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I always tell them that if they don't stop and let me repair them, I'll weld their helmets on backwards. ...I'm not sure how many would be able to tell the difference.
More tips: - Engineers can leverage their infinite ammo to spam any weapon with normally low reserves. Underbarrel attachments, crossbow, pilot, autoshotgun... - If your Spitfire is hacked by an infiltrator, you can destroy it by placing a new Spitfire - MAXes trigger anti-tank mines - Terminals and turrets hacked by the enemy can simply be destroyed and repaired to regain access to them (if there aren't any friendly infiltrators around). - Spitfires(!), AT mines, AP mines, and C4 do not despawn when you resupply or change loadouts, unless the new loadout has reduced capacity (eg: unequipping mine carrier) - Hardlight barriers placed around a Router Pad make it substantially harder to kill - Hardlight barriers placed in doorways force enemies to jump over them while entering, which means they have abysmal cone of fire and are thus easier to kill - AI MANA turrets and hardlight barriers are particularly effective at the top of staircases - AI MANA turrets are actually NOT fast-firing. They fire almost as slow as a Gauss SAW - When repairing a deployed Sunderer that is under attack, you can resupply from its terminal to instantly cool your repair tool (among other things) - Robotics Technician combined with Firewall make deployables fairly tanky. Killing that Spitfire now takes concerted effort - Fortify is another implant that can boost a shield-focused engineer - Engineer is probably the easiest class to proc Phylactery, thanks to the constant XP from ammo packs. Meta? No. But it can be fun
Another good one: If your harasser or flash (maybe sundy, not sure) is stuck try spamming the ammo pack under the wheel, sometimes you can jostle it free. If that doesn't work the physics from tank mines have more omph. Just be mindful of what vehicle it is, the vehicle's HP and how many mines you use, likewise if it has mine guard that can reduce that amount of damage it takes significantly.
8:50 We used to stick the grenades on one of our Heavy Assault then tell him to rush in the ennemy lines. Believe it or not, we managed to push back VS thanks to that... Strategy?
Back when C4 stuck to players we would throw one on a friendly infil and have him rush a crowded point to cause some chaos, he would pick a few off and eventually someone would shoot at him and hit the c4 or he would die and we manually detonate in the thick of them
If you are running an S carbine with a smoke launcher and thermal sight take a flash suppressor as well, muzzle flashes are still pretty visible through smoke.
TR Heavy Assault: * picks up Vanu Ammo pack * TR Engineer: Haha. Pretty sure that's not gonna work buddy. TR Heavy: * Jams alien tech derived battery into the magazine slot of his LMG and proceeds to fire regular bullets * You were saying? TR Engineer: Uhhhhh.....Nanites?
Key tip: when you take a base, place an ammo pack at the loadout terminal and everyone who goes to change their loadout will resupply and give you all the XP
Recently I literally ran out of all my ammo as an LA taking a base. No engis in sight and my sundy was down. I got to the terminal, changed to engi, and placed a pack. I got at least 3-5 xp ticks just from that.
21:30 in fine NC fashion, Cami has shot at least one bullet to every single NC soldier around the base as they advance with the new Sunderer .. other than that, a super comprehensive and thorough guide to one of my fav classes. [I think it's even the one I have more playing time with .. ]
Had to get my friendly damage quota up for the day somehow ;) But thank you for the kind feedback mate! I really appreciate it, and glad you enjoyed the video!
11:20 - "try to deploy your ammo in a location where ammo packs are not already present" 9:53 - *drops 3rd ammo pack* Great vid tho. Had no idea you could upgrade the ammo pack.
Quick Addition: Afaik ammo packs override each other by rank, so only with the highest rank you can make sure you get XP/certs if there are other packs lying around.
All 'auras' in the game work the same. Medic shield regen bubble, sundy vehicle repair etc. If it can rank up, do so. The effect is better and you print certs, win win.
I love engineer, so much that after 7 years I play it exclusively. I have so many loadouts, and I feel like every implant can be used to great effect on the engineer class. And if you are willing to ASP your engineer and commit all five upgrades to it you have access to EVERY weapon in the game (except sniper rifles). I LOVE ENGINEER! Thank you for this video, now go resupply some Planetmans!
As a ps2 vet, I did s lot of sundy busting with what I called pizza delivery. This involves tank mines and sticky grenades. Equip mine carrier to hold 5 tank mines. You get to an enemy sundry, throw all your mines under it then throw the sticky on the sundy next to the mines and run away.
try the strip mining method, if a group of enamies are stuck at a door place a tank mine > sticky grenade it > proceed to walking into the enamies throwing tank mines as you go, they'll all go up at once and it leave a big dent in a hold
You can upgrade the ammo pack?! I had no idea. It's like I was struggling with the ANT to find cortium and an outfit mate said to upgrade the cortium radar, so I upgraded the scout radar . . . turns out there are passive upgrades, I had no idea about. I need to spend 15 minutes flicking through all the classes and vehicles looking for stuff like this.
It is all extremely hidden at times but there are some good things you can find in these little spots, and the Ammo Pack is something I have forgotten to upgrade up until recently too. The extra versatility that comes from an extra pack is rather incredible.
If memory serves me right, only the Engineer, Medic and Infiltrator have such hidden ''passive'' upgrades. Not sure about vehicles though. Also, maxing out ammo packs for the Engineer is something I'd say should be the first and foremost priority when playing/certing out the engineer. It's just amazing.
My favourite class. I love the it's controlling nature. I had defences, where I managed to kill incoming sunderers with AV mines, surprise enemy infiltrators with AI mines, distract and ambush enemies by using spitfire turret as a decoy, used motion sensor darts to compensate for the lack of a friendly infiltrator... as an engineer I feel that I have a very broad presence on the battlefield. Very nice feeling.
a few extras for engineer players: Due to engineers infinite ammo they are the best for underbarrel grenade spamming, and due to weird damage types even an underbarrel grenade that does not explode will deal massive dammage to MAXes on direct hits Archer is not just good against maxes! certain deployables have a vunerabilaty to archer too, i sugest looking at the tabel on the wiki to see exactly what. Consider dropping your anti tank mines about 1 or 2 bases behind the enemy frontline, in front of the vehicle pad, most people will pull vehicles from the redeploy menu and will not see the mines. Aircrafts will trigger anti tank mines too, while it's rare to get kills on aircraft, pilots that are good enough (or use A2G) to have to resupply, often have a bounty. Some vehicle bridges stick out of the ground slightly, and conect to the ground with a small ramp the size of about one anti tank mine, use these to hide your mines, there feel most common on indar.
Imma be honest with you as an engie main there are 3 things that will happen to you that will leave you with ingame ptsd 1: repairing maxes in a charge while trying not to get clapped by everyone INCLUDING your teammates 2: turning the entire room into a choke point with a mana turret 3: trying not to get squashed in between 5 vanguards 3 sunderers 1 flash and 2 harassers... Perhaps a few lightning Bonus: theres also the times where you are alone in which you will feel true horror of that one infiltrator constantly watching you from behind
Wow, that mana turret loadout is crazy! Explains why they are so hard to kill these days. I used to be able to headshot an engi off his turret easy. These days not even an anti-armour headshot can kill them! :O
yeah for real. I was literally just playing engineer at a biolab fight on Indar and I was using jockey + Robotics Technician with flak armor and my AI mana turret, and pretty much the only time I died was when c4 was used on me. Very strong combination. Very good for holding chokepoints.
Hmm... Do they still fall if a harder hitting weapon like the Railjack gets used on them? I'm a passive camper sort of guy but still go back to the default if they're flooding in though
Another loadout; "armor crewmen" is good for vehicles weather you're driver or gunner. - primary: Archer (for when you are forced to dismount and need to finish/fend off enemy armor) - secondary: T4amp/Emissary (any close range high dps PDW side arm is good for quickly taking out infantry that's too close for your tank to touch) - suit: flak armor (when you're repairing you'll more often than not be taking tons of flak damage so it's a no brainier) - grenade: repair grenade (duh) - implants: ammo printer/ whatever else you may fancy (jockey, EOD scanner, safe fall, but ammo printer is a must have)
Thank you so much for this, I am a recently returned player from maybe 2015 and things have changed so much I really needed a refresher on my favorite class.
few things you missed; Mana turret starts out perfectly accurate, if you burst fire you can snipe or target focus. Its a life saver vs other turrets. Robotics tech also heals you when maxed so you can use it to top yourself up if you took some damage. if you place the turret then the barrier you can place them within the no deploy zone they each make as well as you can place them physically inside one another turret can be accessed through walls and when doing so it had a high chance to put you back where you entered so you can use it to room hop deadangling with the turrets pretty pog also you can place a turret ontop of a hardlight barrier to get a boost up and a lot of the walls in the game can be jumped over if you use this, tech plant A point being a common one. Ammo packs are satan and will cancel your deployables if your not careful always throw them out AFTER the deployment setup Spitfire turrets can be shot over if you stand on the legs of them however enemies can't return fire at you when you do this
@@CAMIKAZE78 I have not done any testing for say but I just know it dam well helps and hell gotten a good few max kills off it after screwing up my rocket, Or well playing a class with not explosives equipped. I personally find if I am pulling out my side arm im basically going to lose anyways.
I run this on all classes that I have an Anti Armor build for. It rocks! I've gotten MAXes, Lightnings, Harassers, Sunderers and a lot of enemy turrets with the Explosive bolt. I second this tip!
One tip for anyone coming across this: If you were in a point hold and get knocked out and had a wall up, when you're going to push, for the love of Higby, place down a wall anywhere before you do to deny the enemy that cover. Unless their two engies--'cause face it, the room is probably 30 heavies, 20 medics, and a couple engies--are on top of the ball, they're not going to get that back fast enough.
One thing I've found a lot of engineers don't think about when they have the time with the hardlight barrier. Don't give your enemy cover to walk into the room with, you can angle it and place it outside of doors in such a way that people coming one way can hide behind it, but for people coming the other way it's just a narrow obstruction.
Ever since I ASP’d my engineer, I’ve pretty much been ONLY playing engi. Hell, I didn’t even start auraxing LMGs/Assault Rifles until I unlocked them for engineer since I just don’t enjoy playing heavy assault or medic! I can go for an entire 4-5 hour play session only playing engie because of how diverse it’s kit is. My current favorite loadout is Bionics + Survivalist implants, ASC suit, Reaper DMR primary with a 3.4x or 4x, and a pump shotgun secondary. 900 shield health that recharges mere moments after being damaged, and is so fast to recharge that in the time it takes me to reload, it’s already back to full. Plus, it lets me bring C4 or mines along without having to rely on medkits or medics. The weapon slots can be changed as needed but I love the DMR (it’s just the gauss saw but better imo) and as a veteran NC player I can’t leave my shotgun behind. I realize this comment is a year late to this video but I just had to say something about my favorite class in the game :)
Couple my own tips as an engineer vet of Vanu. 1. Hardlight barriers can be as just as useful for you, as your team. They can be used offensively by creating better-covered firing angles by places them slightly out in the open just enough for players to crouch crawl to. 2. Placing a Hardlight barrier directly in a door isn't always the best tactic. Try place them slightly further back to catch grenade spam that usually comes with opposing teams trying to breach into a building. 3. Repair grenades are perfect for repairing well-guarded shield generators. Just a handful of them willfully repair a destroyed generator and require the opposing team to restart the overload process. 4. Utilize your lack of reload/ammo of your turret to your advantage. Suppression is a very important factor in PS2, and something as simple as keeping a snipers head down why your team pushes up can accomplish a lot more than just focusing on kill shots. 5. Set your turret up but don't sit on it. The more your on and off and using it as needed, the fewer chances you get head shotted from snipers pre-sighted for you.
5:25 I may be late, but it's worth noting that the NC's Phoenix rocket launcher OHKO's the MANA turrets, including whoever may be operating them. The Phoenix does NOT one-hit kill the Spitfire, but iirc deals like 75% of its health to it.
I started as a sniper and now I love the engineer! Just did not know what weapons to buy ...the grenadier sounds awesome. This video helps a lot. Keep it coming.
You missed the note about the nanite repair grenade, in that it can seriously fail to adhere to game physics (or lack of) and destroy the vehicle you throw it at. Usually by causing it to sumersult into the air reperatedly.
For what it's worth, there are certain situations where I'll play a medic while in a vehicle. This is especially true for when I fly a Valk, since I usually have a gunner engineer who can switch to the rumble seats to repair. The medic provides passive healing to allies in and around your vehicle, so it's a nice way to support and keep people in rumble seats alive longer.
Something i havent seen mentioned yet. The spiker pistol for the vanu has a secondary function that will damage any vehicle (not extremely effective) but also switches to a 2 rd burst so you can fight infantry too. A nice in between to running the crossbow explosive
If not mentioned already, using ammo packs, a engineer can infinity spam crossbow sensor bolts for even more cert gain. Throwing your ammo packs while giving enemy locations is excellent certs and support for your team.
Engineers are also the second most dangerous class to ground vehicles after Light Assaults. While they lack jumpjets to approach as easily as LAs, engineers can deploy far more anti-vehicle explosives than the average planetman. Tank mines are far more effective against ground vehicles than C4 as long as they can be triggered. Any deployed sunderer not running mineguard or deploy shield can be vaporized by 3 tank mines (cheaper to acquire than a second brick of C4, with a suit slot option to carry even more) triggered by gunfire or sticky grenade. Tank mines also do not deactivate upon respawn like C4 does, they will persist for 45 minutes until overridden, deconstructed, destroyed, or triggered.
I love playing Engineer, the only difficulty is that there is so, so much to cert out to flesh out every role, especially when you are also running it with support vehicles(which is a great idea, a sunderer or a scout radar vehicle in the hot zone are huge cert farms). But it's also straightforward to get started - upgrade the repair tool(faster rate, more certs), upgrade the ammobox(longer range, more certs), and then start diversifying. The AI turret does take some battlefield awareness and playing ahead of the situation to really make the most of, since the deploy takes a while and in many scenarios it's too exposed laterally and you end up being knifed by a stalker infil or blasted by a jumpjetter. The hardlight barriers can definitely help limit surprise attacks, but having some backup and radar support rank higher, and those can be harder to come by when your faction is leaderless and struggling. The Spitfire in contrast is a more of a deploy-and-forget aid. It disappears in an instant if it gets focused, but it's a great deterrence for C4 fairies when you're sitting in a radar vehicle, as an alarm right by a deployed sunderer, finding people sneaking around the base, and basically for anyone who is trying to generate ambush 1v1s instead of coordinated pushes. Hardlights are easy to underestimate since their function is so simple, but the way to think about them is that they will limit certain kinds of options: if they're in a doorframe, you have to jump over, and if you have to jump over, you can't sneak through or push with confidence. If you set them back a little bit from a killbox, they make more grenades fall short, increasing survivability. And of course they directly supplement defense of turrets, routers, etc. It's an incremental improvement in your position, vs. a way to deliver knock-out blows. I pretty much always run my Engineer with the Hunter crossbow, because the bolt variations let you add even more utility, and an infinite amount of it once you put down an ammobox. The explosive bolts are a little bit less useful than smoke or radar since the damage is small, but it can endanger A2G pilots that get too close, and you can run them instead of the Archer as a soft MAX counter. Smoke you can deploy forward to support a push, deter distant armor, or make an escape(smoke + tank mines = an occasional trade scraped out of a lost vehicle and overconfident opponent; smoke when an infiltrator is pursuing = you can get the jump on them). And radar is another great little cert farm when you're on the ground and already doing ammobox and MAX repairs - just spam them around occasionally and you'll be doing the job of a scout infil on top of everything else. Another downside is that if your loadout is full of consumables it can be pretty nanite-heavy, and so I'm often making the call to use my "nanite light" engy so that I still have some savings to pull a vehicle or MAX.
I honestly miss the old shields that were different by faction, where NC had the wider shield but less head defense, TR had a turret shield that protected around the head better but not as wide around the sides, and VS had a balance between the two. I honestly thought it was cool to have those unique turrets and hope someday they bring back unique turret deployables per faction.
A bit late to the party - but for the spitfire turret: it might be tempting to put it somewhere high for a lot of lines it can shoot from, but this tends to also get it killed quickly. If you place it behind some chest height cover it can usually do a bit more damage before getting destroyed. You can use this behavior to your advantage in those stalemate shootouts where two sides are firing at each other from cover - if you can place your spitfire behind some boxes or a hard light barrier, it will provide some suppressive fire downrange while you keep your repair tool out to repair it and any friendly maxes that just duck back into cover. Also if you have the jockey and robotics technician implants, you can turn your AI Mana Turret into an absolute beast, capable of even suppressing snipers trying to aim for your head.
Engineer here, have definitely pressed F to pay respects at my own immediate and embarrassing death. I blame all the time as a heavy just like you said.
When im doing AI madness from vehicles (which i need to better cert into) I absolutely adore having assassin 5, it will automatically queue any target you damage. yes that part works in vehicles, but it also works with your grenades and spitfire. So before i got better implants for my Point hold engineer, i would drop my spitfire and it would auto queue people sneaking behind us on point which is still a very helpful thing. Its also really great for ground strike ESFs or the spur on the lib cause the queue marks show up through smoke or the cockpit of the lib when they try to run away. I'm just getting back into NC Engineer is an insanely underused powerhouse class. especially with the ASP abilities for it. Honestly if it weren't for the thumper on TR i would've dumped 4 ASP points into my point hold engineer and i probably will dump 4 in on my NC when i get there LMG access is absolutely disgusting, especially with survivalist and bionics, and maxed shield capacitor. combine that with a shield bubble medic and you can out tank HAs more times than not. Shotgun secondary, a lot of people dont like, but baron with slugs and the archer, or if you're lucky the shortbow (Archer but faster shooting and reloading at snacrifice of long range) or even the auto shotties for point clearing or panic spraying in those CQC moments when your 200 round mag on your LMG finally runs out at the last 3 seconds of a point capture. Honestly, was the best ASP point i've spent AR access, really only considering it now for my NC one cause the vanquisher with disrupter ammo makes a great mid-long range powerhouse, and combined with the piston for that CQC knock down... And finally AV grenade access, If my math is correct, 5 tank mines and 4 AV grenades is enough for a solo engineer to take down a fully shielded bus solo. if not the archer should easily knock it down... but also i dont like running grenade bando on my heavy because the TR LMGs are much less juicy IMO than the other factions and i find myself doing horribly when i run it (coincidentally ive spent 100 certs on my NC HA [just the gauss saw comp] and im getting KDRs of 2-3x my highest i've ever gotten as a TR HA.)
Engineer, my favourite class, so much versatility. Before I quit the game way back when; (came back with escalation) I reached A.S.P. and loved the class so much, I legitimately used up all 5 points on my Engineer And let me tell you, the upgrades are hilarious. Shotgun secondaries? LMGs and Assault Rifles? EMP and AV Grenages? It takes the most versatile class in the game, and just ups it to a stupid degree, also AV Grenades are the greatest thing I never new I needed on my Engineer.
Nano repair grenades are so clutch. If an aerial strike is coming in, you've got just enough time to switch into an engineer class or switch to your nano grenade and throw it before you go flying. I've saved so many sunders that way.
im glad all these new guys are starting at the same time I am. Its great to know I just started and theres still people that im already better at. I think it took me a week before I realized engineers drop ammo, accidentally pressed F one day.
While the archer is a good anti-max weapon, remember: it's a LONG RANGE anti-max weapon. Using this to snipe incoming maxes in open bases is the most effective use for it. Go for those headshots, too.
Archer is also useful to have for vehicle driver loadouts. Particularly Harasser, but works with tanking also. If you have ever just barely lost a fight vehicle fight, maybe you needed just a few more rounds to get a kill but your vehicle is destroyed first, you can reclaim you honor at the end with one or two Archer hits. I've gotten a ton of kills (nobody got out of the vehicle in time) this way. They think they won the fight, you jump out just before being blown up, fire off a round or two, and finish the job :)
A couple of extra tips about the repair tool: It can also deconstruct C4, if you're worried that it might get detontated after the enemy placed it but died before using it (say by that enemy getting revived, or a lucky grenade setting it off). Also, resupplying at a terminal will reset the tool's heat gauge- this can help a lot when trying to save a sunderer that's under attack. (Also, you repeated the AI MANA turret's description with the Hardlight Barrier, and wrote the lifespan of ammo packs in seconds instead of minutes. Whoops!)
I find myself playing the engineer a lot during my outfit ops, mostly because of those Shields. I have a loadout that brings 2 deployable shields. Slap those down on the doors and it can really hamper the enemy attempt for get in a building or onto a cap point . Also placing them right on the door can turn them into handy grenade catchers; I've seen more then one TR or NC trooper kill his buddies by bouncing a Frag off of my shield. One can often maneuver themselves into a position to keep repairs going on the shields should they need it.
I have been practicing with the shields lately to place them effectively in doorways too, can make for an amazing ways to stagger a charging force! Definitely worth investing into!
I run a maxed out mine Engineer, and let me tell you, there's been times where I have placed a mine, forgotten about it, and 10 minutes later I get a kill with it. Nothing can beat that experience!
Of course you then try your hardest to remember where the hell you placed that mine and wonder how the hell somebody managed to run over that spot when the front line has moved half a continent past it already
@@jukahri More the latter, as I can somewhat remember where I put the mines. But it's surprising where you can find people despite the front lines being in a whole other place.
I know this is a year old - VX6-7 is more like the GD7F IMHO. I use that over Serpent on VS. Lynx is the right choice on TR. (NC is my main) I like stickies in some cases but your normal bouncy grenades are usually better. Bouncing them off door frames and windows are very effective. Stickies are great in high density situations where you can stick one to an enemy's forehead though...especially in a Biolab defense when they run back into the smaller outpost spawn rooms/teleporter rooms, and kill everyone inside it for you. I also prefer AR Access for ASP Battle Engineer. the LMG synergy with HA is mostly because of their overshield. Assault Rifles are the best guns in the game - smaller mags, but more precise and better rof/bloom/recoil damage models. ASP Points in AR Access, Shotgun Secondary, NS-11A, any Shotgun - Piston or a PA is great. Suit: ASC. Implants: Survivalist, Infravision or Bionics. Spitfire and anything really works in the utility slot - backup shield, baby gate, whatever. Bionics can be a gamble, but right now everyone is rocking pumpkin nades...Ive seen one single EMP in the last two weeks. (Its the Halloween event rn) C4 is alright but honestly Ive never used it on Engineer - if I need to C4 something I go LA. ASC and Survivalist is so good on Engineer the other implant doesnt really matter. ARs also have good synergy with Survivalist and ASC - you can duck off, reload and your shield is back. So many times, people have rushed me thinking I'm hiding for a long shield recharge...but its mostly back or all the way back, and they die because theirs did not recharge as quickly - and I popped back out knowing they were rushing. This combo is so good Im surprised I dont see it more often.
The easiest way to screw this class is up is just not putting ammo packs down. Press F often. Max out ammo packs as fast as possible so you can have two, you will make more certs in a fight than anybody. As he said in the video, its a cert printer. Also, get in the habit of chucking packs out specifically for Infils so they can get detection up in a fight as fast as possible. SUPER important in small fights, can't stress it enough. Having a recon field up really helps you control a fight, any Infil worth a shit already understands this. Demand darts/recon in prox chat if an Infil isn't supplying them. Passive aggressively throw packs at their face until they comply :)
Giving ammo to enemies isn't embarassing. It's a flex in saying "I ran out of ammo, and that is why you killed me." Hard Light Barrier Tip: The hardlight at the door is not cover...it's a temporary stop. Don't be near it unless you like to give C4 users free certs. Place barriers further behind in doors and next to current cover to trap grenades and give more cover in a room. If you see a router without a barrier and you can place one near it...do it. Mana Turret tips: Line of sight--if you can see it, they can see you from there. Don't be straight infront of a door, but at an angle where you can deny that door. Basically, you want to cover the room/chokepoint, not the map in a manner that makes it tough for people to peak. Your job on a turret is to deny and receive. Deny passage while receiving that decimator. If you have a small angle, and pay attention to the minimap and spam your Q-Spot, your turret is going to give you mininum of 10 seconds of constant prefire. If you have a means to elevate, do it. Can range from a small box to a tall console--if the roof allows you. This is meant for indoor placements. All your friends' heads are at one level, yours isn't, meaning that the enemy has to move their mouse up to peak you--which most will not expect. With conjuction of a sightline covering the entrance to the room you are in, you can nail a few. Yes get off your turret. If you have a light assault--or anyclass--rushing you up a stairs or anywhere, you want to get off before they get to you. Do not think you'll gun them down before then. If you manage to jump off fast enough, you can deny them before they notice you're not there. I don't have robotic's technician, so I can't camp my turret in these small cases. Finally: when in say a triple stack stairway, put your reservelight on the left and your turret on the right. This gives people less chance to get a beat on you as they run around to the stairs as you've minimized your sight on that corner. By the time they notice you, it's too late, and when they wise up to try to peak you, hopefully you have a buddy behind that barrier to pop up and counter peak them. There are many locations where this setup works (and there are many more others,) but it ultimately goes with your line of sight.
Engi 4 lyfe!!! I invested all my ASP so far on engineers one of the best QoL in recent years is the change to the turrets, from limited to cooldown change, meaning no more going back on terminals just to restock on them jockey + robo. tec. = is just damn! PS2 just made me love the engi more when jockey implant came out to combo with robo. tech.
Coming back and watching through this, Taking the new NSOs into consideration, you could make a "Survivalist" Loadout with an NSO Engineer. Since they have the nanite repair suit slot, you could make a super late game build around this. since you have good shield regen, you could replace your kits for C4 if you really wanted to, adding more anti max capabilities. Not saying its meta or anything, but it could be worth trying out.
So Engineer main here! What I like to do on my - ASP Engineer is to grab my BIG LMG, and my pump action shotgun and lead my squad with a CHARGE! Works 100% if you are the leader. You don't need to be heavy to do that. When it comes Squad Play I use two shields, Flak Armor, Bionics and Ocular Shield, Sticky grenade, LMG, Pumpy works out well 9/10 times XD Having that much utility means I for the most part survive all big fights and always guard my squads back!
I recently made a engineer main TR account for infantry and I'm killing better then I was playing heavy. The tools engineers have is vast and they have thr best ASP skills in the game. An assault rifle main and shotgun secondary tyvm. Archer main hand and shotgun secondary tyvm. My engineer play style is about baiting and tricks. I sometimes use tracers to know when a group of people or a person is coming and then I lay my turret at the door they're coming to before they get to it. I keep myself in a defensive position always and play as a control class. Heavies think they can rocket launcher me or 1v1 me but truth is groups of people heavies or not struggle against well timed turret placements. Switching kit styles is a key also. So at times it's best to lock certain terminals if it means you can interchange fast. This means lay mines switch to medkits etc. Change a Assualt rifle for Archer.
I'm using for infantry fights - underbarrel smoke and crossbow with explosive rounds. I can constantly smoke choke or capture points and use the crossbow for MAXes, vehicles and infils (I have flashlight there). Spitfire, robotics implant etc. I like your builds as well, should try them :)
So just before I forget when I get into this video I wanted to note that Engineer is a beast with Cybernetics and Optical Shield implants. (I forget if the name is Cybernetics. It's the one that makes health shields) Basically you have the fastest shield recharge as Engineer and with Optical Shield you don't die to EMP's, having a resistance to flashbangs, concussions, and EMP nades. This means you have maximum survivability, and is a great pairing if you have a beeper and a revive grenade. If you think you'll die, you use the nade before that, optimally around your beeper so you survive the revive, meaning you can be one hard to kill son of a gun.
Flak armor and Nanoweave does not stack with Robotics Technician It acts the same as Heavy Assault's Resist shield in the same way it doesn't stack with either armor. Robotics Tech acts as both Flak and Nanoweave so as long as you are in your turret you do not need armor in your suit slot. Take grenade bandolier or demolition pouch instead for Max crashes
hey, serious tip. do you want to use the deployable turret AND hit targets from far away? don't hold it down, click it rapid fire, each shot is damn near centered
Cami, you left the AV turret text up for the Hardlight Barrier. I'm sure a lot of folks already mentioned this, but in case they didn't Cheers, mate! Love your vids! Edit: Engineer + Crossbow with sensor darts = all of the detection medals you could *ever* want
If I’m defending a biolab I run the Guardian load out with Gauss S+grenade launcher and fire towards the satellite spawn. If I’m attacking a biolab spawning from the satellite spawn I swap for smoke and heat optic beforehand so defenders can’t shoot from their spawn. I almost feel bad... almost
Just so you know, at 6:01 your text description for the hardlight barrier is the text description for the AV mana turret. Also at 7:18 the ammo pack lifespan says seconds instead of minutes. And at 19:30 you have grenade bandolier listed for the suit slot instead of flak armour...
Thanks mate, I must have forgotten to update those in the editing process. When going through that many graphics in one sitting, it can be difficult to keep on top of that. Sorry about that.
Good review. I was not aware ammo boxes do supply the enemy. Do you have weapon reviews on best smgs, rifles, etc for each class by faction? Been awhile since I've played PS2.
muhammad khan 3 weeks ago I am a Vanu. I am truly impressed by this idea. There hardly such idea in NC or TR. BROTHER YOUR KNOWLEDGE IS GREAT how about you fight for Vanu. Nc always kills other in the name of freedom, where in reality Vanu are the one who are most freeist. We want to learn more, and get to higher level. Will you join us Vanus. This comment was to have fun 😜
Whatever you do, don't get the Archer - with the upcoming removal of the MAX Pressure event the use for the Archer will decrease even more. It can slightly annoy vehicles and does barely anything against infantry.
Respectfully disagree there mate, it is an excellent MAX deterant and the removal of the MAX event doesn't mean MAXs are no longer common. They still are, especially in bio labs.
how can you play so beautifully with bad connection quality, does the game experience depends solely on the rig or the fps what is it, it get 130 ms to Europe and i cannot get my KD above 1.5 whats your suggestion shall i change my rig.
If you're in a tank, give the NSX Tanto a try. The ability to jump out of your tank and immediately start drilling that C4 fairy with headshots is invaluable and no other gun can do that. With a massive Tanto buff on the way, there has never been a better time to pretend you're playing counterstrike
1. How the hell are u carrying around an lmg as engi? 2. Im looking for an engi tank/bunker build where im using spitfire and with reserve shield barrier or something si.ilar to bunker down a location for a good old infantry farm. Any help?
I can only answer your first question, you can carry an LMG by using the A.S.P Skill system. (there are a lot more skills to obtain, like having assault rifles or shotgun secondaries,.....) but it's very expensive 10.000 certs for the first skill. (There are also some downsights, like reset to lv 1 and not gaining any certs until you reach a certain level again.) I hope this helps a little. :3
A bit surprised you mention the Archer here but not the other great option for the engineer :) Tip: Get the Faction specific Battle Rifle and equip an Grenade launcher. It'll provide long range and counter-sniper fire, as well as anti vehicle ability. In combination with an ammo pack at your feet, you'll become an one man artillery position ^_^
Planetside 2 is on the brink of having it's biggest update in years... You are a returning or new player to the game, and you want to know more about the Engineer. You have come to the right place.
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Amazing video with so much detail
what was that Dome shield i keep seeing in the gameplay footage?
CAMIKAZE78 do u have an idea when the update will come out?
@@lc5957 its an NS operative MAX ability (for subscription members who play NSO faction)
i havent played this in years but i cant wait to start one day again
"what made you play engineer?"
In mr.krabs voice: "money"
A WHOLE lotta money!!
AND the fact that I can spam that Promise supression.
*Laughs in playing as medic in a spawn beacon in a lab*
Do you get Money when enemys Pick Up your ammo
Nope
my experience repairign MAX's
MAX: CHARGE!!!!!
engie: STOP YOU WALKING GARBAGE CAN!!! IM NOT DONE REPAIRING YOU
as an engi main.. this is so true lol
I always tell them that if they don't stop and let me repair them, I'll weld their helmets on backwards.
...I'm not sure how many would be able to tell the difference.
@@TheRogueWolf lol mind if I use that line?
To be fair, I don't might it as much! Unless the MAX is walking dick first into a wall of enemies, that it.
@@phi_meson Not true, I wiped out TR --3 one 1 of just me and engie yesterday....
More tips:
- Engineers can leverage their infinite ammo to spam any weapon with normally low reserves. Underbarrel attachments, crossbow, pilot, autoshotgun...
- If your Spitfire is hacked by an infiltrator, you can destroy it by placing a new Spitfire
- MAXes trigger anti-tank mines
- Terminals and turrets hacked by the enemy can simply be destroyed and repaired to regain access to them (if there aren't any friendly infiltrators around).
- Spitfires(!), AT mines, AP mines, and C4 do not despawn when you resupply or change loadouts, unless the new loadout has reduced capacity (eg: unequipping mine carrier)
- Hardlight barriers placed around a Router Pad make it substantially harder to kill
- Hardlight barriers placed in doorways force enemies to jump over them while entering, which means they have abysmal cone of fire and are thus easier to kill
- AI MANA turrets and hardlight barriers are particularly effective at the top of staircases
- AI MANA turrets are actually NOT fast-firing. They fire almost as slow as a Gauss SAW
- When repairing a deployed Sunderer that is under attack, you can resupply from its terminal to instantly cool your repair tool (among other things)
- Robotics Technician combined with Firewall make deployables fairly tanky. Killing that Spitfire now takes concerted effort
- Fortify is another implant that can boost a shield-focused engineer
- Engineer is probably the easiest class to proc Phylactery, thanks to the constant XP from ammo packs. Meta? No. But it can be fun
I think C4 does despawn. At least, I've never had any luck trying to detonate it after sticking it to a tank but dying.
@@cleansweepgaming2564 It does not, Ik that bc of launching vechicles in the air on VR
VR may have different rules, but I'll have to test it outside of VR, you may be right.
C4 despawns on redeploy so if someone can detonate it/them you can still make big boom
Another good one: If your harasser or flash (maybe sundy, not sure) is stuck try spamming the ammo pack under the wheel, sometimes you can jostle it free. If that doesn't work the physics from tank mines have more omph. Just be mindful of what vehicle it is, the vehicle's HP and how many mines you use, likewise if it has mine guard that can reduce that amount of damage it takes significantly.
8:50 We used to stick the grenades on one of our Heavy Assault then tell him to rush in the ennemy lines. Believe it or not, we managed to push back VS thanks to that... Strategy?
Strategy? Yes! Questionable? Also... yes...
Sounds like an advanced NC tactic
We used to stick em on ambusher LAs lol.
Back when C4 stuck to players we would throw one on a friendly infil and have him rush a crowded point to cause some chaos, he would pick a few off and eventually someone would shoot at him and hit the c4 or he would die and we manually detonate in the thick of them
@@IIPlayer15II yes that too lmao a lot of my old group's strats involved sacrifice. Kamikaze flashes led us to try kamikaze everything
If you are running an S carbine with a smoke launcher and thermal sight take a flash suppressor as well, muzzle flashes are still pretty visible through smoke.
Another really good tip mate! Thanks for adding to the knowledge base here :)
sirgaz wasn’t there an edit in the ini file that took away all smokes?
@@ivan40072 Don't know, if there was it probably got fixed. I can't see the devs letting something like that pass.
TR Heavy Assault: * picks up Vanu Ammo pack *
TR Engineer: Haha. Pretty sure that's not gonna work buddy.
TR Heavy: * Jams alien tech derived battery into the magazine slot of his LMG and proceeds to fire regular bullets * You were saying?
TR Engineer: Uhhhhh.....Nanites?
This somehow blew my mind. I never thought about it like that before
Nano machines, son.
Key tip: when you take a base, place an ammo pack at the loadout terminal and everyone who goes to change their loadout will resupply and give you all the XP
This is actually super smart, thanks for the tip.
It used to work at warpgate as well. A pack between spawn and the vehicle terminals every 6-7 minutes while trying to figure out weapons, etc.
I just destroy the terminal and place my ammo pack there.
Recently I literally ran out of all my ammo as an LA taking a base. No engis in sight and my sundy was down.
I got to the terminal, changed to engi, and placed a pack. I got at least 3-5 xp ticks just from that.
@@tomonori8935 that sounds... super unhelpful to your own faction XD
21:30 in fine NC fashion, Cami has shot at least one bullet to every single NC soldier around the base as they advance with the new Sunderer .. other than that, a super comprehensive and thorough guide to one of my fav classes. [I think it's even the one I have more playing time with .. ]
Had to get my friendly damage quota up for the day somehow ;) But thank you for the kind feedback mate! I really appreciate it, and glad you enjoyed the video!
Who else are we supposed to shoot? The enemy?
11:20 - "try to deploy your ammo in a location where ammo packs are not already present"
9:53 - *drops 3rd ammo pack*
Great vid tho. Had no idea you could upgrade the ammo pack.
15:52 Running Logistics Specialist... In a Lightning... While not in a squad...
Quick Addition: Afaik ammo packs override each other by rank, so only with the highest rank you can make sure you get XP/certs if there are other packs lying around.
I... did not know that! Thanks for the info mate, the more you know the better!
@@CAMIKAZE78 That fact is why i prio maxy rank ammo pack on alts if a make a new one ;)
All 'auras' in the game work the same. Medic shield regen bubble, sundy vehicle repair etc. If it can rank up, do so. The effect is better and you print certs, win win.
I love engineer, so much that after 7 years I play it exclusively. I have so many loadouts, and I feel like every implant can be used to great effect on the engineer class. And if you are willing to ASP your engineer and commit all five upgrades to it you have access to EVERY weapon in the game (except sniper rifles). I LOVE ENGINEER! Thank you for this video, now go resupply some Planetmans!
To hear the kind words coming from a primary Engineer player means a lot mate, thanks a bunch!
+1
As a ps2 vet, I did s lot of sundy busting with what I called pizza delivery. This involves tank mines and sticky grenades. Equip mine carrier to hold 5 tank mines. You get to an enemy sundry, throw all your mines under it then throw the sticky on the sundy next to the mines and run away.
My outfit used to do that a lot as well, and is something I forgot to mention in the video! Thanks for bringing it up here mate :)
Ahh, makes me remember my good old days as the sundi buster before the sundie deploy-shield was a thing.
try the strip mining method, if a group of enamies are stuck at a door place a tank mine > sticky grenade it > proceed to walking into the enamies throwing tank mines as you go, they'll all go up at once and it leave a big dent in a hold
You can upgrade the ammo pack?! I had no idea. It's like I was struggling with the ANT to find cortium and an outfit mate said to upgrade the cortium radar, so I upgraded the scout radar . . . turns out there are passive upgrades, I had no idea about. I need to spend 15 minutes flicking through all the classes and vehicles looking for stuff like this.
It is all extremely hidden at times but there are some good things you can find in these little spots, and the Ammo Pack is something I have forgotten to upgrade up until recently too. The extra versatility that comes from an extra pack is rather incredible.
If memory serves me right, only the Engineer, Medic and Infiltrator have such hidden ''passive'' upgrades. Not sure about vehicles though.
Also, maxing out ammo packs for the Engineer is something I'd say should be the first and foremost priority when playing/certing out the engineer. It's just amazing.
My favourite class. I love the it's controlling nature. I had defences, where I managed to kill incoming sunderers with AV mines, surprise enemy infiltrators with AI mines, distract and ambush enemies by using spitfire turret as a decoy, used motion sensor darts to compensate for the lack of a friendly infiltrator... as an engineer I feel that I have a very broad presence on the battlefield. Very nice feeling.
a few extras for engineer players:
Due to engineers infinite ammo they are the best for underbarrel grenade spamming, and due to weird damage types even an underbarrel grenade that does not explode will deal massive dammage to MAXes on direct hits
Archer is not just good against maxes! certain deployables have a vunerabilaty to archer too, i sugest looking at the tabel on the wiki to see exactly what.
Consider dropping your anti tank mines about 1 or 2 bases behind the enemy frontline, in front of the vehicle pad, most people will pull vehicles from the redeploy menu and will not see the mines.
Aircrafts will trigger anti tank mines too, while it's rare to get kills on aircraft, pilots that are good enough (or use A2G) to have to resupply, often have a bounty.
Some vehicle bridges stick out of the ground slightly, and conect to the ground with a small ramp the size of about one anti tank mine, use these to hide your mines, there feel most common on indar.
Imma be honest with you as an engie main there are 3 things that will happen to you that will leave you with ingame ptsd
1: repairing maxes in a charge while trying not to get clapped by everyone INCLUDING your teammates
2: turning the entire room into a choke point with a mana turret
3: trying not to get squashed in between 5 vanguards 3 sunderers 1 flash and 2 harassers...
Perhaps a few lightning
Bonus: theres also the times where you are alone in which you will feel true horror of that one infiltrator constantly watching you from behind
Wow, that mana turret loadout is crazy! Explains why they are so hard to kill these days. I used to be able to headshot an engi off his turret easy. These days not even an anti-armour headshot can kill them! :O
It was something I hadn't really explored a lot until I tried it... and now it's one of the cheesiest, and most favourite playstyles in my arsenal.
yeah for real. I was literally just playing engineer at a biolab fight on Indar and I was using jockey + Robotics Technician with flak armor and my AI mana turret, and pretty much the only time I died was when c4 was used on me. Very strong combination. Very good for holding chokepoints.
Hmm... Do they still fall if a harder hitting weapon like the Railjack gets used on them? I'm a passive camper sort of guy but still go back to the default if they're flooding in though
Worth trying I think
Another loadout; "armor crewmen" is good for vehicles weather you're driver or gunner.
- primary: Archer (for when you are forced to dismount and need to finish/fend off enemy armor)
- secondary: T4amp/Emissary (any close range high dps PDW side arm is good for quickly taking out infantry that's too close for your tank to touch)
- suit: flak armor (when you're repairing you'll more often than not be taking tons of flak damage so it's a no brainier)
- grenade: repair grenade (duh)
- implants: ammo printer/ whatever else you may fancy (jockey, EOD scanner, safe fall, but ammo printer is a must have)
Thank you so much for this, I am a recently returned player from maybe 2015 and things have changed so much I really needed a refresher on my favorite class.
few things you missed;
Mana turret starts out perfectly accurate, if you burst fire you can snipe or target focus. Its a life saver vs other turrets.
Robotics tech also heals you when maxed so you can use it to top yourself up if you took some damage.
if you place the turret then the barrier you can place them within the no deploy zone they each make as well as you can place them physically inside one another
turret can be accessed through walls and when doing so it had a high chance to put you back where you entered so you can use it to room hop
deadangling with the turrets pretty pog
also you can place a turret ontop of a hardlight barrier to get a boost up and a lot of the walls in the game can be jumped over if you use this, tech plant A point being a common one.
Ammo packs are satan and will cancel your deployables if your not careful always throw them out AFTER the deployment setup
Spitfire turrets can be shot over if you stand on the legs of them however enemies can't return fire at you when you do this
Another weapon thats good with anti max role, Crossbow with explosive rounds, its funny how many maxes I have killed with it.
Interesting... I have never tried that one myself! May need to give it a crack at some point!
@@CAMIKAZE78 I have not done any testing for say but I just know it dam well helps and hell gotten a good few max kills off it after screwing up my rocket, Or well playing a class with not explosives equipped. I personally find if I am pulling out my side arm im basically going to lose anyways.
I run this on all classes that I have an Anti Armor build for. It rocks! I've gotten MAXes, Lightnings, Harassers, Sunderers and a lot of enemy turrets with the Explosive bolt. I second this tip!
One tip for anyone coming across this:
If you were in a point hold and get knocked out and had a wall up, when you're going to push, for the love of Higby, place down a wall anywhere before you do to deny the enemy that cover. Unless their two engies--'cause face it, the room is probably 30 heavies, 20 medics, and a couple engies--are on top of the ball, they're not going to get that back fast enough.
Oh good, you are going to continue this series after all.
Took me a while to get around to it but 100% had the intention to do so mate! Thanks for stopping by!
*sees MAX one shot away from death*
Time to repair
*forgets to switch to repair tool*
Well, I guess that's why I'm in NC.
I didn't know the AV turret followed your crosshair! That's so much more helpful!
One thing I've found a lot of engineers don't think about when they have the time with the hardlight barrier. Don't give your enemy cover to walk into the room with, you can angle it and place it outside of doors in such a way that people coming one way can hide behind it, but for people coming the other way it's just a narrow obstruction.
The beauty of the game is that every class can be played in many, many different ways.
Ever since I ASP’d my engineer, I’ve pretty much been ONLY playing engi. Hell, I didn’t even start auraxing LMGs/Assault Rifles until I unlocked them for engineer since I just don’t enjoy playing heavy assault or medic! I can go for an entire 4-5 hour play session only playing engie because of how diverse it’s kit is.
My current favorite loadout is Bionics + Survivalist implants, ASC suit, Reaper DMR primary with a 3.4x or 4x, and a pump shotgun secondary. 900 shield health that recharges mere moments after being damaged, and is so fast to recharge that in the time it takes me to reload, it’s already back to full. Plus, it lets me bring C4 or mines along without having to rely on medkits or medics. The weapon slots can be changed as needed but I love the DMR (it’s just the gauss saw but better imo) and as a veteran NC player I can’t leave my shotgun behind.
I realize this comment is a year late to this video but I just had to say something about my favorite class in the game :)
Couple my own tips as an engineer vet of Vanu.
1. Hardlight barriers can be as just as useful for you, as your team. They can be used offensively by creating better-covered firing angles by places them slightly out in the open just enough for players to crouch crawl to.
2. Placing a Hardlight barrier directly in a door isn't always the best tactic. Try place them slightly further back to catch grenade spam that usually comes with opposing teams trying to breach into a building.
3. Repair grenades are perfect for repairing well-guarded shield generators. Just a handful of them willfully repair a destroyed generator and require the opposing team to restart the overload process.
4. Utilize your lack of reload/ammo of your turret to your advantage. Suppression is a very important factor in PS2, and something as simple as keeping a snipers head down why your team pushes up can accomplish a lot more than just focusing on kill shots.
5. Set your turret up but don't sit on it. The more your on and off and using it as needed, the fewer chances you get head shotted from snipers pre-sighted for you.
5:25 I may be late, but it's worth noting that the NC's Phoenix rocket launcher OHKO's the MANA turrets, including whoever may be operating them.
The Phoenix does NOT one-hit kill the Spitfire, but iirc deals like 75% of its health to it.
I love playing as an engie as well. There's a certain thrill that I enjoy supporting a MAX charge.
9:42 what medic-dreams are made of
I started as a sniper and now I love the engineer! Just did not know what weapons to buy ...the grenadier sounds awesome. This video helps a lot. Keep it coming.
Oh my god i know to well how it feels to press f when in combat and remembering you aint a heavy but an engi
You missed the note about the nanite repair grenade, in that it can seriously fail to adhere to game physics (or lack of) and destroy the vehicle you throw it at. Usually by causing it to sumersult into the air reperatedly.
Glorious fun to be had ..
For what it's worth, there are certain situations where I'll play a medic while in a vehicle. This is especially true for when I fly a Valk, since I usually have a gunner engineer who can switch to the rumble seats to repair. The medic provides passive healing to allies in and around your vehicle, so it's a nice way to support and keep people in rumble seats alive longer.
Something i havent seen mentioned yet. The spiker pistol for the vanu has a secondary function that will damage any vehicle (not extremely effective) but also switches to a 2 rd burst so you can fight infantry too. A nice in between to running the crossbow explosive
I use it, and honestly the time it takes to switch and use the AV bullets makes running away better most times.
Could just be me sucking though
If not mentioned already, using ammo packs, a engineer can infinity spam crossbow sensor bolts for even more cert gain. Throwing your ammo packs while giving enemy locations is excellent certs and support for your team.
I almost exclusively play Engi, and this was a massive help to improve my game. Thank you for making this
Engineers are also the second most dangerous class to ground vehicles after Light Assaults. While they lack jumpjets to approach as easily as LAs, engineers can deploy far more anti-vehicle explosives than the average planetman. Tank mines are far more effective against ground vehicles than C4 as long as they can be triggered. Any deployed sunderer not running mineguard or deploy shield can be vaporized by 3 tank mines (cheaper to acquire than a second brick of C4, with a suit slot option to carry even more) triggered by gunfire or sticky grenade. Tank mines also do not deactivate upon respawn like C4 does, they will persist for 45 minutes until overridden, deconstructed, destroyed, or triggered.
Great video man! You have improved so much over the years. Now IMO you are at the top tier of PS2 UA-camrs, dare I say "the best".
That is very kind of you to say mate! We all offer our own individiul styles and thoughts, but it is humbling to hear that :)
I love playing Engineer, the only difficulty is that there is so, so much to cert out to flesh out every role, especially when you are also running it with support vehicles(which is a great idea, a sunderer or a scout radar vehicle in the hot zone are huge cert farms). But it's also straightforward to get started - upgrade the repair tool(faster rate, more certs), upgrade the ammobox(longer range, more certs), and then start diversifying.
The AI turret does take some battlefield awareness and playing ahead of the situation to really make the most of, since the deploy takes a while and in many scenarios it's too exposed laterally and you end up being knifed by a stalker infil or blasted by a jumpjetter. The hardlight barriers can definitely help limit surprise attacks, but having some backup and radar support rank higher, and those can be harder to come by when your faction is leaderless and struggling.
The Spitfire in contrast is a more of a deploy-and-forget aid. It disappears in an instant if it gets focused, but it's a great deterrence for C4 fairies when you're sitting in a radar vehicle, as an alarm right by a deployed sunderer, finding people sneaking around the base, and basically for anyone who is trying to generate ambush 1v1s instead of coordinated pushes.
Hardlights are easy to underestimate since their function is so simple, but the way to think about them is that they will limit certain kinds of options: if they're in a doorframe, you have to jump over, and if you have to jump over, you can't sneak through or push with confidence. If you set them back a little bit from a killbox, they make more grenades fall short, increasing survivability. And of course they directly supplement defense of turrets, routers, etc. It's an incremental improvement in your position, vs. a way to deliver knock-out blows.
I pretty much always run my Engineer with the Hunter crossbow, because the bolt variations let you add even more utility, and an infinite amount of it once you put down an ammobox. The explosive bolts are a little bit less useful than smoke or radar since the damage is small, but it can endanger A2G pilots that get too close, and you can run them instead of the Archer as a soft MAX counter. Smoke you can deploy forward to support a push, deter distant armor, or make an escape(smoke + tank mines = an occasional trade scraped out of a lost vehicle and overconfident opponent; smoke when an infiltrator is pursuing = you can get the jump on them). And radar is another great little cert farm when you're on the ground and already doing ammobox and MAX repairs - just spam them around occasionally and you'll be doing the job of a scout infil on top of everything else.
Another downside is that if your loadout is full of consumables it can be pretty nanite-heavy, and so I'm often making the call to use my "nanite light" engy so that I still have some savings to pull a vehicle or MAX.
I honestly miss the old shields that were different by faction, where NC had the wider shield but less head defense, TR had a turret shield that protected around the head better but not as wide around the sides, and VS had a balance between the two. I honestly thought it was cool to have those unique turrets and hope someday they bring back unique turret deployables per faction.
A bit late to the party - but for the spitfire turret: it might be tempting to put it somewhere high for a lot of lines it can shoot from, but this tends to also get it killed quickly. If you place it behind some chest height cover it can usually do a bit more damage before getting destroyed.
You can use this behavior to your advantage in those stalemate shootouts where two sides are firing at each other from cover - if you can place your spitfire behind some boxes or a hard light barrier, it will provide some suppressive fire downrange while you keep your repair tool out to repair it and any friendly maxes that just duck back into cover.
Also if you have the jockey and robotics technician implants, you can turn your AI Mana Turret into an absolute beast, capable of even suppressing snipers trying to aim for your head.
How do you get the Robotics Technician implant? I can't find it anywhere
Engineer here, have definitely pressed F to pay respects at my own immediate and embarrassing death. I blame all the time as a heavy just like you said.
When im doing AI madness from vehicles (which i need to better cert into) I absolutely adore having assassin 5, it will automatically queue any target you damage. yes that part works in vehicles, but it also works with your grenades and spitfire. So before i got better implants for my Point hold engineer, i would drop my spitfire and it would auto queue people sneaking behind us on point which is still a very helpful thing. Its also really great for ground strike ESFs or the spur on the lib cause the queue marks show up through smoke or the cockpit of the lib when they try to run away.
I'm just getting back into NC
Engineer is an insanely underused powerhouse class. especially with the ASP abilities for it. Honestly if it weren't for the thumper on TR i would've dumped 4 ASP points into my point hold engineer and i probably will dump 4 in on my NC when i get there
LMG access is absolutely disgusting, especially with survivalist and bionics, and maxed shield capacitor. combine that with a shield bubble medic and you can out tank HAs more times than not.
Shotgun secondary, a lot of people dont like, but baron with slugs and the archer, or if you're lucky the shortbow (Archer but faster shooting and reloading at snacrifice of long range) or even the auto shotties for point clearing or panic spraying in those CQC moments when your 200 round mag on your LMG finally runs out at the last 3 seconds of a point capture. Honestly, was the best ASP point i've spent
AR access, really only considering it now for my NC one cause the vanquisher with disrupter ammo makes a great mid-long range powerhouse, and combined with the piston for that CQC knock down...
And finally AV grenade access, If my math is correct, 5 tank mines and 4 AV grenades is enough for a solo engineer to take down a fully shielded bus solo. if not the archer should easily knock it down... but also i dont like running grenade bando on my heavy because the TR LMGs are much less juicy IMO than the other factions and i find myself doing horribly when i run it (coincidentally ive spent 100 certs on my NC HA [just the gauss saw comp] and im getting KDRs of 2-3x my highest i've ever gotten as a TR HA.)
Engineer, my favourite class, so much versatility.
Before I quit the game way back when;
(came back with escalation)
I reached A.S.P. and loved the class so much, I legitimately used up all 5 points on my Engineer
And let me tell you, the upgrades are hilarious.
Shotgun secondaries?
LMGs and Assault Rifles?
EMP and AV Grenages?
It takes the most versatile class in the game, and just ups it to a stupid degree, also AV Grenades are the greatest thing I never new I needed on my Engineer.
Nano repair grenades are so clutch. If an aerial strike is coming in, you've got just enough time to switch into an engineer class or switch to your nano grenade and throw it before you go flying. I've saved so many sunders that way.
Great video, keep up the good work! Hope we get a wave of new or returning players with the Escalation update
@@wlad8002 I guess I missed it, editing comment
5:00 lol
Thought you’d enjoy that mate ;)
im glad all these new guys are starting at the same time I am. Its great to know I just started and theres still people that im already better at.
I think it took me a week before I realized engineers drop ammo, accidentally pressed F one day.
Great class guide!
Thanks for creating it. I love playing engineer and I am going to try out your grenadier loadout.
While the archer is a good anti-max weapon, remember: it's a LONG RANGE anti-max weapon. Using this to snipe incoming maxes in open bases is the most effective use for it.
Go for those headshots, too.
Archer is also useful to have for vehicle driver loadouts. Particularly Harasser, but works with tanking also. If you have ever just barely lost a fight vehicle fight, maybe you needed just a few more rounds to get a kill but your vehicle is destroyed first, you can reclaim you honor at the end with one or two Archer hits. I've gotten a ton of kills (nobody got out of the vehicle in time) this way. They think they won the fight, you jump out just before being blown up, fire off a round or two, and finish the job :)
It's also good against aircrafts.
@@beastwarsFTW and you can leech sunderer kill assists with lol
A couple of extra tips about the repair tool: It can also deconstruct C4, if you're worried that it might get detontated after the enemy placed it but died before using it (say by that enemy getting revived, or a lucky grenade setting it off). Also, resupplying at a terminal will reset the tool's heat gauge- this can help a lot when trying to save a sunderer that's under attack.
(Also, you repeated the AI MANA turret's description with the Hardlight Barrier, and wrote the lifespan of ammo packs in seconds instead of minutes. Whoops!)
I find myself playing the engineer a lot during my outfit ops, mostly because of those Shields. I have a loadout that brings 2 deployable shields.
Slap those down on the doors and it can really hamper the enemy attempt for get in a building or onto a cap point . Also placing them right on the door can turn them into handy grenade catchers; I've seen more then one TR or NC trooper kill his buddies by bouncing a Frag off of my shield.
One can often maneuver themselves into a position to keep repairs going on the shields should they need it.
I have been practicing with the shields lately to place them effectively in doorways too, can make for an amazing ways to stagger a charging force! Definitely worth investing into!
I run a maxed out mine Engineer, and let me tell you, there's been times where I have placed a mine, forgotten about it, and 10 minutes later I get a kill with it. Nothing can beat that experience!
Of course you then try your hardest to remember where the hell you placed that mine and wonder how the hell somebody managed to run over that spot when the front line has moved half a continent past it already
@@jukahri More the latter, as I can somewhat remember where I put the mines. But it's surprising where you can find people despite the front lines being in a whole other place.
I know this is a year old -
VX6-7 is more like the GD7F IMHO. I use that over Serpent on VS. Lynx is the right choice on TR. (NC is my main)
I like stickies in some cases but your normal bouncy grenades are usually better. Bouncing them off door frames and windows are very effective. Stickies are great in high density situations where you can stick one to an enemy's forehead though...especially in a Biolab defense when they run back into the smaller outpost spawn rooms/teleporter rooms, and kill everyone inside it for you.
I also prefer AR Access for ASP Battle Engineer. the LMG synergy with HA is mostly because of their overshield. Assault Rifles are the best guns in the game - smaller mags, but more precise and better rof/bloom/recoil damage models. ASP Points in AR Access, Shotgun Secondary, NS-11A, any Shotgun - Piston or a PA is great. Suit: ASC. Implants: Survivalist, Infravision or Bionics. Spitfire and anything really works in the utility slot - backup shield, baby gate, whatever. Bionics can be a gamble, but right now everyone is rocking pumpkin nades...Ive seen one single EMP in the last two weeks. (Its the Halloween event rn) C4 is alright but honestly Ive never used it on Engineer - if I need to C4 something I go LA. ASC and Survivalist is so good on Engineer the other implant doesnt really matter.
ARs also have good synergy with Survivalist and ASC - you can duck off, reload and your shield is back. So many times, people have rushed me thinking I'm hiding for a long shield recharge...but its mostly back or all the way back, and they die because theirs did not recharge as quickly - and I popped back out knowing they were rushing. This combo is so good Im surprised I dont see it more often.
The easiest way to screw this class is up is just not putting ammo packs down. Press F often. Max out ammo packs as fast as possible so you can have two, you will make more certs in a fight than anybody. As he said in the video, its a cert printer. Also, get in the habit of chucking packs out specifically for Infils so they can get detection up in a fight as fast as possible. SUPER important in small fights, can't stress it enough. Having a recon field up really helps you control a fight, any Infil worth a shit already understands this. Demand darts/recon in prox chat if an Infil isn't supplying them. Passive aggressively throw packs at their face until they comply :)
Giving ammo to enemies isn't embarassing. It's a flex in saying "I ran out of ammo, and that is why you killed me."
Hard Light Barrier Tip: The hardlight at the door is not cover...it's a temporary stop. Don't be near it unless you like to give C4 users free certs. Place barriers further behind in doors and next to current cover to trap grenades and give more cover in a room. If you see a router without a barrier and you can place one near it...do it.
Mana Turret tips: Line of sight--if you can see it, they can see you from there. Don't be straight infront of a door, but at an angle where you can deny that door. Basically, you want to cover the room/chokepoint, not the map in a manner that makes it tough for people to peak. Your job on a turret is to deny and receive. Deny passage while receiving that decimator. If you have a small angle, and pay attention to the minimap and spam your Q-Spot, your turret is going to give you mininum of 10 seconds of constant prefire.
If you have a means to elevate, do it. Can range from a small box to a tall console--if the roof allows you. This is meant for indoor placements. All your friends' heads are at one level, yours isn't, meaning that the enemy has to move their mouse up to peak you--which most will not expect. With conjuction of a sightline covering the entrance to the room you are in, you can nail a few.
Yes get off your turret. If you have a light assault--or anyclass--rushing you up a stairs or anywhere, you want to get off before they get to you. Do not think you'll gun them down before then. If you manage to jump off fast enough, you can deny them before they notice you're not there. I don't have robotic's technician, so I can't camp my turret in these small cases.
Finally: when in say a triple stack stairway, put your reservelight on the left and your turret on the right. This gives people less chance to get a beat on you as they run around to the stairs as you've minimized your sight on that corner. By the time they notice you, it's too late, and when they wise up to try to peak you, hopefully you have a buddy behind that barrier to pop up and counter peak them. There are many locations where this setup works (and there are many more others,) but it ultimately goes with your line of sight.
Engi 4 lyfe!!! I invested all my ASP so far on engineers
one of the best QoL in recent years is the change to the turrets, from limited to cooldown change, meaning no more going back on terminals just to restock on them
jockey + robo. tec. = is just damn! PS2 just made me love the engi more when jockey implant came out to combo with robo. tech.
To all asp players, I'd recommend getting lmg and shotty secondary. It turns your engie into a scary assault/defense powerhouse
Coming back and watching through this, Taking the new NSOs into consideration, you could make a "Survivalist" Loadout with an NSO Engineer. Since they have the nanite repair suit slot, you could make a super late game build around this. since you have good shield regen, you could replace your kits for C4 if you really wanted to, adding more anti max capabilities. Not saying its meta or anything, but it could be worth trying out.
So Engineer main here!
What I like to do on my - ASP Engineer is to grab my BIG LMG, and my pump action shotgun and lead my squad with a CHARGE! Works 100% if you are the leader. You don't need to be heavy to do that.
When it comes Squad Play I use two shields, Flak Armor, Bionics and Ocular Shield, Sticky grenade, LMG, Pumpy works out well 9/10 times XD Having that much utility means I for the most part survive all big fights and always guard my squads back!
I recently made a engineer main TR account for infantry and I'm killing better then I was playing heavy. The tools engineers have is vast and they have thr best ASP skills in the game. An assault rifle main and shotgun secondary tyvm. Archer main hand and shotgun secondary tyvm. My engineer play style is about baiting and tricks. I sometimes use tracers to know when a group of people or a person is coming and then I lay my turret at the door they're coming to before they get to it. I keep myself in a defensive position always and play as a control class. Heavies think they can rocket launcher me or 1v1 me but truth is groups of people heavies or not struggle against well timed turret placements. Switching kit styles is a key also. So at times it's best to lock certain terminals if it means you can interchange fast. This means lay mines switch to medkits etc. Change a Assualt rifle for Archer.
6:25 The ammo box slot hasn't changed. having to hit the secondary fire with your turret to place a 2nd ammo box. now that is what was changed.
I'm using for infantry fights - underbarrel smoke and crossbow with explosive rounds. I can constantly smoke choke or capture points and use the crossbow for MAXes, vehicles and infils (I have flashlight there). Spitfire, robotics implant etc.
I like your builds as well, should try them :)
So just before I forget when I get into this video I wanted to note that Engineer is a beast with Cybernetics and Optical Shield implants. (I forget if the name is Cybernetics. It's the one that makes health shields)
Basically you have the fastest shield recharge as Engineer and with Optical Shield you don't die to EMP's, having a resistance to flashbangs, concussions, and EMP nades. This means you have maximum survivability, and is a great pairing if you have a beeper and a revive grenade. If you think you'll die, you use the nade before that, optimally around your beeper so you survive the revive, meaning you can be one hard to kill son of a gun.
nice combo too:
1 ASP token for lmg acces
Fortify + robotics tec
shield barrier + shield barrier + shield Canopy
1 Naginata
Thanks for the vid, I like the engineer + medic, no builds for them yet so this is nice :D
Flak armor and Nanoweave does not stack with Robotics Technician It acts the same as Heavy Assault's Resist shield in the same way it doesn't stack with either armor. Robotics Tech acts as both Flak and Nanoweave so as long as you are in your turret you do not need armor in your suit slot. Take grenade bandolier or demolition pouch instead for Max crashes
Returning back to planet side after a few years away. Back in the vanguard and loving the game again
What gun is he using ~1:00? @CAMIKAZE78
hey, serious tip. do you want to use the deployable turret AND hit targets from far away? don't hold it down, click it rapid fire, each shot is damn near centered
Hey uh so im stuck on training how do i do it?
Cami, you left the AV turret text up for the Hardlight Barrier. I'm sure a lot of folks already mentioned this, but in case they didn't
Cheers, mate! Love your vids!
Edit: Engineer + Crossbow with sensor darts = all of the detection medals you could *ever* want
What force field is this at 8:16? I've never seen this anywhere on the battlefield
now that was some good planetside....great to see some of the support classes getting some love.well done.
If I’m defending a biolab I run the Guardian load out with Gauss S+grenade launcher and fire towards the satellite spawn. If I’m attacking a biolab spawning from the satellite spawn I swap for smoke and heat optic beforehand so defenders can’t shoot from their spawn. I almost feel bad... almost
19:35 Unless this one's outdated, is the NS-66 Punisher viable for this build?
Just so you know, at 6:01 your text description for the hardlight barrier is the text description for the AV mana turret.
Also at 7:18 the ammo pack lifespan says seconds instead of minutes.
And at 19:30 you have grenade bandolier listed for the suit slot instead of flak armour...
Thanks mate, I must have forgotten to update those in the editing process. When going through that many graphics in one sitting, it can be difficult to keep on top of that. Sorry about that.
@@CAMIKAZE78 hey man, it happens. I'm sure it was quite a bit of work to go through all that text.
Cami's word for 2020 = "Pesky".
I am down with this trend XD
Good review. I was not aware ammo boxes do supply the enemy.
Do you have weapon reviews on best smgs, rifles, etc for each class by faction? Been awhile since I've played PS2.
I got the whole group I was in from other games to play planetside2 and this group has over 100 people and they all love planetside2
It took me 10 years to get the joke
MAN A TURRET
Upgrade that ammopack, allies stacked on top of few meter radius is extremely deadly!
Also higher level ammopacks "steal" xp from lower level ones
This video is very helpful. I think I may start playing PS2 soon.
Great video!
Hope you are going to continue this series! ;)
Most certainly mate!
muhammad khan
3 weeks ago
I am a Vanu. I am truly impressed by this idea. There hardly such idea in NC or TR. BROTHER YOUR KNOWLEDGE IS GREAT how about you fight for Vanu. Nc always kills other in the name of freedom, where in reality Vanu are the one who are most freeist. We want to learn more, and get to higher level. Will you join us Vanus.
This comment was to have fun 😜
HOLY SHIT YOU POSTED STUFF ABOUT THIS AGAIN!
MISSED YOUR NC CONTENT MY GUY! I HAD TO WATCH TR DUDES FOR DAYS FOR HELP!
Whatever you do, don't get the Archer - with the upcoming removal of the MAX Pressure event the use for the Archer will decrease even more. It can slightly annoy vehicles and does barely anything against infantry.
Respectfully disagree there mate, it is an excellent MAX deterant and the removal of the MAX event doesn't mean MAXs are no longer common. They still are, especially in bio labs.
Archer is really good at deterring harassers as well. Especially if you have several of them
how can you play so beautifully with bad connection quality, does the game experience depends solely on the rig or the fps what is it, it get 130 ms to Europe and i cannot get my KD above 1.5 whats your suggestion shall i change my rig.
If you're in a tank, give the NSX Tanto a try. The ability to jump out of your tank and immediately start drilling that C4 fairy with headshots is invaluable and no other gun can do that. With a massive Tanto buff on the way, there has never been a better time to pretend you're playing counterstrike
Hey how do u get the Gauss compact S to be a launcher? I'm in the shooting range and nothing...NC...
Where do u get the underbarrel h-e launcher
Your "Grenadier" loadout is amazing, it feels like playing the Demoman from TF2. I've been having so much fun with it in Bio labs. Cheers mate!
Hitting the ASP to give the Engie a heavy weapon/AR is very nice
1. How the hell are u carrying around an lmg as engi?
2. Im looking for an engi tank/bunker build where im using spitfire and with reserve shield barrier or something si.ilar to bunker down a location for a good old infantry farm. Any help?
I can only answer your first question, you can carry an LMG by using the A.S.P Skill system. (there are a lot more skills to obtain, like having assault rifles or shotgun secondaries,.....) but it's very expensive 10.000 certs for the first skill. (There are also some downsights, like reset to lv 1 and not gaining any certs until you reach a certain level again.)
I hope this helps a little. :3
A bit surprised you mention the Archer here but not the other great option for the engineer :)
Tip:
Get the Faction specific Battle Rifle and equip an Grenade launcher. It'll provide long range and counter-sniper fire, as well as anti vehicle ability. In combination with an ammo pack at your feet, you'll become an one man artillery position ^_^
Addendum to 12:00
Heavylocks + NAR vehicles is perfectly viable >->
What gun are you using @ 1:00