wanna be heroes. If you haven't gotten the mines in place (meaning you spawn to witness this kind of deadly duo at work) then it's usually much more wiser to let them cap it. Then run to the flag laying all the mines near it and wait for the show to start when they notice that the flag has gone gray (that is if they turn around). It's much, much more wiser to leave it gray and let the mines do the defending for you while you hurry to a better vantage point. It's a waste a good streak to try to stay to do a full cap, because they usually spam the flag area completely. Then it's a stalemate because they usually hate to leave their vehicles and can't get closer because of the mines. And the longer the status quo stays the better are your odds because of the said tank driver anathema staying in one spot too long.
And even if he manages to cap the flag after you stare the sky view those mines are not wasted because there is a possibility of the next enemy guy spawning there to hop in a vehicle.
The other comment on the the infantry back track trick to corner. I agree it's very situational. But usually works with every class. The absolutely ideal conditions are if the enemy is in no where near cover. Then his only real option is actually try to charge like most do. But if you happen to be the sod in open place don't move. Stay prone and zoom the corner where the enemy disappeared after your firing. Chances are that there will be a head peaking :D Wait a second and make sure he's not back tracking then move your *** anywhere but there and fast.
[WHS]Viet-Cong
11-16-2006, 07:18 PM
viet: dropping couple of mines when unnoticed is a very effective way to pay back if you get plastered. The scene plays out usually like this around flags/silos. You spawn in the flag and notice a vehicle trying to cap the flag. You run back to cover drop couple of mines for your life insurance preventing the vehicle strafing the corner too close. Then shoot in the back if possible. This is where it usually gets more complicated. A really cool customer stays put capping the flag and maneuvering it's front to you covering the corners. If this happens then it's better to take the risk to try to pop the guy since when the flag turns red you are in trouble because he can move out a bit and stay stalking the flag while possibly enemy will spawn on it. Or he can give his full attention to you after capping. Or you are in luck if the driver is the usual type who tries to get you first and then cap a flag. In driving I definately recommend doing the first alternative if you have a gut feeling that he is there alone. Usually your bigger worry is the flag capper if playing engy than the gung-ho type. Also you quickly learn to notice the drivers who mean business and know what they are doing. This is indicated by the constantly swiveling turret and how they position their vehicles in capping area. And you definately learn to differentiate the sorry ones who just drive to the flag hoping for the best. :D
Yes, that is a good idea. In other words, something that does damage incase you die. I should intergrate this into my guide, after I overcome the max length requirement :laugh:
And the real nightmare pair are the ones where one drives to the flag to cap and the other stays a bit back in APC ready to spray the wanna be heroes. If you haven't gotten the mines in place (meaning you spawn to witness this kind of deadly duo at work) then it's usually much more wiser to let them cap it. Then run to the flag laying all the mines near it and wait for the show to start when they notice that the flag has gone gray (that is if they turn around). It's much, much more wiser to leave it gray and let the mines do the defending for you while you hurry to a better vantage point. It's a waste a good streak to try to stay to do a full cap, because they usually spam the flag area completely. Then it's a stalemate because they usually hate to leave their vehicles and can't get closer because of the mines. And the longer the status quo stays the better are your odds because of the said tank driver anathema staying in one spot too long.
Yup, this is another good idea. Geez, we should pub sometime. Although, I do practice this very frequently, however, once the flag goes grey, i run for my life, because there's usually an orbital stricke targeted at the area. And for best effect, combine this with EMP mines. EMP mines won't kill the veichles, however, they will make them very very cautious, because EMP = death for a veichle (2 engineer AVR shots on the side)
Stay prone and zoom the corner where the enemy disappeared after your firing. Chances are that there will be a head peaking :D Wait a second and make sure he's not back tracking then move your *** anywhere but there and fast.
The one thing I don't like about that is that if you are staring at a corner, someone can pop out and throw a rocket in your face. If they hide behind a corner, chances are, you are locked in their netbat and they have the advantage of attacking at any given point, while you wait there. Good against average and noobs, but horrible against a good assaulter.
looqas
11-17-2006, 08:39 AM
Another tip which comes quite handy sometimes is that you can shoot pilum through quite small opening (metallic fence in Minsk near rear silo, between rocks, windows etc.) while in cover. I notived this merely by accident, but the well used advantage this gives can be of tremendous help. The projectile shoots pretty much straight out (versus the missile) thus presenting a smaller chance of it hitting the cover slit walls. More critical of making a succesful slit shot is dependent on the vertical room, meaning the usual shooting prone from roof and hitting the edge syndrome. No need to pop up or stick your two meter gun barrel through the opening and give away your position.
Of the said infantry zooming the corner. It's all about gut feeling and previous experience of the server player quality. It's not the ideal situation in any means to get caught out in the open your pants down.
EDIT: another very specialized tip against nekomata. If you suddenly face close up a nekomata just gliding around the corner. Meaning distance to it is really short. And there is no way you can turn tail and reach the back corner in time. Then your only real option is to charge and try to run behind it. Works sometimes, but given the options of hitting prone & shooting or trying to run behind the far corner, the charging works better. The move surprises the nekomata but expect to be lucky in any case should you live. But it's all about distance.
Another pointer to engy smg is that it sucks at range. So if possible try to close the distance or donät let the tank drive too far before taking the first shot to the rear. This produces the mad-dash of the driver to anywhere near but the tank. And use the golden opportunity to nail the guy when he's making the dash for cover. And the better your propability of success doing so if you are closer. Remember that exit side of driver is on left. Quite often the tanks hang far back and the driver makes it to the cover. Then it might be wiser to just spot him, not reveal your location and let your squaddies take care of him or wait his move. This way you make one very nervous ex-tanker wondering where you are. You know his location but he doesn not know yours.
[WHS]Viet-Cong
11-19-2006, 02:53 AM
Another tip which comes quite handy sometimes is that you can shoot pilum through quite small opening (metallic fence in Minsk near rear silo, between rocks, windows etc.) while in cover. I notived this merely by accident, but the well used advantage this gives can be of tremendous help. The projectile shoots pretty much straight out (versus the missile) thus presenting a smaller chance of it hitting the cover slit walls. More critical of making a succesful slit shot is dependent on the vertical room, meaning the usual shooting prone from roof and hitting the edge syndrome. No need to pop up or stick your two meter gun barrel through the opening and give away your position.
You can shoot the PAC rocket through a slit, however, the EU rocket spreads out too much when fired to make use of this.
Of the said infantry zooming the corner. It's all about gut feeling and previous experience of the server player quality. It's not the ideal situation in any means to get caught out in the open your pants down.
That's true I guess. I would only do this on smaller servers, since too many people = too many snipers pointing at your prone body.
EDIT: another very specialized tip against nekomata. If you suddenly face close up a nekomata just gliding around the corner. Meaning distance to it is really short. And there is no way you can turn tail and reach the back corner in time. Then your only real option is to charge and try to run behind it. Works sometimes, but given the options of hitting prone & shooting or trying to run behind the far corner, the charging works better. The move surprises the nekomata but expect to be lucky in any case should you live. But it's all about distance.
The first thing I EVER do against a tank near me is run as I place motion mines. The motion mines make the tank player think and stall their shots, usually buying some time to run away.
Another pointer to engy smg is that it sucks at range. So if possible try to close the distance or donät let the tank drive too far before taking the first shot to the rear. This produces the mad-dash of the driver to anywhere near but the tank. And use the golden opportunity to nail the guy when he's making the dash for cover. And the better your propability of success doing so if you are closer. Remember that exit side of driver is on left. Quite often the tanks hang far back and the driver makes it to the cover. Then it might be wiser to just spot him, not reveal your location and let your squaddies take care of him or wait his move. This way you make one very nervous ex-tanker wondering where you are. You know his location but he doesn not know yours.
A very good Idea. Too often I find myself trying to "snipe" the bailing tank pilot with my SMG. I should try to get closer before taking my shots. I guess I'm too hyper with the "must...own...tank...whore..." thing :laugh:
Buttoneer
11-20-2006, 10:20 AM
I just want to say that I love this guide. I've been playing at Engy anyway because it seems to me that the unlocks available might make it a pretty useful all-rounder. But this guide really makes the difference.
As soon as the motion mines were available I went for them. They're amazing fun, but sadly I'm often not around to see the effect a lot of the time. On more than one occasion I got wiped out by a sneaky recon while laying in wait, rocket launcher at the ready, only to see through my 15 second countdown that 'Buttoneer killed X, Buttoneer killed Y, Buttoneer killed Z' when a fully laden jeep cruised in thinking all resistance was down.
Immediately the round ended it showed motion mines as my most effective killer, and vastly improved my K/D ratio.
The unlock trees are damn annoying though. I want that Pilum badly, but I wanted the mines first. Why can't they be in the same tree!!!!???
TB-303
11-20-2006, 12:15 PM
Just a few of my favourite tactics.
1 EMP mine with a floaty mine on top of it. Spread em out near the flag/silo for max coverage and finish of with AT weapon of choice.
Use EMP mines at choke points. Tank/walker whores will happily take an EMP hit if they can't see any hvy wpns nearby. What they don't know is that you've hidden the floaty mines behind scenery. After they recover, the y trundle up to the silo/flag with a group of mines following them, hee hee BOOM!
A dirty rotter (like me) will place mines under a tank or APC at an enemy flag/silo, then take the flag/silo. Someone will spawn, panic and get in the nearest vehicle with a gun. Yep, the one with the mines hidden underneath it.
For some fun, load up in a buggy (preferably with a support & medic). Sit in the back seat with mines in hand. Head out and look for trouble. Circle tanks and walkers dropping your mines then leg it, at least one should get them. As you have a support dude, you have infinite mines. Ok, only 5 will ever be in existence, but the plan here is hit & run mine spam. Also fun with the transport aircraft.
The pilium is only stronger than the standard AT weapons on rear/side shots. If you're going to hit armour head on, stick to the regular AT weapons.
Engineers are Kings. Medics and support guys should always help out an engineer when they need healing or ammo. They can probably see the walker/tank approaching and need health or ammo to save your arse as well as their own.
The SMG is great. Don't forget to loot enemy bodies for medkits and ammo boxes after single handedly defending a flag/silo against unsurmountable odds. Then get ready to do it all again as the lot you've just killed will be out for revenge after being nailed by a single engi with an SMG and an exploding 12 sided dice.
Oh yeah, the 2 stamina/sprint boosts will help you enormously in close quarters combat...
dumbo
11-20-2006, 03:24 PM
Regarding the SMG, I seem to do well enough just by crouch, zoom and holding down the trigger, even at medium distances.
Me too!
The instinct to do that is very hard to overcome :D
But you method might be better.
For me, the secret of proper SMG usage is entirely 'tactical' - get yourself in the right place relative to the target and fire at the right moment.
e.g. AFAIR, I have never gone prone as an engineer for firing purposes... (I always crouch) and yet my accuracy % is ~16-17% which seems the same as everyone that does prone? (I also don't see going prone as a great defensive tactic at close range - every time your opponent hits you, it's most likely going to be a headshot?? unless for the surprise element...)
Unsuspecting snipers and other stationary infantry can be taken out by your AT weapon.
AFAIK I have shot 1 infantry with the pillum, and that was a 'shot in a lifetime' TK for which I got punished, I've got no idea how people manage this :(.
[WHS]Viet-Cong
11-20-2006, 10:51 PM
For me, the secret of proper SMG usage is entirely 'tactical' - get yourself in the right place relative to the target and fire at the right moment.
e.g. AFAIR, I have never gone prone as an engineer for firing purposes... (I always crouch) and yet my accuracy % is ~16-17% which seems the same as everyone that does prone? (I also don't see going prone as a great defensive tactic at close range - every time your opponent hits you, it's most likely going to be a headshot?? unless for the surprise element...)
Yes, I prone very selectively. Maybe in 5-10% of my encounters. However, do not neglect prone completely. Crouching, IN GENERAL, is better due to the instantaneous accuracy benefits and added mobility, however, when camping out someone to dash out of a hiding spot, or killing a moving target that has no idea of your existance, prone is an excellent choice.
AFAIK I have shot 1 infantry with the pillum, and that was a 'shot in a lifetime' TK for which I got punished, I've got no idea how people manage this :(.
Yea, I don't even bother anymore infantry "sniping", if that's what it even is. Honestly, past 20m, the deviation is too great to even bother, and your SMG is still deadly at that range. Stick with grenades for longer ranges. The only thing a pilum infantry kill is good for are "cool" points.
(Undecided)
11-20-2006, 11:05 PM
Viet-Cong;149244']Yes, I prone very selectively. Maybe in 5-10% of my encounters. However, do not neglect prone completely. Crouching, IN GENERAL, is better due to the instantaneous accuracy benefits and added mobility, however, when camping out someone to dash out of a hiding spot, or killing a moving target that has no idea of your existance, prone is an excellent choice.
As an assault grunt I wholeheartedly agree. While being prone limits your profile, it doesn't afford much more accuracy, and when you go prone it is a commitment. If you realize the guy you were shooting at had a LMG, then it is nice to be able to dive for cover.
Viet-Cong;149244']
Yea, I don't even bother anymore infantry "sniping", if that's what it even is. Honestly, past 20m, the deviation is too great to even bother, and your SMG is still deadly at that range. Stick with grenades for longer ranges. The only thing a pilum infantry kill is good for are "cool" points.
While I have limited pilum experience, the AVR is good for making people dead. VERY DEAD. Not just some sissy "critically injured" that I can cure with my fancy zapping machine. Oh, and guess what? Some medics don't figure out that the guy they are trying to de-fib is actually "dead" for several seconds. Plenty of time to mow 'em down. ;)
[WHS]Viet-Cong
11-20-2006, 11:10 PM
As an assault grunt I wholeheartedly agree. While being prone limits your profile, it doesn't afford much more accuracy, and when you go prone it is a commitment. If you realize the guy you were shooting at had a LMG, then it is nice to be able to dive for cover.
While I have limited pilum experience, the AVR is good for making people dead. VERY DEAD. Not just some sissy "critically injured" that I can cure with my fancy zapping machine. Oh, and guess what? Some medics don't figure out that the guy they are trying to de-fib is actually "dead" for several seconds. Plenty of time to mow 'em down. ;)
Lol, I love seeing that. "OMGWTF GLITCH HAXORS LIVE B**TCH!!".
Then just plug them :laugh:
Glacial
11-21-2006, 04:24 AM
I normally go prone and several times it has gotten me killed. I hate it when I go prone, switch to my SMG scope and see an assault trooper prone facing me with his rifle. Usually I die after firing a few rounds. Crouching is probably a lot better and I will make an effort to use it.
Does anyone try to canalize the enemy into a kill zone? Placing mines in the open where vehicles can see them is probably the best way but how about moving a few vehicles to create a roadblock? Then the enemy will go around to another entrance to the silo/flag and you are ready for them. It will take some planning and teamwork to pull off but you can get several kills. Have someone cover the mines in case an engineer tries to defuse them. Of course too many people just dive into an area without looking so maybe it won't work.
Leemus
11-21-2006, 10:16 AM
Just played a short map of minsk today while the servers were funking out and everyone was private. I figured. No uber rockets/zeller/whatever! Best time to practice engineer! I pretty much stood around the front lines absolutely owning fase with SMG and a few tanks with ze trusty rocketlauncher.
I am now going to be playing engi alot more.
At themoment i am working towards pilum. Diffuser and net bat so far. Oh gosh i can't wait!
[WHS]Viet-Cong
11-21-2006, 07:28 PM
I normally go prone and several times it has gotten me killed. I hate it when I go prone, switch to my SMG scope and see an assault trooper prone facing me with his rifle. Usually I die after firing a few rounds. Crouching is probably a lot better and I will make an effort to use it.
Yea, when you see someone at the same time they see you, crouch, never prone. Prone + fire = temporary decrease in accuracy = u getting owned. Only prone when you see them first and you can plot their movements. You should crouch 95% of all firefights.
Does anyone try to canalize the enemy into a kill zone? Placing mines in the open where vehicles can see them is probably the best way but how about moving a few vehicles to create a roadblock? Then the enemy will go around to another entrance to the silo/flag and you are ready for them. It will take some planning and teamwork to pull off but you can get several kills. Have someone cover the mines in case an engineer tries to defuse them. Of course too many people just dive into an area without looking so maybe it won't work.
Problem with roadblocks is that a tank/mech can blow them up. A FAV can simply stop and enter some of the veichles. Mines work very well, however, I'd much rather hide them, as it's a guarenteed kill when they drive through.
(Undecided)
11-21-2006, 10:11 PM
I just have to say that I got my second engineer unlock and got motion mines as a field upgrade. :D
Thanks to your guide I was able to lock down the harbor in Camp Gribraltar. The enemy couldn't even get an FAV through. Then I teamed up with a walker and we made sure nobody took any flags.
I put EMP mines just under the lip of the ramp (they can't be seen by vehicles there) and stashed my motion mines behind a crate. My walker buddy would stand on the ramp killing infantry, then retreat to coax enemy vehicles into the trap.
But, despite my ownage and possibly delivering my team victory, I only got 12 career points. :hmm:
Methinks Mr. Engie needs some tweaking.
[WHS]Viet-Cong
11-22-2006, 03:29 AM
I just have to say that I got my second engineer unlock and got motion mines as a field upgrade. :D
Thanks to your guide I was able to lock down the harbor in Camp Gribraltar. The enemy couldn't even get an FAV through. Then I teamed up with a walker and we made sure nobody took any flags.
I put EMP mines just under the lip of the ramp (they can't be seen by vehicles there) and stashed my motion mines behind a crate. My walker buddy would stand on the ramp killing infantry, then retreat to coax enemy vehicles into the trap.
But, despite my ownage and possibly delivering my team victory, I only got 12 career points. :hmm:
Methinks Mr. Engie needs some tweaking.
Eh, wait till you get to clan games. You will get much more deserved credit :D
dread
11-22-2006, 07:08 AM
Does the repair tool 2.0 automatically repair your own vehicle as well as the others around you? That would be sweet ;)
Leemus
11-22-2006, 09:55 AM
Does the repair tool 2.0 automatically repair your own vehicle as well as the others around you? That would be sweet ;)
Nah. thatd be nutty!
[WHS]Viet-Cong
11-22-2006, 11:02 AM
Repair yours? I thought so at first, however, to my dismay after unlocking it, it only repairs other veichles. It is still a very useful tool in organized matches and with other people who actually know what they are doing.
Buttoneer
11-22-2006, 11:12 AM
I understood that the repair 2.0 was supposed to work if you sit in the transport seats 3 and four - the ones where you don't have a gun - and have the toy equipped. But that didn't seem to work for me. Can anyone else confirm whether/how this works?
Buttoneer
11-22-2006, 11:14 AM
But, despite my ownage and possibly delivering my team victory, I only got 12 career points. :hmm:
Methinks Mr. Engie needs some tweaking.
Probably would have scored higher if you'd had other vehicles nearby being repaired automatically by you, and if you had spent more time repairing the walker etc. It's easier to get big points on Titan maps because the guns will inevitably need some repairing during the game.
LeadS
11-22-2006, 11:23 AM
I understood that the repair 2.0 was supposed to work if you sit in the transport seats 3 and four - the ones where you don't have a gun - and have the toy equipped. But that didn't seem to work for me. Can anyone else confirm whether/how this works?
Air transport seats 5 and 7 you can aim your tool to transport and fix it while flying. It is not automatic. Works also in jeep seat 3.
Buttoneer
11-22-2006, 11:50 AM
Thanks Leads, helpful. Shame there's no APC seat...
(Undecided)
11-23-2006, 12:13 AM
Probably would have scored higher if you'd had other vehicles nearby being repaired automatically by you, and if you had spent more time repairing the walker etc.
I was actually hiding behind the walker with my Hoff out. I guess there just wasn't enough damaged doled out against my armored friend.
I do believe that I could get more points in titan, but there is less "team spirit" in those matches.
[WHS]Viet-Cong
11-24-2006, 08:34 PM
I was actually hiding behind the walker with my Hoff out. I guess there just wasn't enough damaged doled out against my armored friend.
I do believe that I could get more points in titan, but there is less "team spirit" in those matches.
Eh, if you find a nice SMALL titan server, the gameplay is very nice, has a lot of point opportunities, and is teamwork oriented. Try on