Attention Engineers, here are a few basics you'll need to be successful engineer at colony invasion simulations.
Knowing and understanding your role is imperative. As an engineer your responsible for protecting and healing the shield generator & your teammates. To accomplish this we'll want to use skills and abilities that heal and increase damage resistances.
The most important thing is your kit modules. You should be using the following modules... (the mortar is important to destroy enemy mortars hidden in rocks)
The next thing is your ground gear, unlike a tac we don't care about dps. I recommend the Romulan Operative set (Survivor mission reward) because this set will improve your kit cooldowns kit performance as well as applying the "ambush" damage buff to your teammates when you use the polaron covert-ops compression pistol. The triolic pattern enhancer is a handy item for a little extra damage resistance when needed (but don't use it against any mobs that use proton damage).
Finally your ground skills should look like this, and I recommend using command officer / temporal operative specialties (too many reasons to list).
EDIT - I later changed my mind about that transporter officer doff. The SG can only accept 1 type of generator effect at a time & whatever generator was spawned first will effect the SG. Therefore if there is a "bonus" lvl.1 generators from the doff spawned before your lvl.5 generator, only the lvl.1 generator will effect the SG and your lvl.5 generator will do nothing.
I also suggest the visual dampening field trait for the aoe confuse & it cloaks the shield gen for a few seconds preventing anything from targeting it.
This is just a few basics guide for engineers and is by no means a meta for sim-eng, but is a good start for a happy team & successful sim. I'm sure there are a hundred things I've left out, so feel free to add your own ideas to the thread, I'd love to hear more suggestions.
Comments
And remember. You don't get extra points for goofing around. Finish them off!!!
What I use as an Eng when it comes to modules: Sabotage, Throw Canister, Force Field Dome, Nanite Medical Generator, and Flamethrower Turret.
The Photonic Barrier Generator also comes in handy. Throw Canister is a MUST so that you can heal the Shield Generator. I suggest using Throw Canister at the beginning of a fight rather than towards the end when the generator doesn't get the effect of the Throw Canister. Also, keep refreshing the generators and force fields every wave.
The transporter officer DOFF is listed, but it only spawns a lvl.1 shield gen, the lvl.4 (5@epic) one from the kit module is much better. I do still use the doff because during battle sometimes its helpful to have the extra gen incase a main one pops.
As for turrets & the same goes for mines; the goal of eng is to defend the SG, not so much to dps. The tacs are usually well capable of melting the mobs quickly enough. I do however swap out with the chroniton mines and turrets when another eng is present with generators. Flexibility is a must in the sim.
An important note with turrets and mortars I should mention is they should be placed well away from the SG because they generate threat.
The photonic barrier is also already listed.
That's interesting. I could see the turrets generating threat, but I didn't know the mines did as well. Good note.
I don't think mines generate threat, but turrets and mortars do for sure. I made typo in previous post, I corrected it thanks.
Join Date: Tuesday, February 2, 2010
Don’t place it right on top of the shield gen or it blocks it off and also won’t cover it very well either. Plus enemies can get stuck in between the cover shield and the gem and be a pain to shoot at to kill.
Better to use a cover shield to protect your own shield/med generators from harm. Keeping those things alive all the time is almost more important than just concentrating on the gen itself.
To be honest, I haven’t seen much of a use for cover shields in regards to the invasion. Sure they MAY block some fire coming from the arc they are facing, but much of the damage SGs have been getting has been from AoEs. Since the cover has to be placed fairly close to the SG to be effective, I really see it as more of a hindrance to our own efforts to protect the SG.
In my experience, it is far more effective in having something for our own gens to hide behind... or ourselves.
Aside from making another target for mortars and other NPC AoEs, they block pathing for us and them. Then again, that effect is being marginalized by the use of Gravitational Juncture. As long as there is 1 person who is concentrating on keeping the health bar up on the SG, it’s not really necessary.
Join Date: Tuesday, February 2, 2010
Trying to cover the colony shield gen is pointless as it's too large and the cover just hinders friendly movement and shooting arcs.
But if you place the engineer modules at the very edge of their limit to cover the colony gen and then hide them behind a cover shield they can last quite well. Those modules have quite big areas of affect so don't need to be on top of the colony gen. As mentioned they can draw aggro too, so keep them some distance away is useful.
SG on one side, the gen in between, and the Eng on the other side.
You definitely don’t want your Med gen and your Force Field gen stacked either... spread them out.
Join Date: Tuesday, February 2, 2010
The reason being, Sabotage is an awesome kit module in its own right. You want to be able to do something to the spawns instead of having nothing but heals for the SG. That would get pretty boring.
I don't have access to the Canister, so I don't even know what it does. But, if I had to make a choice between the two, I would compare how much each heals (since this is the most important use for those two items) and their cool-down times. Something else to consider.... is there a doff that buffs the Canister either directly or indirectly?
Join Date: Tuesday, February 2, 2010
* Shield/heal drone
* Explosive drone
* Two TOS drones
* Mortar launcher
Explosions, zappings, and other fun boom booms. Plus with mobile shields and heals it doesn't seem to get focused down as much like static generators do by NPCs.
sg can't be healed by quick fix. same also goes for nomad's quick fix ability... that's the sad part. wish they'ed allow us to heal it with QF also
also, I've been seeing this quite a lot lately. multiple eng in team spawning their own gens and some claiming it to be a back up to the other eng's gens in case it dies. sure there's really no huge prob with that. will point out though that even if its 5-5.9m away from sg, it might be less than 5m from the other eng's gen and if it gets targeted by aoes it can take down the other gen too. also the gens don't really stack (i've been told that already by numerous pro eng players on sim) on times i get on a team with another eng i ask if they are going to use gens. if they do, i switch to dmg kits. sometimes they get high rate when you ask them to go dmg kits when your the team lead and not use cs or put multiple gens when one is already assigned to be the healer
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