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Page Contents Current As of Patch: June 19th, 2014
Class Engineer

Class Overview[]

Though the Engineer has always had a vital role in defending Auraxis’ facilities, the introduction of nanites to the military sector caused a radical shift from their traditional role of vehicle and MAX suit mechanics. When factory-built tanks and vehicles were replaced by relatively disposable nano-fabricated versions, Engineers began training extensively in marksmanship and demolition. Despite their recent shift in duties, Engineers have quickly proven themselves as effective soldiers, capable of either turning an ordinary warehouse into an impregnable stronghold or blasting an enemy's fortresses to the ground.

The Advanced Construction Engine, or ACE, was created to eliminate the need for Engineers to carry bulky stationary weapons and fortifications in their new combat role. It contains a small, portable fabricator capable of constructing and deconstructing Nanite Blueprints on a smaller scale than seen at vehicle facilities. The ACE’s deployable MANA turret is available in both anti-vehicle and anti-infantry configurations, providing a deadly support weapon that excels at area denial.

The Engineer’s viability in the field extends far past their ACE, however. Their easy-to-use Nano-Armor Kit replaces entire tool chests worth of repair instruments, allowing the repair of heavy damage on vehicles, facility equipment and MAX suits in seconds. They are also experts in the use of powerful anti-tank mines, giving them the means to fortify a facility or cause massive and unexpected destruction on the field by mining a far off choke point.

While their engineering background allows them to provide their empire with support, their infantry training has given them means to remain competitive with other soldiers in medium-to-long range combat. Though their training focuses primarily on the use of rifles, they also have access to many powerful short range weapons such as SMGs and shotguns.

The Engineer’s flexibility empowers them to excel in many combat situations. Whether they’re defending a facility under siege or assisting their empire in staging one themselves, their legendary support abilities and combat prowess make them a valuable asset to any squad.

The Engineer is one of the most versatile team members of a squad and extremely valuable in both Offensive and Defensive encounters. With the ever growing number of vehicles and aircraft filling the roadways and skies, the Engineers repair ability becomes extremely helpful in keeping their empire's squads at full health.

Certifications[]

Engineer Class Certifications
Category Certification Name Levels and Cost
Passive Systems Quick Shield Recovery
Auto-GrantedThe Engineer's shield bar begins recharging two seconds earlier than that of other classes.
Aircraft Synergy
DefaultWhile out of combat, the Engineer will repair its ESF or Heavy Fighter for health equivalent to rank 1 Nanite Auto-Repair.
200While out of combat, having an Engineer onboard will repair an ESF, Heavy Fighter, Valkyrie, or Liberator for health equivalent to rank 1 Nanite Auto-Repair.
500While out of combat, having an Engineer onboard will repair an ESF, Heavy Fighter, Valkyrie, Liberator, or Galaxy for health equivalent to rank 1 Nanite Auto-Repair.
Tool Slot Nano-Armor Kit
0The Nano-Armor kit quickly repairs friendly vehicles, MAXes and equipment. Engineers may also disarm enemy tank mines by right-clicking.
10Increases repair speed of the Nano-Armor Kit by 6.5%; also increases the overheat threshold to 11 seconds.
30Increases repair speed of the Nano-Armor Kit by 13%; also increases the overheat threshold to 11.5 seconds.
50Increases repair speed of the Nano-Armor Kit by 20%; also increases the overheat threshold to 12 seconds.
150Increases repair speed of the Nano-Armor Kit by 26.5%; also increases the overheat threshold to 12.5 seconds.
500Increases repair speed of the Nano-Armor Kit by 33%; also increases the overheat threshold to 13.5 seconds.
Ability Slot Ammunition Package
0A deployable ammunition pack that replenishes the ammo supplies of nearby soldiers.
60Increases the lifespan of the Ammunition Pack to 2 minutes.
100Increases the lifespan of the Ammunition Pack to 3 minutes; also increases the radius in which the pack will resupply ammo to 4 meters.
150Increases the lifespan of the Ammunition Pack to 4 minutes; also increases the radius in which the pack will resupply ammo to 5 meters.
200Increases the lifespan of the Ammunition Pack to 5 minutes; also increases the radius in which the pack will resupply ammo to 6 meters.
300Increases the lifespan of the Ammunition Pack to 6 minutes, the radius in which the pack will resupply ammo to 7 meters, and allows the engineer to have 2 Ammo Packs out at once.
Anti-Infantry MANA Turret
50Increases the time it takes to overheat to 9 seconds.
100Increases the time it takes to overheat to 10 seconds.
150Increases the time it takes to overheat to 11 seconds.
200Increases the time it takes to overheat to 12 seconds.
500Increases the time it takes to overheat to 13 seconds.
Icon NSO Repair Drone
150Activates a Repair Drone that hovers nearby. Friendly vehicles, equipment, and MAX units within 10 meters passively recover 40 health every second.
200Health recovery increased to 43.
400Health recovery increased to 46.
500Health recovery increased to 49.
1000Health recovery increased to 52 and can now repair construction objects.
Ability Anti-Vehicle MANA Turret
50Decreases the turrets cool down period after each shot to 5.75 seconds
100Decreases the turrets cool down period after each shot to 5.5 seconds
150Decreases the turrets cool down period after each shot to 5.25 seconds
200Decreases the turrets cool down period after each shot to 5 seconds
500Decreases the turrets cool down period after each shot to 4.5 seconds
Ability Spitfire Auto-Turret Cooldown
250Reduces cooldown of Spitfire Auto-Turret by 5 seconds.
400Reduces cooldown of Spitfire Auto-Turret by 10 seconds.
750Reduces cooldown of Spitfire Auto-Turret by 15 seconds.
Suit Slot Advanced Shield Capacitor
DefaultIncreases the speed at which your shields recharge to full by 33%, and reduces the delay before your shield begins recharging by 1 second.
10Increases the speed at which your shields recharge to full by 38%, and reduces the delay before your shield begins recharging by 1 second.
30Increases the speed at which your shields recharge to full by 42%, and reduces the delay before your shield begins recharging by 1 second.
100Increases the speed at which your shields recharge to full by 45%, and reduces the delay before your shield begins recharging by 1 second.
200Increases the speed at which your shields recharge to full by 50%, and reduces the delay before your shield begins recharging by 1 second.
Ammunition Belt
1Grants access to the Ammunition Belt which allows soldiers to carry 1 additional magazine for both their primary and sidearm weapons, and increases reload speed by 15% for weapons in those slots.
10Allows soldiers to carry 2 additional magazine for both their primary and sidearm weapons, and increases reload speed by 15% for weapons in those slots.
100Allows soldiers to carry 3 additional magazine for both their primary and sidearm weapons, and increases reload speed by 15% for weapons in those slots.
1000Allows soldiers to carry 4 additional magazine for both their primary and sidearm weapons, and increases reload speed by 15% for weapons in those slots.
Flak Armor
-Reduces damage taken from frag grenades and common explosions by 50%.
-Reduces damage taken from frag grenades and common explosions by 50%, and infantry rockets by 20%.
-Reduces damage taken from frag grenades and common explosions by 50%; and infantry rockets and light anti-vehicle explosives by 20%.
-Reduces damage taken from frag grenades and common explosions by 50%; and infantry rockets, light anti-vehicle, and air-to-ground explosives by 20%.
DefaultReduces damage taken from frag grenades and common explosions, C4, and Anti-Tank Mines by 50%; and infantry rockets, light anti-vehicle, and air-to-ground explosives by 20%.
Grenade Bandolier
100Allows 1 additional grenade of any type to be carried.
150Allows 2 additional grenades of any type to be carried.
500Allows 3 additional grenades of any type to be carried.
Nanoweave Armor
1This woven armor mesh reduces the bodyshot damage taken from sniper rifles by 20%.
10This woven armor mesh reduces the bodyshot damage taken from sniper rifles and heavy machine guns by 20%.
50This woven armor mesh reduces the bodyshot damage taken from sniper rifles, heavy machine guns, and gatling guns by 20%.
150This woven armor mesh reduces the bodyshot damage taken from sniper rifles, heavy machine guns, gatling guns, aircraft noseguns, and anti-aircraft machineguns by 20%.
1000This woven armor mesh reduces the bodyshot damage taken from sniper rifles, heavy machine guns, gatling guns, aircraft machineguns, anti-aircraft machineguns, and anti-materiel rifles by 20%.
Mine Carrier
500Allows the user to carry and place one additional anti-tank mine.
1000Allows the user to carry and place one additional anti-personnel mine or two additional anti-tank mines.
Demolitions Pouch
500Allows the user to carry and place one additional brick of C-4.
1000Allows the user to carry and place two additional bricks of C-4.
Grenade Slot Sticky Grenade
100Sticky Grenades attach themselves to most surfaces when thrown.
Nano-Repair Grenade
200When detonated, the grenade creates a field that repairs nearby mechanical targets for 50 health per second. The grenade can stick to vehicles and MAX units.
Utility Slot Anti-Personnel Explosives
100Anti-Personnel explosives (Claymore, Bouncing Betty, et.) explode in the presence of nearby enemy soldiers.
150Increases capacity to two (2).
Icon TR Concussion Mine
100Unlocks the Concussion Mine for the TR Engineer.
200Increases Concussion Mine capacity by 1.
Icon NC EMP Mine
100Unlocks the EMP Mine for the NC Engineer.
200Increases EMP Mine capacity by 1.
Icon VS Flashbang Mine
100Unlocks the Flashbang Mine for the VS Engineer.
200Increases Flashbang Mine capacity by 1.
Icon NSO Havoc Mine
100Unlocks the Havoc Mine for the NSO Engineer.
200Increases Havoc Mine capacity by 1.
Tank Mines
100Tank Mines are an effective solution to enemy ground vehicles.
200Increases Tank Mine capacity by one (1).
Reserve Hardlight Barrier
500Deploys a chest-high hardlight barrier which protects from incoming fire until it expires or is destroyed. Only one barricade may be active at a time.
C-4 (Explosives)
200C-4 Explosives are capable of incredible damage to infantry and vehicles alike.
500Increases C-4 capacity by one (1)

A.S.P.[]

Engineer
Hacking Cert Icon
 ASP Token
Shotgun Secondary
Allows Shotguns to be equipped in the secondary weapon slot. Engineer only.
Hacking Cert Icon
 ASP Token
LMG Access
Unlocks access to LMGs. Engineer only.
Hacking Cert Icon
 ASP Token
Assault Rifle Access
Unlocks access to Assault Rifles. Engineer only.
EMP Grenade Cert Icon
 ASP Token
EMP Grenade Access
Unlocks access to EMP Grenades. Engineer only.
AV Grenade Cert Icon
 ASP Token
Anti-Vehicle Grenade Access
Unlocks access to Anti-Vehicle Grenades. Engineer only.

Class Specific Abilities[]

The Engineer can be seen as the weakest direct combat class as they have no combat ability, such as a jetpack, self-healing, overshield or cloak. However they make up for this in utility, as the Engineer has access to the most items in a single loadout. The Engineer can resupply allies with ammo, fix vehicles and MAX units, lay down a variety of turrets and place Tank Mines, Anti-Personnel Mines and C4. The three turrets available for the Engineer are:

  • The default Anti-Infantry MANA Turret. This manned turret is completely accurate on it's first shot but quickly becomes inaccurate over sustained fire (making it ineffective at long range without bursting). Instead of having ammunition, the MANA Turret has infinite ammunition and a heat mechanic - firing will heat the weapon and overheating the weapon will disable the turret for a few seconds (Note: EMP Grenades will also overheat the turret). The turret has a forward-facing shield that is completely immune to all forms of damage. To destroy the turret, damage has to impact the turret itself, making a frontal assault very ineffective. While inside the turret, an Engineer is vulnerable to grenades, flanking and enemy snipers. The turret can be used as deployable cover, allowing the shield to soak enemy bullets while the Engineer shoots over it. Upgrading this turret will increase the maximum heat capacity. Only the owner of the turret can enter it.
  • The Anti-Vehicle MANA Turret 1000 Icon resource certpoints 25x25. This manned turret shoots a single powerful rocket that will follow the cursor. This allows for precision shots onto enemy vehicles at long range. This turret has no shield and can be destroyed from any angle, making the Engineer very vulnerable whilst inside the turret. The turret can also be used as deployable cover but is less effective than the default turret. Upgrading the AV turret will decrease the time in between shots. Only the owner of the turret can enter it.
  • The Spitfire Auto-Turret 1000 Icon resource certpoints 25x25. This unmanned turret is very weak in both firepower and health. It can be destroyed by 10-15 bullets from any gun, a single rocket or 2 bolt action sniper rounds. An Engineer can only place one and must wait for a reset timing to place or replace it again. The turret will fire at any enemy it sees in a 50m radius, is very accurate but has a slow rate of fire. It will beep before opening fire. The Spitfire will not survive on its own against any opponent, however it can be used effectively as supplementary fire or as a warning system. While you and an enemy are shooting each other, the turret will act as supplementary damage, potentially turning the tide against your opponent. The Spitfire will not survive if targeted by an opponent, but is a low priority target, and so it excels wherever enemies are distracted or have too many other things to shoot at. Upgrading the Spitfire Auto-Turret will decrease its cooldown.

The Ammo Pack can be upgraded to have a larger effective radius and to last longer on the field. At rank 5, the Engineer can place 2 at a time.

The Repair Tool can be upgraded to repair faster and to last longer before overheating.

The Engineer is the only class with access to the Sticky Grenade 100Icon resource certpoints 25x25. This grenade is identical to the Frag Grenade except that it will stick to almost every surface and to enemies. Because of this, it is far more controllable than the standard Frag. It is considered to be an upgrade to the default grenade, as it's only downside is that it cannot be bounced around corners.

Class Weapons[]

The following weapon types are available to the Engineer class:

Class Cert Builds[]

How to spend your first Certification points

  • Nano Armor Kit - 40 Icon resource certpoints 25x25 (Rank 3) - Easiest upgrade and something you will be using often as an engineer.
  • Suit Slot - 61 Icon resource certpoints 25x25 (Rank 3) - Choose either Nanoweave armor or Flak Armor, depending on which path you want to take first (anti-vehicle or anti-personnel). The recommended choice would be to upgrade your flak armor, as the easiest way to start is to support mechs and vehicles which leaves you vulnerable to explosive splash damage from the enemy.
  • Utility Slot - 100 Icon resource certpoints 25x25 - Pick either the anti-personnel or anti-tank explosives.
  • Ammunition Package - 160 Icon resource certpoints 25x25 (Rank 3) - At Rank 3, the ammo kit also gains an increased radius as well as a longer period of time before it despawns. The ammo kit, in a busy spot, will earn a constant stream of exp for as long as its lifespan lasts.
  • Anti-Infantry Turret - 150 Icon resource certpoints 25x25 (Rank 2) Good weapon to have in specific situations, but especially on defences where enemy infantry is constantly coming in a specific direction.
  • Anti-Vehicle MANA Turret - 1150 Icon resource certpoints 25x25 (Rank 2) This replacement for the Anti-Infantry Turret can be unlocked with either 1000 certification points or 700 station cash. Despite the huge cost, once you have the your basic skills upgraded to a decent point it should be your target goal. Repairing MAXes and vehicles is the primary job of an Engineer and having the ability to also place a turret to help against enemy MAX units and vehicles is invaluable for both offence and defence. As a added benefit, when the AV Turret can also be morphed into a Level 3 equivalent Ammo Package.

These will give you a good all around starting build, allowing you to function competently in your role. For more specific loadouts: see below.

Engineer Loadouts[]

More expensive upgrade options as you earn more Icon resource certpoints 25x25 are:

  • Anti-Infantry Mana Turret

Mana Turret is a stationary Turret (with shields) that is capable of shredding infantry. This makes Mana Turret one of the most useful deployable's the Engineer has, for both offense and defence. It allows for both base assaults and defence, through the use of choke points. This deployable can be upgraded using additional certification points. Upgrades increase the amount of time before the turret overheats. Mana Turrets also come with shields that protect the operator, creating cover for yourself and fellow team These turrets stick out making them attractive targets and can be used to decoy the enemy.

  • Special Ability: Nano Armor Kit

The Nano Armor Kit is an Engineer's bread and butter skill. This ability allows the Engineer to repair friendly vehicles, MAXes and equipment (base turrets, shield generators, etc.)The Nano Armor Kit is extremely useful and should be an upgrade priority, as this is one of the most effective methods Engineers will use to earn the bulk of their points (another being ammunition resupplying, see above). In base defences, ensure all turrets and equipment stay at 100% health as well as the team vehicles and MAXes. For base assaults, the Engineer should hang back a bit and take a support role, ensuring that all the vehicles and front line MAXes are able to pull back and receive repairs when needed. Upgrading this ability increases the repair speed and the final rank allows you to safely deconstruct enemy tank mines.

  • Special Ability: Ammunition Package

The Ammunition Package (or Ammo Kit) is dropped by pressing the class ability key (default F) it is a hand dropped box similar to mines that resupplies ammo at a steady rate to infantry in a radius around it's self Ignoring obstructions. When used by a friendly the Engineer will receive a notification plus a small amount of xp for each tick of ammo supplied, however this won't happen when being used by an enemy. Upgrading the Ammo Kit increases the time until it despawns and from the third rank onwards also increases the radius of affect in a sphere around the box. As It's so easily deployed Engineers should drop ammo kits as often as possible especially if a ally has a ammo icon (three bullets in a row) above their head as it's a easy source of xp and ribbons. A well placed Ammo kit in a busy battle can provide a almost constant stream of xp for any engineer with a ammo kit in a radius (Ammo Kits do not override each other but also do not provide any additional benefit if overlapping) although after a high amount of xp has been earned from ammo resupply in a short period the ammo ticks will stop giving xp for a short while, this is to curb farming. At the final rank, an Engineer is able to place two Ammunition Packages at once.

Class Strategy[]

Offensive strategy suggestions: The current build revolves around the two main Engineer abilities, which are the ACE Turret and the Nano Repair Kit. The Ammunition Package that the engineer receives is a benefit to organized attacks that occur away from the empire's base. Without an Ammunition Package in the vicinity to resupply ammo, players will quickly run out.

One major offensive strike strategy involves the use of the Nano Armor kit to mechanical items, including the MAX and all vehicles. MAX units are very powerful attack units and are quite large. This makes them ideal for attacking heavily fortified enemy stations, but also it makes them large targets. Having an engineer follow the MAX provides both cover for the engineer (it's fairly easy to hide behind a MAX during assaults) while providing the MAX unit with a free heal, which can be constant. This allows individual players (or a group) to constantly advance on the enemy position, with the weaker assault units protected behind the stronger, armored MAX units. The same strategy can be utilized when attacking enemy bases and stations. Having an engineer following vehicles and providing repairs can be critical for the attacking forces. This eliminates the time and resources it takes to get replacement vehicles into battle, which can be costly depending on the logistics involved.

Another offensive strategy involves skillfully deploying ACE Turrets near enemy stations. ACE Turrets provide a significantly more firepower to the attacking forces than the normal player weapons (with few exceptions) and can quickly take down enemy units, vehicles and defensive structures. Once the ACE Turret is placed, however, it is not mobile and can be easily targeted and destroyed. Engineers need to place the turret quickly and take out as many enemies as possible before being targeted. Once the turret has been targeted, the Engineer can simply move to a different location and place a new ACE Turret.

Defensive strategy suggestions: Currently this involves the use of all the Engineer unique abilities. The Ammunition Package becomes more useful in defensive situations, especially at the larger stations. Strategically locating the Ammunition Package increases efficiency, allowing players to restock their ammunition from a nearby location rather than to running longer distances to access a restocking station.

Large Base defence is all about keeping the base's defence systems intact and operational for as long as possible. The gun and missile turrets on each base need to be constantly repaired when under assault and the Engineer class is the only one that can do this. In addition, the Shield generators work to keep the enemy out of the large bases and need to be repaired as soon as possible, limiting enemy infiltration.

Small Base defence usually depends on the ability of the Engineer's turrets as well as their ability to repair their own vehicles continuously. An engineer inside a ground vehicle, defending a base, can stop invading forces while ducking back to safety to repair their vehicle. This saves the engineer both credits and time while keeping the base consistently defended. ACE Turrets are very useful for defending areas, especially smaller stations and bases that do not have any built in turrets. ACE Turrets can be placed in locations that overlook the defensive area and provide overall coverage fire to the rest of the defensive units.

Vehicles - The engineer excels at using both ground and air vehicles for, with care, they can continually repair that vehicle and stay in the fight longer. Offensively this is gives the Engineer a huge advantage over other classes. The Engineer does not have to spend extra credits or extra time and potentially be locked out of a vehicle. For the attacking forces, who are generally away from their spawn point and have to travel to the attack location, this ability becomes crucial by keeping their air and ground vehicles in the fight. Repairing on the fly allows an attacking force to field a sustained attack and avoid attacking in waves. Whenever a player decides to pilot or drive a vehicle the class in the driver seat should always be an engineer. Ground vehicles can stay in the fight longer when they retreat behind cover such as large rocks or trees to repair. Air vehicles can go on bombing runs and strafing runs toward enemy locations returning to a controlled tower (ammo replenishment as well as repair) or flat level ground in your empires controlled territory to repair.

Weapon Ribbons and Medals[]

With any class, you have the ability to gain Ribbons which will further increase your experience and certifications after completing specific tasks. This list does not include possible vehicle, base capture, or kill/assist related ribbons while playing in a vehicle as that class.

Ribbons[]

Weapon Ribbons[]

Ribbon Icon Requirements
Carbine Ribbon
Assault Rifle Ribbon
10 kills.
Engineer Turret Ribbon
Engineer Turret Ribbon
10 kills w/ MANA Turrets
Explosive Ribbon
Explosive Ribbon
10 kills w/ Anti-Tank or Proximity Mines or C4
Pistol Ribbon
Pistol Ribbon
10 kills.
Knife Ribbon
Knife Ribbon
10 kills.
Shotgun Ribbon
Shotgun Ribbon
10 kills.
Submachine Gun Ribbon
Submachine Gun Ribbon
10 kills.
Find out more on the Service Ribbons article.


Player Ability Ribbons[]

Ribbon Icon Requirements
Ammo Ribbon
Ammo Supply Ribbon
Not yet implemented
Generator Repair Ribbon
Generator Repair Ribbon
Not yet implemented
Repairing Ribbon
Repairing Ribbon
Repair 15,000 points
Find out more on the Service Ribbons article.


Medals[]

Medal Icon Requirement Award
No Medal
Medal Empty
0 kills N/A
Copper Medal
Medal Copper
10 kills Certification Points
Silver Medal
Medal Silver
60 kills 10 Certification Points
Gold Medal
Medal Gold
160 kills 20 Certification Points
Auraxium Medal
Medal Auraxium
1,160 kills 200 Certification Points

Tutorials/Tips/Gameplay Videos[]

Strategy and Tactics[]

Videos[]

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