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View Full Version : Engineers, tactics and why I love the ACE


gonnagetyou
2003-06-10, 12:50 AM
It's been awhile since I last talked about being an Engineer in this game. I've read a few posts from new people who didn't understand how deployables worked and I've even heard a few people decry it a waste of time. They couldn't be more wrong. Getting the Combat Engineer Cert is one of the most useful and benefitial certs in the whole game and I'll get to the reason why in a moment.

First, I'll explain the different deployables for all the new guys who might be reading. All you grungy salts who know it all already, get back to playing or skip ahead to the more tactical part of this post.

Once you pick up the Combat Engineering Cert you gain access to the ACE (Adaptive Creation Engine). Each ACE can be used to create one of four different deployables.

1. Motion Sensor- Picks up enemy movement and places their location on the minimap. Can be placed on the ground or walls. Also gives off an audible ringing noise if you are near by. Great for giving away cloakers. Can be defeated by moving while crouched. You can have an allotment of 20 at one time.

2. Spitefire Turrets- Automated turrets that fire on enemy moving within range. Can also be defeated by moving while crouched. They also have a low armor value. Can be placed on the ground or along the walkways of base walls. You're allowed to have 10 at any given time.

3. Mine- Does a high amount of damage to both vehicles and infantry moving over or too close. They can be easily seen by an aware enemy and removed by weapons fire or jammer grenades. You're allowed up to 20 at one time.

4.Remotely Detonated "Boomers"- Basically a mine that can be detonated by remote. After placement, you are given a triggering device that can be equiped in one of your pistol locations. Just whip it out and press the fire button. You're basically limited to the amount of triggers you can carry at one time in your inventory. It's the only mine that can be used indoors.

At the moment you can place Motion Sensors and Spitefires anywhere on the battlefield except an enemy SOI (Sphere of Influence). Mines and Boomers can be placed anywhere. However, with the up coming patch you'll no longer be able to place Mines in an enemy SOI. At least that was my understanding.

To place a deployable, simply equip an ACE in one of your pistol locations and use the right mouse button to cycle through the four options. Pick the deployable you want to create, aim at the ground and if the targeting circle turns green you may deploy in that location by pressing the fire button. If not you'll get a warning and the targeting circle will remain red. Sometimes it will look OK to deploy but nothing happens. Just move around a little and try another spot until it does.

When you try to deploy more than your alloted number of something, your oldest deployable will be deleted and the new one will take its place. This means you don't neccessarily have to keep track of all your deployables, which is great since they are usually all the way on the other side of the continent.

There are multiple reasons that Combat Engineering is a required Cert for all my characters at some point.

Multipe engineers can create a huge defensive net around a tower and to some degree a base. Tower defense is where they really shine. Two or three engineers can creat a huge minefield around a tower that is almost impossible for the enemy to clear as long as they replace mines and spitefires fast enough. Three Engineers equals 60 mines, 60 motion sensors and 30 Spitefires. A vehicle won't be able to get within 100 meters of your tower doors without blowing up. Infantry will have to spend time shooting defenses or stepping on mines, which will allow you plenty of time to shoot them. As a Vanu player that can be very handy.

I've used this tactic during some huge fights and if you can keep your defensive network up and not allow the enemy to systematically destroy it, you will turn the tide of battle to your teams favor. The enemy base will eventually run out of resources if you hold a key tower long enough. Which means they are left to rely only on those AMS they can station nearby. Where as you keep bringing in AMSs on top of the steady stream of friendlies pouring out of the tower.

If mines are no longer allowed to be placed in a enemy SOI this tactic may not work as well for some towers that exist within the nearby enemy SOI. So, just use some common sense when deciding what tactic to use and where best to place everything.

This tactic takes some team work and a lot of dedication on the part of the engineers as far as keeping that defensive network up and running. But if you ever get a chance to try it you'll see how huge of an impact it has on a battle.

If the Engineers do it right they'll be reaping kills left and right from all the mines and spitefires as the enemy tries to take the tower back.

I get more kills this way than I do through weapons fire sometimes. Especially in large fights were there's lag and so much chaos that no on has time to really watch where they're stepping. Turret and mine farming really pays off. Especially when 4 or 5 guys are doing it in the same location, covering avenues of approach and denying the enemy cover as they advance. Even when playing solo and not as a member of a squad I can rack up huge points from MAX and vehicle kills this way. That's on top of the kills from weapons fire when not replacing deployables.

Plus there's nothing sweeter than having the guy that just killed you step on one of your mines 3 seconds later. Makes dying worth it every time.

My most used setup is 5 ACE units and a Pulsar with about 3 boxes of ammo. This allows me to run out of the tower, place 5 deployables, then go back for more. The pulsar is handy for any encounters I may have while running around. I've even run off Reavers occasionally by switching to AP rounds with the Pulsar. Gotten a few MAX kills with it also. After placing everything I can, I switch over to either the thumper or rocklet for base defense with a couple of ACEs ready to replace anything that may get destroyed. If I see that a lot of things need to be replaced, I go back to the first load out and do it all over again. All these are set up as favorites which means I spend very little time at an equipment terminal. You new guys. Please start using favorites and don't look back.

Base defense is a lot trickeir. You have way more ground to cover and it can be hard finding enough deployables or bodies to cover it all. Covering every entrance can be frustrating unless you have enough Engineers to go around. If the CC is located on the top of the building then start by mining the walkways and entrances. Also, look and see if you can place a mine on a stair step. They're a lot harder to spot when placed there and anyone using the stairs probably won't make it to the last step. Galaxy drops on the middle of the base can become a real hazzard for the enemy when doing this. Next, mine the courtyard and gates. Sprinkle with spitefires and motion sensors everywhere.

Last but not least, cover the back door! Every base has one and 90% of the time nobodies watching it. I hate being the only guy watching the back door while every enemy with half a brain is using it to get into the base. Let even one TR MAX through that door and you know there's going to be Vanu bodies pilling up in the hallways. I sometimes park an AMS near the back door just to remind people it is there and force them to defend it. Of course the AMS won't last as long there, but some people might at least notice the damn door that's trying to be used. Sorry, it's a pet peev of mine.

Base defense is hard. Pulling off enough coordination to do it right has yet to happen unless you simply out number your opponent or manage to hold the nearby tower.

Mining bridges is a no brainer. If you're not doing it then start. Often vehicles will turn off the road in order to take a short cut. Watch for locations where this happens and mine the area for some easy kills.

In essence be creative with your deployables and let them do some of the dirty work for you. It doesn't take long to set them all out and you can easily slip into some more direct combat related loadout when you're done. If everyone got this Cert and took time to use it the battlefield would be a lot more dangerous. And that's what we all want, right.:D

Oh, and another trick with mines. If you have an AMS deployed placed mines all around the inside edges of the cloaking sphere. Nobody can see them until it's too late. That and a motion sensor will significantly cut down on having cloakers sneak in and jack the AMS. Also helps defeat MAX units that charge inside the cloaking sphere for some easy kills.;)

Well, those are all my secrets I'm willing to give away at the moment. Hope you found it worth reading.

ZionsFire
2003-06-10, 01:01 AM
:thumbsup: :clap:

WildEagle
2003-06-10, 01:12 AM
this is a great post? can u litter the roof so when ppl hotdrop *boom*

ZionsFire
2003-06-10, 01:20 AM
yup happened to me once:D

Jaged
2003-06-10, 01:31 AM
A simply extrodinary post! That makes me feel like digging out my old combat eng cert. I havent been using it much.

gonnagetyou
2003-06-10, 02:28 AM
I went to see exactly what was suppose to be fixed with mines and this is what I found.

15) The exploit with the ACE which allowed users to lay mines inside buildings has been fixed. This will no longer be possible.

Doesn't say anything about enemy SOI. Just won't be able to place them in buildings. Don't know how this was possible to begin with so this doesn't change how I'll operate defenses. At least not until I come up with something better.;)

Onizuka
2003-06-10, 02:40 AM
too bad its 2:30 am and i was too tired to read past the first two paragraphs :)

gonnagetyou
2003-06-10, 02:44 AM
Hey, I'm 3 hours behind you. But, there's always tomorrow. This post goes down good with a bagel and coffee.

Doppler
2003-06-10, 03:08 AM
I may have to reconsider my stance on Adv Engineer. It's not that I debate their usefullness it's just i was always too busy hunting down and slaying max's to mess with it, now that I'm more a support guy I may have to give it another look.

ZionsFire
2003-06-10, 03:37 AM
Me is savin up:D

ZionsFire
2003-06-10, 03:50 AM
For combat engineering that is:D

Midknighter
2003-06-10, 04:52 AM
Great post GonnaGetYou :thumbsup:

I've been playing a Combat Engineer since the Beta and it's good fun. Sometimes I'm not sure about Spitfire turrets as they're so easy to destroy. They really need to be shielded and used in conjunction with mucho fighting to be really effective. I love mines though - I just wish I had more :D

I often end up defending the back door with Boomers. It's difficult to lay any deployables that won't simply be picked off, so I usually lay a Boomer just inside the door and wait. As soon as someone opens the door and takes a potshot at me... Kabloowie!

I've recently been experimenting as a Ninja-Neer which is quite fun. I grabbed an Infiltration Suit, a REK, 4 ACEs and the melee implant. In an open battlefield fight last night I cause havoc by sneaking behind the enemy lines and laying spitfire turrets behind them. I also snuck up to people who were sniping and laid Boomers right up their butts before blowing them to hell. It was enormous fun. I even managed to help turn the tide in a prolonged tower battle by sneaking down to the equipment terminals and quickly planting Boomers when people's backs were turned. I was able to take down two Equipment terminals in a crowded room before I was spotted and shot down. People were too busy looking up the stairs. :)

That said, you make more of a contribution doing regular Adv Engineering duties than Ninja-neering. But it makes a nice change of pace.l

ZionsFire
2003-06-10, 05:01 AM
Can a boomer take down reinforced?

Midknighter
2003-06-10, 06:44 AM
Yup. Easily. They do decent splash damage too. In fact I think if you detonate a Boomer directly under a MAX it'll take it down in one hit. Don't quote me on that though - I need to do more testing :p

Sp3ctre
2003-06-10, 07:28 AM
Does anyone here play TFC? I love being an engineer on that, is it anything like that in PS?

Hellsfire123
2003-06-10, 08:03 AM
Its alittle like TFC, but you have to carry the ACE units around with you, and turrets suck lol.

I still have yet to hear this ringing noise that motion sensors give off. Even as a cloaker, ive never heard anything from nme sensors or my own. Is useful for the minimap though.

When i used Com Eng in beta i used to plant boomers just before i died, becuase clicking the "respawn" button would trigger them, often killing that bastard who got me. Does this still work?

JakeLogan
2003-06-10, 09:26 AM
Excellent post

gonnagetyou
2003-06-10, 12:39 PM
Not sure if Boomers still go off when you respawn. Never tried it. I've only had some limited success with Boomers. I usually use them to simply destroy terminals and what not. People have gotten a little more alert to the old Boomer in the door trick. I often find the door opening and then hear weapons fire as they blast away at the Boomer from out of range.

I'm eventually going to get the Infiltration Cert so I can use the two Certs together. Should be great fun when looking for something different to do.

Entra
2003-06-11, 12:09 AM
Hey Sp3ctre! I'm a veteran tfc player here. I'd probably say there's more multitasking in planetside as an CE than an engy in tfc. Probably the greatest similarities I can think of is that your turret will face towards your body once it constructs and the usage of turrets is to either deter or surprise.
PS is a little more place and forget and restock/upkeep while you know tfc allows only one sg that needs your sole attention in matches.
Overall PS has weaker turrets but you can build up to 10 at once and you also have the ability to lay mines and motion sensors. Kind of like being an easier demoman. Just remember to look down when you set them. ;)

(sorry for bumping an older thread but I had to share) :D

1024
2003-06-11, 12:16 AM
Originally posted by Onizuka
too bad its 2:30 am and i was too tired to read past the first two paragraphs :)

it's ok, i read about 2 sentences. But it sounded good from waht i read. I hate reading online novels. :rolleyes: :D

Good post :thumbsup:

CDaws
2003-06-11, 03:29 AM
Ok people you're going to love me for this, or not. ;)

Damage spacifics for the the mines and spitfire turrets are as follows:

HE MINES: Damage

Vs. Infantry: 100
Vs. Vehicles: 500
Vs. Aircraft: 500


BOOMERS: Damage

Vs. Infantry: 250
Vs. Vehicles: 400
Vs. Aircraft: 400

Of course mines are a one time use because they explode.


SPITFIRE TURRET: Damage

Vs. Infantry: 15
Vs. Vehicles: 10
Vs. Aircraft: 10

On the turrets that is per shot. Damage delt by turrets is for a single bullet or hit.


This is straight out of the strategy guide, which I got just to see the damage for each weapon and vehicle per shot or hit and to find out what the later Command Ranks would be able to do. Hope this is usefull for the players that are CE or are thinking about getting the CE cert. IMHO it is well worth the 5 points to be a CE which I love being.

Onizuka
2003-06-11, 03:32 AM
well that makes sense ranger. But crap those spitfire turrets are good.

the only way i can truely beat them is to get far away and destroy them with one hit with my pheonix.

CDaws
2003-06-11, 03:39 AM
The spitfires have an auto fire range of about 50 yards. So as long as you are out of that range they won't shoot you if you don't shoot them. If you want to take them out, either hit them with a one big hit like a decimator or a few hits with rockets, nades, or bullets and have some cover to hide behind when you shoot because the will fire back when they get hit. You wont get hit as long as you are far enough away though.

Knuckles
2003-06-12, 08:41 AM
- Should I, or should I not put up spitfires around an AMS?

They supply good defence, but at the same time they tend to draw attention to the location of the AMS... and that is b-a-d, right?

So, engineers (and to some extent mosq and reaver pilots) - should I or shouldn't I?

Agathon
2003-06-12, 10:22 AM
Hello,

You post is terrific, and I read it all. I started as a combat engineer and then went to advanced medic as well. On EverQuest I played a Cleric. Support classes are my thing, and I enjoy the role immensely. Let me add my experiences briefly to yours please:

1. I used to deploy mines around my AMS's. This was a great tactic until someone set off a jammer grenade at a very crowded AMS of mine. I got over 150 grief for it by the time the hellish explosions stopped. Do NOT mine around your AMS! The mines will be used against you by intelligent enemies, and often you will get an idiot on your own team to use a jammer grenade as well. I suggest placing a sensor and a turret in the sphere, and then lay a mine field around the OUTSIDE of the immediate area. Do not place the mines close enough that they will do damage to spawning folks waiting at the terminal. There is also a bug with the placement of turrets and sensors in regards to buying things and deploying/undeploying the AMS. Do not place the turret or sensor on the tail or front end of the vehicle! This is a common cause of being unable to use those ends with your use button.

2. Placement of mines, turrets, and sensors needs to be done more intelligently by engineers. I often see turrets and sensors placed out in the open where they can be seen for miles away by the enemy. Uhm, folks, this makes them USELESS. If they can be seen from afar, a sniper or heavy weapons guy will jsut take them out as they safely approach. If not them, a vehicle will just run them over with minor damage inflicted upon themselves. By the lousy placement of such things, I cannot place my things correctly in return without getting grief. Always place turrets and sensors where as the enemy approaches or scouts from afar they cannot be seen. Just think as the enemy. Where will they be attacking from? Where will their snipers be looking down from? Remember that a sniper can take out a turret from a distance with only a couple shots! Place the turrets and sensors then on the inside of walls or behind the raised top out walls. You'll see these raised points on the top wall every once in a while between Phalanx Turrets. Placing them there means the enemy has to get close before they can destory them. Also place them behind rocks and trees so approacing troops do not see them immediately. Lastly, do not forget to defend the center of the base on top and on the walkways. Gal's often drop people there, and often engineers entirely ignored that area.

3. Last night I blew three people up at once with a boomer inside. Use them inside folks for the best effect. They have exponentially greater power in a hall. I was alone in a cc that was hacked by our team. The enemy gun fire was coming closer and closer, and the red kills on the list were spamming our kills out easily. I took out a ACE and placed a boomer at the edge of the door. When the enemy came through, two in reinforced armor and one cloaker, I detonated the boomer as they began to fire at me. BOOM! I killed them all in a second flat. Sadly, I wish I had place two boomers, because two more guys came in right after them! hehehe It was a wonderful moment though to get three folks in one boomer deployment. Just image the damage you could inflict on a zerg'd back hallway with multiple engineers working together!

4. Mines are great all around, but I would suggest people not only place delaying fields in obvious places but also place mines in less obvious places. Use the same logic used for turrets and sensors, but think of it in the reverse. If the enemy is going to be approaching from the south, place the turrets and sensors on the north side of trees, rocks, and walls. However, place mines on the SOUTH side of said objects. As the enemy advanced using cover as they will, mines will be waiting behind the rocks, trees, and walls they plan to hide behind. I've gotten tons of kills this way. Don't place such mines in clear areas either. Use them in grassy areas or around corners to make detection more difficult.

Anyway, I hope my strategies help folks, and I don't mind spreading my tricks to help the masses.

P.S. Knuckles, put one inside the sphere on one side of the AMS (not on the end or front of the AMS though due to a bug). Otherwise, I would then surround the AMS if in an open field with mines only. If you are in a wooded area, you can mix in turrets around the outside area of the cloaked section, but do not use an obvious pattern. Make it random and try not to point the enemy at the AMS. I don't deploy turrets around an AMS in a field, because they do draw too much attention, but they are fine in the woods imo.

;-)

Good luck,

Knuckles
2003-06-12, 10:39 AM
Good post, Agathon.

A little word on placing turrets out in the open: Sometimes You have to. There's simply no spots to hide/shield the spits, so You must place it right there... Visible and all. What I do on thiose occasions is that I place a few mines around it, in case a vehicle will try to run it over.

But I do clench my teeth when seeing "newcomers to the trade" (don't want to call them noob engies :) ) placing turrets and motion detectors out in the open, when there are numerous spots to hide/shield them, improving both their damage impact and life time.

Nitsch
2003-06-12, 10:47 AM
I put mines in obvious places sometimes just so i can tell if troops are incomming. Placing a mine by the backdoor then glancing at your map on occasion will let you know if someone is trying to sneak in.

Hellsfire123
2003-06-12, 11:02 AM
A good tactic for mines is to place them just inside the ams bubble. no one ever sees them in time, and after exploding they are easy meet for anyone armed. What i hate is when people ring the outside of the ams with spitfires. Why not just put up a sign saying "WE'RE OVER HERE!". Also, alot of engs place spit fires behind bunkers. Bad idea, as they dont shoot over the bunkers for the most part. i can litterally just walk up to it an blast it with lasher/shotgun without getting hit.

Also, if you find an enemy ams, plant mines around the spawning areas, and then either hack or destroy it. Get tons of kills liek this

Happy lil Elf
2003-06-12, 11:11 AM
Ummm, Ranger? Ever see the official strategy guide for Evercrack? A strategy guide for an MMO game is about as useless as a woman who can't cook :p

Agathon
2003-06-12, 12:18 PM
Hellsfire,

The reason people put them behind things is so the enemy doesn't see them until the thing the turret is behind is passed. This is a good tactic since a seen turret at a distance is a useless turret 99% of the time.

Please see my post about AMS's and friendly mines. It is BAD. Don't place mines within the AMS sphere of cloaking, or an enemy or friendly with a jammer grenade will cause havok and lots of grief for the engineer.

8-(

IDgaf
2003-06-12, 12:36 PM
On the main map motion sensors seem to have their own SOI. Does a spitfire or a wall turret have to lie within this SOI for it to work in concert with the sensor?

I've placed sensors near towers when enemies were near and, for wall turrets at least, nothing happened.

Agathon
2003-06-12, 12:54 PM
Hello,

The sensor makes it so they see things within the sphere the sensor sees. I am not sure what the range between the sensor and the base has to be, but I would guess as long as the sensor is inside the SOI of the base, then the base would see its information.

The turrets not working was probably because it wasn't an Interlink facility or the base owning team did not have a linked Interlink facility on the continent. I have used sensors successfully on the perimeter to have phalanx turrets fire on infantry and vehicles. They have to be powered, and you have have an Interlink facility linked to the base--or the base itself needs to be a Interlink facility.

The nice thing about the sensors is that they make enemy show up on your personal radar as a player. This is what I find most useful. Put one inside the back entrance hall, and then watch your radar for the zergly force on its way. Once it is on the way, start blowing up the boomers you have already placed and that you have detonators for in your inventory.

;-)

gonnagetyou
2003-06-12, 05:09 PM
When mining the perimeter of an AMS you need to allow some room between mines. Too close and they will all go off at the same time seriously harming the AMS and anyone inside the cloaking sphere. I learned this the hardway. It does help to place a few inside, however. Just try to guess where they would be most effective. I sometimes park an AMS so that the edge of the cloaking field comes down across some terrain features. This creates some natural avenues of approach that enemy troops will have to pass through to get inside. Just place a mine between the obstacles. People will of course catch on to this tactic, but just like when mining the entrance of a door, it still helps to slow them down and waste time getting inside.

Another helpful hint for mines is to place them just out of sight over the edge of terrain. Just look at the terrain. You will see where there are sharp rises and falls. If you know enemy troops move trough the area in a certain direction then place your mines just on the opposite edge of the terrain from the direction they will be moving. Often they will be running and won't be able to see the mine until it is too late.

There is a tower on Amerish perfect for this. It sits on a natural hill and anyone coming up the hill can't see what lies on the ground at the top until they climb the hill. Mines placed around the top edge of the hill can't be seen until you are too close. Make sure they are close to the edge but not right on the edge. I've killed a lot of players and vehicles trying to climb that particular hill.

Most players are lazy and follow direct paths to and from warpgates, towers and bases. I leave it to all you evil Engineers to figure out the twist surprises you can create to welcome them. MAX units on run mode are especially easy pickings for a well placed minefield.

shinken
2003-06-13, 01:25 AM
a sniper/combat engineer combo is somthing i think would work pretty well, find a good spot near a tower or base, set up a ring of motion sensors to tell you if some one is sneeking up on you and a spitfire or 2 to cover your back while ur reloading

sry if some1 already posted sumtin like this, too lazy to read all posts

Sp3ctre
2003-06-13, 05:47 AM
I'm gonna be a Combat engineer-Advanced Medic. Is there enough room in the inventory to hold enough Medical stuff and ACEs?

Knuckles
2003-06-13, 07:21 AM
I'm gonna be a Combat engineer-Advanced Medic. Is there enough room in the inventory to hold enough Medical stuff and ACEs? Yah. No problem at all. I am adv medic and combat engineer, and there's no problem what so ever to carry a reasonably versatile load-out.

I have a number of different setups (favourites) that I use, depending on what I set out to do or what I expect to face. There are of course the "normal" setup - (Hacking tool, BANK and medical gun + rifle and AV weapon, ammo) to the I-love-mines setup in which I only carry a rifle, the nano dispenser, 11 ACEs, 1 ammo pack and the BANK and medical gun.

Inbetween these two setups I have a number of different ones that are designed for different settings. I have one which is meant to be used either for the CC or the backdoor. It's basically a "normal" - where I've taken out some AV and rifle ammo to sqeeze for or five ACEs in. These 4 to 5 ACEs can be used to make either CC or backdoor just a tad harder to just waltz in through. (Just use Your imagination. I am sure You can create some pretty devious stuff with those ACEs, either at the back door or at CC. :) )

I have also a special setup for those times that I am a tank gunner. Some ACEs to setup some spits at a spot meant for repairs. A rifle, some ammo and of course - the nano gun plus LOADS of nano repair refills.

I think I have like 5 or 6 different setups, all designed for different tasks and settings (and most of them has an ACE or two in there)... But I never, ever, leave home without the BANK or the medical gun.

Agathon
2003-06-13, 08:13 AM
Hello,

The sniper/combat engineer idea is great! Just last night I had setup some defenses around a tower, and the enemy came to take the base soon after. A squad member also setup his allotment of ACEs. The two of us maxed out our deployables and there were other engineers who had left stuff. The tower was extremely well defended! I got into a turret and waited. It was going to be a losing battle, but I figured I'd get some kills.

The plan was to draw the enemy from the base to me. It simply didn't work though. Their gal dropped two people from the squad near the tower, and the two were swiftly killed by a barrage of turret fire and one mine. After that though, the rest of the squad stayed at a distance. One guy and then one more did come to investigate, but they were out of range of the tower turret. They saw how well the place was defended and wisely chose to ignore me. hehehe

If I had had a sniper rifle though, I would have been able to at least kill the two investigators. It didn't even occur to me until reading the above post. <ponder> I currently have:

Medium assault
Reinforced armor
Combat Engineer
Advanced medical

Maybe I will work on also doing sniping. <chuckle> Having a long-range rifle last night would have made me a soloing dream come true!

For those of you considering these support classes, having the skills isn't just nice for helping others. I live a tremendously long time if I'm careful and the lag doesn't get me. I can run around corners, fire into the enemy, and immediately hit surge to escape for repairs and healing. Then I just repeat the process. I'm self-sufficient basically.

The only draw back I currently have is that I have no vehicle certifications, but then I usually find a ride from folks in a snap--either from IRL friends, squadmates, or strangers.

While partially on the subject, don't stick mines on the light gray stone looking material near the bases of towers other than one mine in front of each door. Those two mines stop cloakers from getting into the tower without them first firing a weapon to remove the mines. Otherwise, mines on clearly contrasting surfaces like those are only a delaying tactic in most cases. Any careful enemy, even one running and attacking, will see them. Keep mines around towers in the grassy areas and around cover as the enemy approach.

Don't forget to place mines on the roof walkway and in front of those doors also!

8-)

Sp3ctre
2003-06-13, 08:16 AM
How long does it take to build a turret? Has anyone got a Combat Engineer outfit? It would be kinda cool. You could make a wall of Spitfires, or block base entrances really easily. If you had 10 Engys, then thats 10 quick turrets simultaneously.

Also, can you repair turrets, a squad of engys would be even better because everyone could repair each others turrets so they'll be unstoppable! Thats why I love TFC

Agathon
2003-06-13, 08:22 AM
Hello,

Yes, it only takes about 5 seconds. The game is coded so there is a delay after you place a turret before you can build another. Frankly, I think this is lame though. You are not building it! It is all based on nano-technology. Little machines are building it for you. For this reason I believe it shoudl be instantly deployed like the other three devices. Anyway though, all I do is this:

I run to where I want the turret, I place mines around, a sensor, and the last thing I do before running off is place the turret. This makes it so the delay time is used up while running to the next deployment place--not while I wait there standing still to put down a mine or sensor next in the same spot. NEVER stop moving in the open in PS. The way the lag works for 56kers and just simple tactics means everyone should always be moving.

Even when I'm repairing a vehicle, I still crouch and walk back and forth in battles. Standing still is a great way to get sniped, and deploying ACEs as an engineer tends to be very dangerous. However, when there is a huge battle going on, I've been able to use my surge implant to flank the enemy and drop a ton of ACE's behind their lines. When they are attacking a tower with my team on the tower side and a bunch of freshly deployed turrets behind them, they sure get cut to pieces in a hurry!

;-)

ZePhoeniX
2003-08-07, 07:13 AM
Hail !

First, gratz for this very very useful thread. :eek:
You gave to me lots of interesting ideas that i will experiment soon.

I've just a question. Is it possible to use a remote detonated boomer to destroy a generator ?

aiwest420
2003-08-07, 10:26 AM
yes, it is.

a VERY effective way to destroy gen is:
1) place 10 boomers right beside the gen (9 boomers kill it, but if you place em wrong, 10 should do it)
2)throw jammer nade at the boomers
3) run.

:)

Queensidecastle
2003-08-07, 12:51 PM
I love CE for all the resons stated but I even carry them on my hardcore grunts so I can trick MAXs to follow me around a corner so I can boomer them. Also setting up mines at the corners where everyone takes cover before rushing into a base gets mass kills as well when foolish and suicidal troops decide to surge around the corner to get some kills

RazorPlasma
2003-08-15, 12:48 PM
Bumping a decently old topic. That was a great post.

In my opinion, the only good use of Combat Eng. is putting down Spitfire Turrets and Mines, but that is just my two cents.

JetRaiden
2003-08-15, 12:49 PM
i tossed combat engy for medic, so I can heal and repair myself on the battlefield. i last twice as long out there now. :D

Madcow
2003-08-15, 12:55 PM
Originally posted by RazorPlasma
Bumping a decently old topic. That was a great post.

In my opinion, the only good use of Combat Eng. is putting down Spitfire Turrets and Mines, but that is just my two cents.

Play an infil combat engy and learn to love the Boomer.

And the Motion Sensor should be used a LOT more often than it is. It's a shame but I think most people feel the same way you do about it.

Lonehunter
2003-08-15, 01:22 PM
I am an AMS driver/engineer. One thing I hate is when I set up all kinds of defenses around my AMS and then it gets jacked, so I figured something out. When bringing an AMS to a battle, park, deploy, then place 2 boomers and 1 mine infront of the AMS. Mines can't be placed right next to each other and an exploding mine will set off boomers. Then undeploy it, drive it on top of the mine and boomers, then deploy it again. If the AMS gets hacked, the mine will blow up and set off the two boomers. The AMS is now on the brink of death, finish it off with any weapon you have. But if you have adv hacking you could simply hack it back.

Edit: Use more boomers if you want it completely gone. I only use two becouse that won't kill it, but it will take out the cloaked hacker standing next to it, then I have the option of finishing it off, or letting an Adv Hacker re-hack it. I have recently acquired adv hacking so I don't use this technique as often as I used to :D

kidriot
2003-08-15, 01:24 PM
combat engineering is fun.

there will always be atleast a few vehicles who run blindly into mine fields around bases/turrets.

with EMP at cr3, tho, it's very simple to get rid of a CE's work. that's the main reason I ditched CE. along with people carrying jammers, deployables aren't more then an annoyance.

gonnagetyou
2003-08-15, 03:49 PM
Originally posted by Madcow
Play an infil combat engy and learn to love the Boomer.

And the Motion Sensor should be used a LOT more often than it is. It's a shame but I think most people feel the same way you do about it.

Hey, I use motion sensors all the time. If I'm around prior to a large siege I'll string motion sensors all the way around the upper walls with a few inside which effectively covers the entire base. Motion sensors placed on the wall above the back door are especially good for keeping track of troops using it as long as people watch their minimap like they should.

If I'm alone defending a base against a small squad I use motion sensors placed in strategic locations inside to help me keep track of enemy locations so I can set up ambushes in hallways and around corners. This has worked very well for me on multiple occasions.

Just be sure to place them in places were they aren't easily seen and destroyed too quickly. The sensors penetrate through walls so you can get a good even coverage.