engineer's tools of the trade

by Bamzalot on 20/09/2020

Salutes 0

"Stubby" Voltaic SMG

"Stubby" Voltaic SMG icon
+3 Direct Damage
+25% Chance to Electrocute an enemy
+120 Max Ammo
+10 Magazine Size
x0.7 Recoil
+3 Rate of Fire
+3 Direct Damage
+120 Max Ammo
+25% Weakpoint Bonus
+25% Direct Damage dealt to enemies either being Electrocuted or affected by Scout's IFG grenade
+250% Armor Breaking
+20 Magazine Size
Every time the SMG applies its Electrocute DoT, there's a 25% chance that all enemies within a 2.75m radius of the primary target will be electrocuted as well.
x0.6 Base Spread, -25% Max Spread, and -13.33% Spread per Shot
Micro-Conductor Add-On

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

Loadout Guide

a build that is focused on creating many unique tools for the engineer to work with.

Stubby SMG includes the turret arc overclock. This will give your sentries trapping abilities, but lowers ammo and fire rate. take at least one ammo upgrade to compensate. the rest of the build focuses on electrocution. while not the best for dealing with tense combat situations, this setup has fairly good mileage and allows using turrets as traps. especially powerful in choke points.

the grenade launcher is loaded with the rocket jump overclock and as much ammo as possible. this grants the engineer high mobility for reaching tricky materials or getting out of danger quickly. the grenade launcher is also given the proximity detonation, allowing for trick shots or long ranged traps. just keep in mind that the damage and aoe is lower since rocket jumping takes priority.

Platform gun takes extra ammo and bug repellent. while not fully stocked on ammo, it still has enough to build bridges, material landings, fortifications, cushions, etc. bug repellent is helpful for controlling enemy direction. in some situations it can guide bugs towards a turret arc.

LMG should use the Gemini system in most cases. it brings out the full potential of turret arcing and grants more control over a wider area. either defender or hawkeye system can be used, but i personally prefer defender. Dual turrets can siphon ammo quickly, so it is wise to take the extra reserves. Replacing the extra ammo for quick deploy can also be useful if you want to set up camp faster. Hardened rounds or stun is recommended, depending on whether you want weakspot damage or better crowd control.

i like either l.u.r.e. or mines, depending on whether the mission requires lots of running around or stationary defense. suit upgrades and perks can be whatever. for maximum utility i like to equip expanded inventory space, see you in hell + Vampire/thorns for melee encounters, and beast master for distracting enemies.