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Engineer

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



Engineer Summary
Icon Engineer Speciality: Repair, Ammo Resupply, Anti-Personnel Turret, Anti-Vehicle Turret, Explosives
Weapons: Carbines, Battle Rifles, Shotguns, Submachine Guns
Special Abilities: Nano-Armor Kit, Ammunition Package, ACE Tool(MANA Turret, MANA Anti-Vehicle Turret), Sticky Grenade, Anti-Personnel Explosives, Tank Mines, C4

Class Overview Edit

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 fortress 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. Engineers can also deploy a shield generator that provides temporary cover to friendly troops by absorbing damage that would otherwise be lethal.

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 Edit

Engineer Class Certifications
Category Certification Name Levels and Cost
Tool Slot Nano-Armor Kit
0The Nano-Armor kit quickly repairs friendly vehicles, MAXes and equipment.
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. Additionally allows the engineer to disarm and deconstruct enemy Tank mines.
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; also increases the radius in which the pack will resupply ammo to 7 meters.
Anti-Infantry MANA Turret
50Increases the time it takes to overheat to 8.5 seconds.
100Increases the time it takes to overheat to 9 seconds.
150Increases the time it takes to overheat to 9.5 seconds.
200Increases the time it takes to overheat to 10 seconds.
500Increases the time it takes to overheat to 10.5 seconds.
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
Suit Slot Advanced Shield Capacitor
1When equipped, damage and depleted shields will begin to regenerate .8 seconds sooner than normal
10When equipped, damage and depleted shields will begin to regenerate 1.6 second sooner than normal
30FWhen equipped, damage and depleted shields will begin to regenerate 2.4 seconds sooner than normal
100When equipped, damage and depleted shields will begin to regenerate 3.2 seconds sooner than normal
200When equipped, damage and depleted shields will begin to regenerate 4 seconds sooner than normal
Ammunition Belt
1Grants access to the Ammunition Belt which allows soldiers to carry 1 additional magazine for both their primary and sidearm weapons.
10Allows soldiers to carry 2 additional magazine for both their primary and sidearm weapons.
100Allows soldiers to carry 3 additional magazine for both their primary and sidearm weapons.
1000Allows soldiers to carry 4 additional magazine for both their primary and sidearm weapons.
Flak Armor
1Reduces the amount of damage taken from explosions by 10%.
10Reduces the amount of damage taken from explosions by 20%.
50Reduces the amount of damage taken from explosions by 30%.
150Reduces the amount of damage taken from explosions by 40%.
1000Reduces the amount of damage taken from explosions by 50%.
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
1When equipped adds a 7.5% increased resistance to small arms projectiles.
10When equipped adds a 10% increased resistance to small arms projectiles.
50When equipped adds a 12.5% increased resistance to small arms projectiles.
150When equipped adds a 15% increased resistance to small arms projectiles.
1000When equipped adds a 20% increased resistance to small arms projectiles.
Utility Pouch
200Allows C-4 explosives to be carried in the Utility Pouch, increasing the overall carrying capacity by one (1).
400Allows Tank Mines explosives to be carried in the Utility Pouch, increasing the overall carrying capacity by one (1).
500Allows C-4 explosives to be carried in the Utility Pouch, increasing the overall carrying capacity.
1000Allows Tank Mines explosives to be carried in the Utility Pouch, increasing the overall carrying capacity.
1000Allows Proximity Based explosives to be carried in the Utility Pouch, increasing the overall carrying capacity by one (1).
Grenade Slot Sticky Grenade
100Sticky Grenades attach themselves to most surfaces when thrown.
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).
Tank Mines
100Tank Mines are an effective solution to enemy ground vehicles.
200Increases Tank Mine capacity by one (1).
C-4 (Explosives)
200C-4 Explosives are capable of incredible damage to infantry and vehicles alike.
500Increases C-4 capacity by one (1)

Class Weapons Edit

The following weapon types are available to the Engineer class:

Class Cert Builds Edit

How to spend your first Certification points

  • Nano Armor Kit - 40 pts (Rank 3) - Easiest upgrade and something you will be using often as an engineer.
  • Suit Slot - 61 pts (Rank 3) - Pick one, either Nanoweave armor to Rank 3 or Flak Armor to Rank 3, 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 pts - Pick either the anti-personnel or anti-tank explosives. If Engineer is going to be your main class, you may want to invest a little more and get the C4 as it is a much more versatile explosive.
  • Ammunition Package - 160 pts (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 pts (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 Turret - 1150 pts (Rank 2) This is a special ability/weapon granted to the Engineer that must first 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 mechs and vehicles will be the primary job of an Engineer and having the ability to also place a turret to help against enemy mechs and vehicles is invaluable in both offence and defence. As a added benefit 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.

The Default Equipment is:

  • Buildable: 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 offence 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 resupply's 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.

Engineer LoadoutsEdit

Class Strategy Edit

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 MedalsEdit

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.



RibbonsEdit

Weapon RibbonsEdit

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.

See more available ribbons on the Service Ribbons page.


Player Ability RibbonsEdit

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

See more available ribbons on the Service Ribbons page.


MedalsEdit

Medal Icon Requirements Certification Rewards
No Medal
Medal Empty
0 kills
Copper Medal
Medal Copper
10 kills Planetside2font-2Icon resource certpoints 25x25
Silver Medal
Medal Silver
60 kills Planetside2font-1Planetside2font-0Icon resource certpoints 25x25
Gold Medal
Medal Gold
160 kills Planetside2font-2Planetside2font-0Icon resource certpoints 25x25
Auraxium Medal
Medal Araxium
1160 kills Planetside2font-2Planetside2font-0Planetside2font-0Icon resource certpoints 25x25

Tutorials/Tips/Gameplay Videos Edit

Strategy and TacticsEdit

VideosEdit

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