Lunien
06-08-2007, 11:09 AM
Decided to write an engineer guide as its the class I use second most...first will always be recon, heh. Anyways... on to the guide:
Your Weapon
You have the two stock rocket launchers which can be guided and to be truthful, they're pretty good. They alert armor when you zoom in on the armor, which may or may not be a bad thing. Obviously it'd be bad if you fired your rocket and they put up their shields because of the alert bell. But if you play it smart and fake the zooming, you gain an advantage. Basically, zoom in but don't fire, often you'll trick the enemy into using their countermeasures too early...THEN you fire.
Then you have the Pilum. It is personally my favourite rocket launcher of the 4 main weapons for engineer. It goes faster than the stock rocket launcher and there's no alarm tone. The slightly harder thing is knowing to lead your shot as you can't adjust the aim like the stock rocket launchers. Just use a little common sense and judgement and you'll know where to aim. Only fire the pilum when you are pretty sure it will hit - you only have 6 rockets...use them wisely.
Then the SAAW. I use this only when the opposing gunship is dominating us or the opposing pilot is dumb, then I use it to get a kill...haven't met many though...yet. You have to stay on the target for a bit for both of the shapes to appear on the plane. When that happens, the rocket is locked on and you should let loose 2 shots. Always let loose 2 shots as 1 shot only does 50 damage to gunships. Be prepared to not hit many at all, and that since SAAW is crap against armor, your only ground-vehicle killing capability is motion mines.
Your SMG is essential - you won't be killing armor all the time. Its just point and shoot with very short range, nothing much to say about it. It packs quite a punch. You can spray and pray in CQB, but for anything over 20m, burst tap.
Your Equpiment and Mines
Motion Mines: These are awesome and can rack you quite a few kills, provided you know where to put it. Put them behind obstacles where the enemy can't see them from the direction they are coming from and that they will only notice the mines when they drive past it...which causes the motion mines to do more damage.
Some people say leave it out in the open for area denial. I agree for chokepoints, but I still don't like it that much... too easy to just walk up to the silo or flag, I'd rather kill them before they get there. Just a personal opinion.
PDS-1: This thing is very nifty, this and MM are my usual layout. If you're getting in armor, take the extra second, put it on, and you can detect armor that you might not notice...especially air vehicles.
PDS-1 is also great when defending - stick it near an entrance to the silo you're guarding or just in the area and you can have warning of what vehicles are incoming. Furthermore, it can give you information of where the vehicles is while you're hiding behind cover - this is essential if you want to make full use of the pilum, which does the most damage to the rear and sides.
Defuser: Somewhat useful if you're using armor along with a good teammate who will wait for you to defuse motion mines that are blocking your path. It also defuses other mines, which is useful. It does take a second or so to defuse though, so you're vulnerable while defusing.
EMP mines: Personally I don't like this...depends too much on the enemy driving over them. It should have its uses on FAV's and Walkers, but I rarely find a situation where EMP mines would be better than motion mines or PDS-1.
Motion Mine Bait: Don't really use this, so I can't comment on it. I guess its a faster defuser.
Repair Tool: Repairs things. Move around while repairing, you're an easy headshot if you're not. Just circle the vehicle and hope they don't move :P
Tactics
Try to stay in armor, you're not as vulnerable simply because as infantry on foot, you have a pretty big disadvantage in terms of range and only effective if you can get in close quarters. If there's no armor near by, be very careful and you actually can proceed by foot or just defend your current flag or silo with PDS-1 and motion mines.
Your skill in engineer depends greatly on your skill in armor because you will be in armor a lot.
Added: I can't believe I forgot this! This is for when you're in a tank...or to a certain extent walkers. You're fighting the enemy armor, and you just let loose a shot. They don't know you're an engineer...use that. When the armor is just one shot from death...you may be too, pop out and fire off a pilum shot, which would probably kill them off and surprise the hell out of them. Use this tactic to get an extra shot on the armor. I know some might say I'm crazy for jumping out of a vehicle, especially a walker, during an armor fight, but I find it very useful to get that extra shot in, especially when the enemy thinks he's getting a kill - just pop out of the soon-to-be destroyed vehicle and blast him.
Flank
This is essential, period. Be it on foot or in armor, always, always, always flank. Your ability to kill armor and infantry depends on your ability to flank as you will lose to infantry most of the time if you try to charge outright from anything over 60m, and you stand a better chance to kill armor if you flank them (not to mention survive if you're on foot). Use cover effectively...get to one cover...sprint to another, look around, sprint to the next cover until you get to where you need to go and flank the enemy. Your SMG packs a lot of punch so if you can get in close, you'll likely kill them.
That's about it I think... wait for the best moment, flank the enemy all the time - be crafty and you'll do fine with the engineer.
Constructive criticism appreciated, thanks.
Your Weapon
You have the two stock rocket launchers which can be guided and to be truthful, they're pretty good. They alert armor when you zoom in on the armor, which may or may not be a bad thing. Obviously it'd be bad if you fired your rocket and they put up their shields because of the alert bell. But if you play it smart and fake the zooming, you gain an advantage. Basically, zoom in but don't fire, often you'll trick the enemy into using their countermeasures too early...THEN you fire.
Then you have the Pilum. It is personally my favourite rocket launcher of the 4 main weapons for engineer. It goes faster than the stock rocket launcher and there's no alarm tone. The slightly harder thing is knowing to lead your shot as you can't adjust the aim like the stock rocket launchers. Just use a little common sense and judgement and you'll know where to aim. Only fire the pilum when you are pretty sure it will hit - you only have 6 rockets...use them wisely.
Then the SAAW. I use this only when the opposing gunship is dominating us or the opposing pilot is dumb, then I use it to get a kill...haven't met many though...yet. You have to stay on the target for a bit for both of the shapes to appear on the plane. When that happens, the rocket is locked on and you should let loose 2 shots. Always let loose 2 shots as 1 shot only does 50 damage to gunships. Be prepared to not hit many at all, and that since SAAW is crap against armor, your only ground-vehicle killing capability is motion mines.
Your SMG is essential - you won't be killing armor all the time. Its just point and shoot with very short range, nothing much to say about it. It packs quite a punch. You can spray and pray in CQB, but for anything over 20m, burst tap.
Your Equpiment and Mines
Motion Mines: These are awesome and can rack you quite a few kills, provided you know where to put it. Put them behind obstacles where the enemy can't see them from the direction they are coming from and that they will only notice the mines when they drive past it...which causes the motion mines to do more damage.
Some people say leave it out in the open for area denial. I agree for chokepoints, but I still don't like it that much... too easy to just walk up to the silo or flag, I'd rather kill them before they get there. Just a personal opinion.
PDS-1: This thing is very nifty, this and MM are my usual layout. If you're getting in armor, take the extra second, put it on, and you can detect armor that you might not notice...especially air vehicles.
PDS-1 is also great when defending - stick it near an entrance to the silo you're guarding or just in the area and you can have warning of what vehicles are incoming. Furthermore, it can give you information of where the vehicles is while you're hiding behind cover - this is essential if you want to make full use of the pilum, which does the most damage to the rear and sides.
Defuser: Somewhat useful if you're using armor along with a good teammate who will wait for you to defuse motion mines that are blocking your path. It also defuses other mines, which is useful. It does take a second or so to defuse though, so you're vulnerable while defusing.
EMP mines: Personally I don't like this...depends too much on the enemy driving over them. It should have its uses on FAV's and Walkers, but I rarely find a situation where EMP mines would be better than motion mines or PDS-1.
Motion Mine Bait: Don't really use this, so I can't comment on it. I guess its a faster defuser.
Repair Tool: Repairs things. Move around while repairing, you're an easy headshot if you're not. Just circle the vehicle and hope they don't move :P
Tactics
Try to stay in armor, you're not as vulnerable simply because as infantry on foot, you have a pretty big disadvantage in terms of range and only effective if you can get in close quarters. If there's no armor near by, be very careful and you actually can proceed by foot or just defend your current flag or silo with PDS-1 and motion mines.
Your skill in engineer depends greatly on your skill in armor because you will be in armor a lot.
Added: I can't believe I forgot this! This is for when you're in a tank...or to a certain extent walkers. You're fighting the enemy armor, and you just let loose a shot. They don't know you're an engineer...use that. When the armor is just one shot from death...you may be too, pop out and fire off a pilum shot, which would probably kill them off and surprise the hell out of them. Use this tactic to get an extra shot on the armor. I know some might say I'm crazy for jumping out of a vehicle, especially a walker, during an armor fight, but I find it very useful to get that extra shot in, especially when the enemy thinks he's getting a kill - just pop out of the soon-to-be destroyed vehicle and blast him.
Flank
This is essential, period. Be it on foot or in armor, always, always, always flank. Your ability to kill armor and infantry depends on your ability to flank as you will lose to infantry most of the time if you try to charge outright from anything over 60m, and you stand a better chance to kill armor if you flank them (not to mention survive if you're on foot). Use cover effectively...get to one cover...sprint to another, look around, sprint to the next cover until you get to where you need to go and flank the enemy. Your SMG packs a lot of punch so if you can get in close, you'll likely kill them.
That's about it I think... wait for the best moment, flank the enemy all the time - be crafty and you'll do fine with the engineer.
Constructive criticism appreciated, thanks.