The Fall Damage Engineer (for when you want to play like Scout)

by Seven on 09/03/2023

Salutes 1

LOK-1 Smart Rifle

LOK-1 Smart Rifle icon
+6 Direct Damage
+72 Max Ammo
x0.2 Acquire Lock Threshold, x2 Lock-On Range
+1.3° Acquire Lock Threshold, x1.5 Lose Lock Threshold
+10m Lock-On Range
+20% Damage to Electrified Targets and +20% Damage to Burning Targets
Lock-On now prioritizes low health enemies, and will only place as many Locks on an enemy as are required to kill it.
+3 Penetrations
x0.85 Lock-On Time
+6 Max Number of Lock-Ons
Targets with 3 or more Locks are Electrocuted by the first Locked-On bullet that damages them. The Electrocute DoT does 12 Electric-element Damage per Second, slows enemies by 80%, and lasts for 3 seconds.
Full Lock adds 20% more Direct Damage to all shots fired during the burst.
Every time you release a Lock-On burst, the last bullet fired emits an aura of Fear to all enemies near you. For every bullet fired during the Lock-On burst, add 0.15 Fear to the aura (ranges from 30% Base Fear Chance at 1 Lock to 375% Base Fear Chance at 24 Locks). The aura's radius starts at 2.4m and each bullet fired during the Lock-On burst increases it by +0.15m (ranges from 2.55m at 1 Lock to 6m at 24 Locks).
Executioner

Deepcore 40MM PGL

Deepcore 40MM PGL icon
+1m AoE Radius
+2 Max Ammo
+20 Area Damage
+2 Max Ammo
+20 Area Damage
Lose 50% of Direct, Area, and Armor Damage, and convert it to Heat that will ignite enemies
+500% Armor Breaking
+180% Projectile Velocity
Anywhere from x0.8 - x1.4 damage per shot, averaged to x1.1
+1m AoE Radius
Stuns creatures within the blast radius for 3 seconds
After 0.2 seconds of arming time, any grenade that passes within 2m of an enemy will detonate after a 0.1 second delay. After being armed, grenades will emit a green light. Grenades no longer explode upon impacting terrain, but instead automatically self-detonate 3.3 seconds after being fired or when they stop moving. Additionally, x1.1 AoE Radius.
+60 Direct Damage to any target directly impacted by a grenade.
Changes the PGL to add the player's current velocity to the grenades being fired, instead of using a flat velocity for every grenade.
RJ250 Compound

Platform Gun

Platform Gun icon

LMG Gun Platform

LMG Gun Platform icon

Engineering Suit

Engineering Suit icon
S.S.G
S.S.G icon

Loadout Guide

This build is for everyone who enjoys the Scout playstyle of high mobility and dealing with high-priority targets and wants to try out Engineer. This build is incredibly fun and allows you a large amount of independence with your playstyle. Being able to platform your own minerals and then rocket jumping up to mine them yourself makes you able to complete objectives all on your own.

At the same time, you can deal with any high-priority targets with ease from almost any range. Acid spitters, mactera, menaces, and wardens are all quite easy to defeat with the single-target-focused LOK-1 build.

Small and large groups of enemies can be dispatched easily with the Deepcore, and due to the abundance of ammo, using it to deal with only a handful of grunts isn't wasteful. The SSGs can help with dealing with groups of enemies as well, and it's throw-and-go usage allows you to stay on the move and away from damage.

The turret is designed to be as low-maintenance as possible. Simply set it up in an open area and allow it to strip enemies of their armor, making them easier for you to take out.

I particularly enjoy running this build on Point Extraction and Refinery missions due to being able to make good use of RJ250 to get around, but this build is versatile enough to run on any mission type, including Deep Dives.


Recommended Perks:
Born Ready: Really helpful with ensuring that you can always rocket jump away in a pinch.
Deep Pockets: Since you'll be playing more of the role of a Scout with this build, Deep Pockets is helpful so that you can hold more when mining minerals.
Dash: This is optional, but helps to give you even more mobility, and can result in some really long jumps when combined with RJ250.