New engi questions (long post)

Discussion in 'Engineer' started by SUJEITOdeTESTE, Feb 18, 2013.

  1. SUJEITOdeTESTE

    Hey guys, I got some questions and hopefully you will be able to answer them. Bare in mind I have no outfit and that I play alone (without squads) 24/7.

    1- What would be a good weapon and scope to use knowing that I find myself engaging most of the time at medium/ long distance fights? Maybe I should be engaging more in close fights, what do you think?

    2- I just chose the route of upgrading my vehicles before upgrading my weapons and abilities. I got the ammo upgrade for sunderar and the deployment upgrade (can't remember the name). Now, should I approach tanks to resupply them with my sunderer or should I just deploy in a good spot and wait for them to resupply near me?

    3- I might have gone the wrong way buying the ammo suply since I wanted to be the main deployment sunderer and now I just get blown up by mines. Do you think I should grind for the mine guard or should I adopt other playstyle with my current sunderer?

    4- I get obssessed with my kdr and that's why I tend to quit whenever I'm getting owned. Is kdr important in any aspect of this game (outfit recruitment, etc) or should I just chill and keep playing?

    5- Where should I be spending my early certs as engi? Upgrading my abilities or my vehicles?

    Sorry for the long post!
    • Up x 1
  2. MatadorMix

    • Up x 1
  3. the pestimist

    which faction?
  4. DirArtillerySupport


    Being a loner that's the way it was for me for quite a while as well...K/D was my only little meta game...I kept it above 80 for several weeks...lately I can barely keep it above 40. I guess the new spawn rooms are working....can't climb hills anymore and that totally nerfed my only advantage. Now it's all about cert grind and taking advantage of repairing stuff when experience bonuses get up above 20%. I hardly ever rage quit anymore maybe because I haven't upgraded anything at all with rifles...what's the point? I can't hit anything unless I'm firing an HE round at it and no attachment is going to change that. Firing at someone with a rifle just says hello!! I'm here shoot me shoot me. Do you get points for the ammo dispenser on the sunderer if you're supplying non-squad members? I read repairing and rearming get you nothing or has that changed?
  5. SUJEITOdeTESTE

    TR,

    Yeah, I still get exp from other people that are not in my squad.
  6. SmileyBomb

    FYI, you can't equip the ammo and AMS attachments at the same time. You can EITHER deploy your sundy, or refill ammo/repair. Not both.

    And No, K/D has no impact on the game aside from additional experience gained from killing someone with a kill streak.
  7. latere


    Incorrect. Unless something has changed since 2/18/13, you CAN have ammo and AMS on the same sundy. I run that loadout all the time. AMS is utility slot, ammo is defense.
  8. Compass

    For some reason, SOE thought Repair and Rearm were great Defense Slots rather than Utility Slots.
  9. untilted

    well - your preferred engagement range depends on your playstyle. if you like to play it cautious - well, long/medrange is ok. if you rather be the one pushing on enemy positions and/or regularly engaged in close range fights (e.g. clearing a generator room for repairs) you *will* have to fight in close ranges.

    there are pretty much three main weapons for the engineer:
    - carbines
    - shotguns
    - SMGs

    shotgun and SMGs are shortrange, while carbines (as a weapon class) cover short to medium/long-range.

    shotguns are likely the best choice for CQC, the SMG (esp. for terrans) is a bit gimmicky (unless you also play infiltrator) - as the shotgun will be better in CQC and some of the carbines have similar characteristics.

    for terrans the choices are pretty much like this:
    - shotguns: full-auto (nighthawk, 1000certs) or semi-auto with differing accuracy (barrage/haymaker, 1000certs)
    - carbines: medium/long-range (T5 AMC, 250certs), modular with underbarrel attachments (TRAC-5 S, 500certs) or high-end CQC (lynx/jaguar, 1000certs)
    - the SMG (1000 certs) isn't exactly a great choice as the high-end carbines for TR share quite a few characteristics with the SMG (high RoF, ADS movement speed, excellent hip-fire accuracy)

    for the scope - well, it's up to your personal preferences again. for CQC standard ironsights or a 1x/2x reflex are a good choice. for medium range and general purpose the IRNV might be a good idea as well (the increased contrast helps esp. in night battles). for longrange work - well, dunno haven't used these carbines yet. a 2x reflex will likely be the best all-round option, depending on your inclination to avoid CQC the higher magnifiying scopes (3.4x and 4x) can be an option as well. all of them cost 30certs so it's not exactly expensive to try different ones.

    edit: realized it now that TR doesn't have an equivalent to the AC-X11 ... so i have no idea which of the cheaper carbines is an actual option for medium/long-range combat.
  10. DirArtillerySupport

    Have you figured out how much...like if someone is totally empty and can carry like..80 tank ammo..what kind of exp would you get from that? or how about the repair sundy...a mbt near death?
  11. flipmoomonkey

    As an all round weapon the default gun (trac-5) is actually very good, with a 2x Reflex and Forward Grip you should be able to take those long range pot shots but still do a lot of damage close up, the additional weapons are only really there to specialise your role (lynx/jag for close range, Trac-5 S for gadgets and the T5 AMC for crying into your pint about all your lost money) not as direct upgrades of the starter weapon. As for when to engage someone, well carbines are mainly built for short to medium range so if you can get closer to a target without endangering yourself its not going to hurt your chances to do so but with proper burst control you can be quite decent at long range if the occasion calls for it.

    Depends on the situation really, if there are other Sundies around who can deploy then you're better off staying mobile and resupplying them, just make sure you're not getting in their way of escaping danger or firing on the enemy. Keep an eye out for the deployed Sundy though as if it gets taken out or the spawns start getting camped you may have to deploy yourself. Obviously if you're on your own then deploy as normal and let them come to you.

    Having Mineguard available as an option is never a bad thing, rank 2 only costs you something like 80 certs and will save you from the common garden double AT-Mine suicide rush, but you don't have to run just a single loadout at all times. For example if you're logging in and see an attack on a techplant or amp station you can join then that'd be a good time to bring out the Mineguard Sundy as you're going to be putting it on the front line where its likely to get chewed up, however if after the long fought battle you take the base and a tank zerg starts forming up then that's the perfect time to break out the Ammo Resupply Sundy.

    There are always going to be a handful of sundies diving to the next base desperate to be the first to set up in any zerg, but frankly its a fools errand, you make so many more certs by restocking the tanks then you ever would by spawning people in and by staying with the main group you may have the chance to deploy anyway when the overeager beaver gets blown up because he left the protection of the herd.

    At the end of the day play whichever way you enjoy the most, but don't be afraid to try new things, you never know you might enjoy them.

    Seriously, **** KDR its just not important.

    I would definitely recommend leveling up your Repair Tool at least a couple of ranks as you're going to be plastering it to your Sundy quite a lot of the time, 90 certs will get you Rank 4 which is decent enough for general use but you can always put further certs into it later, while you're at it pick up Flak Armour on the suit options for 61 certs you'll reduce the explosive damage you take by 30%. These two combined mean that you can hide under your Sundy repairing like mad to keep it alive a lot longer than you normally would be able to when its getting pounded by ordinance, giving your allies time to take out the danger. Strictly speaking if you're just going to be hanging out with your Sundy you don't really need more than that, but realistically there are going to be times you want to mix things up a bit so I would also add Anti-Tank Mines to the must buy list, 100 Certs will get you 2 AT mines, enough to take out any stock vehicle. There's almost nothing that beats the rush of diving through enemy lines to drop your little pizza slices on the enemy Sundy and running off with pieces of shrapnel flying over your shoulder, everyone should try it at least once.

    If you're planning on sticking with the Sundy then there's no reason you shouldn't put some certs into it. I'd recommend getting Rank 4 or 5 of the Acquisition Timer, realistically any higher than that and you're not likely to have the resources to keep pulling them within the cooldown anyway. It can be worth saving 250 certs to buy a Bulldog with(or SC if you have some spare) and if possible fit it with IRNV as you've then got an anti-infantry beast that compliments the Basilisk nicely, if you don't then at least make sure you've spent a few certs on giving the guns the first rank of zoom(costs 1 cert) and increasing the ammo capacity(again 11 certs can give you an extra 200 rounds per gun). Finally if you do end up using it a fair bit then you can look at giving it a Performance upgrade, either improving its base top speed and acceleration(which will help with hillclimbing with a run up) or its turn circle and reverse speed, these aren't vitally important however so you can put them on the back burner.

    Finally, you don't have to stick with the Sundy, try out the other vehicles when you get a chance and see if any of them fire your imagination, either way don't think you have to play in any particular way to somehow fit in, just have fun.
  12. SongOfDiscord

    1.)
    Default gun. Good all around and you don't need extra $ or cert time.
    - x2 zoom, good for mid-long range without entirely giving up its usefulness at close quarters (meaning across a room)
    - Get the laser sight. I was skeptical about this, but no longer. I don't feel the need to scope in close combat anymore to hit something.
    -- Keep in mind, your enemies can see the red line. "L" turns it off.

    2.)
    Be aggressive with that ammo sundy. People don't top their ammo off as often as they should.

    3.)
    If you roll with zerg, be an ammo sundy. If you role alone, mineguard.

    4.)
    KDR means nothing unless you want to be on a scoreboard. (Bloody waste of time if you ask me)

    5.)
    Get the 1 cert zoom and 1 cert ammo boost for ALL vehicle guns (2 certs per gun, not bad considering you get a zoom option and extra ammo)
    Then your engi tool.
    Flack armor if you want to survive explosions, nanoweave if you want to have a slight gunfight advantage.

    OH YEA! GET RANK 1 ANTI-TANK MINES. (It comes with 2 mines. The second rank gets you an unnecessary third mine) It's expensive, but worth it for popping sundies at 500exp each.
  13. SmileyBomb

    Holy crap! Shows how often I bother pulling a sundy... I wasn't aware of the change. Thanks for the correction!

    But I don't think I could ever do without mineguard (aka the most important sundy mod ever).