Jack of All Trades (Master of None) Engineer (Scout Cosplay) (Trolldier) (Mega Fun)

by elementalgerm on 23/03/2025

Salutes 5

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).
Seeker Rounds

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

Pickaxe

Pickaxe icon
S.S.G
S.S.G icon

Loadout Guide

After 500+ missions completed with the Engineer, I can conclude that this is my favorite build. It takes the one thing the Engineer lacks in, which is mobility, and cranks it up to 100. Mastering the RJ250's movement is one of the most rewarding and fun game mechanics DRG has to offer. The LOK-1 Smart Rifle paired with the Seeker Rounds overclock makes up for the lack of firepower the RJ250 Compound Deepcore 40MM PGL lacks, making this one of the most well-rounded builds the Engineer has. Good luck zooming through the caves, and gathering Nitra faster than your useless Greenbeard Scout!

Primary: LOK-1 Smart Rifle + Seeker Rounds

The Smart Rifle is the bread and butter of this build. I chose to go with 2-3-1-2-1 on this, although you can change a lot of the upgrades to your liking. This overclock essentially gives you aimbot, allowing you to shoot bugs behind walls, and always hit the bugs' weakspot. Despite making you shoot slower, it isn't noticeable enough to notice a big difference, and the same goes for the longer reload time. This makes this weapon completely busted, being able to kill every bug with ease, and requiring little to no aim.

Secondary: Deepcore 40MM PGL + RJ250 Compound

The PGL is the heart and soul of the build. The main appeal is being able to rocket jump like Soldier from TF2 and keeping up with the best of Scouts, while still having the main swarm-defending qualities the normal PGL has. I chose to go with 2-1-1-2-2 for it. The ammo upgrades are necessary, because you'll find yourself running out without the extra 4 ammo when in a tight spot late into a round and no resupply. The incendiary compound is also necessary, because the RJ250 OC decreases damage, no longer allowing for a one shot to grunts, so the fire buildup will finish them off. The last 2 upgrade spots aren't mandatory, but I like to have the larger area of effect to deal with any swarmers.

Utility

I run 2-1-3 on the platform gun. The extra ammo is a must because the other 2 upgrades aren't worth your time. You could be useful to your time by choosing Repellant Additive in the 3rd slot, but who cares about that anyways, we're going with the Disabled Inertia Inhibitor so you can save yourself from fall damage easier. For the sentry, engineering suit, and pickaxe, I went with the default best upgrades. For the throwable, I went with the SSGs because the other grenades are simply not good options for roaming with engineer. The Lure might work well with the grenade launcher, but you want to save your ammo for getting around. The Plasma Burster is a decent option, but not better than the SSGs, and the proximity mines are really only useful for setting up in one area, which is what this build is not about.

In Conclusion

Beat your dirty Scout loving peers to nearest Morkite vein, and then flex on them in chat when you get more materials mined than them. I hope you enjoy playing with my first (and only) build on karl.gg. Rock and Stone Miners!