How to play Enginner

Post » Thu May 19, 2011 3:41 am

Hello Ark this is Casdin, asking for help

I am recently striving to become a good enginner, however i have found this to be a hard endevour.
I ask you enginners to come fourth and enlighten me with your wisdom.
The purpose of this post is to build a guide for all enginner looking to improve.
Now i am no enginner but i think that it would be good to involve tips about turret placement, mine placement, general tips, and when and where to position yourself
plus body types.

That is all.
Thank you,
Casdin.
User avatar
Micah Judaeah
 
Posts: 3443
Joined: Tue Oct 24, 2006 6:22 pm

Post » Wed May 18, 2011 6:39 pm

[quote name='Casdin' timestamp='1307098483' post='17802447']
Hello Ark this is Casdin, asking for help

I am recently striving to become a good enginner, however i have found this to be a hard endevour.
I ask you enginners to come fourth and enlighten me with your wisdom.
The purpose of this post is to build a guide for all enginner looking to improve.
Now i am no enginner but i think that it would be good to involve tips about turret placement, mine placement, general tips, and when and where to position yourself
plus body types.

That is all.
Thank you,
Casdin.
[/quote

Hey Casdin have you had a chance to check out the BRINK game guide in it they show you how to build the best character for what ever class. I used it from the begining to build my level 20 engineer it helped me. But you can't beat good old trial and error. I had to work out some kinks by just testing things out in game. Like for example, I don't think the gatlun turret is much better than the medium turret so I respeced and used that point somewhere else but thats just my opinion. I have the guide so if you want the rundown and some good dudes to play brink with you should join the Brink chat room and send me an envite radeaton.
User avatar
Nick Swan
 
Posts: 3511
Joined: Sat Dec 01, 2007 1:34 pm

Post » Thu May 19, 2011 4:04 am

thanks for the reply

what is this game guide you are speaking of, do you have to buy it? becouse i dont think i want to do that
oh and i play PC by the way if anyone is a interested in playing some brink with me add me′′bobafatt123′′
User avatar
Connor Wing
 
Posts: 3465
Joined: Wed Jun 20, 2007 1:22 am

Post » Thu May 19, 2011 2:15 am

heres how i play
i found it best to place turrets in cornors at angles so the cant be snuck apound and giving you the best killzone
or slighty elevated plane just above the person head making the turret drop head shots like no tomarrow

mines never place the right near the objective place them close but away if you step on a mine it doesnt explode when you step off it does so if you place it right on a repair target they step on , fix the object the die as they leave

always upgrade command post it helps alot with a extra bar of health or supply pip

buff lower weapons charcters before higher like light they need it more because the pistol and smg then a hulking giant with an Lmg and an AR
User avatar
Nick Pryce
 
Posts: 3386
Joined: Sat Jul 14, 2007 8:36 pm

Post » Thu May 19, 2011 1:12 am

the engineer is mostly a defensive class so picking a med. or hev. build for your character is the best choice

turrets get destroyed all the time so don't go repairing. just plant a new one

give the Kevlar buff to primary objective classes and medics

if attacking place a turret some where to draw fire

also place mines near command posts when on the attacking side aswell
User avatar
Gemma Woods Illustration
 
Posts: 3356
Joined: Sun Jun 18, 2006 8:48 pm

Post » Thu May 19, 2011 4:32 am

turrets get destroyed all the time so don't go repairing. just plant a new one

if attacking place a turret some where to draw fire

also place mines near command posts when on the attacking side aswell

Placing several turrets close to each other and have one engineer repair and protect them works very well. One turret is easily handled but more can be a problem. Not a real OMG problem just a nuisance to be overcome, which game balance wise makes a lot of sense.
Two or three medium turrets and a human player can clog the entrance to the hack objective on reactor quite well.

Mines can often be placed on landings and and exits from stairs. Unless people are REALLY clever and walk on the hand rail the stairs collimate the moving opponents so they'll be funneled straight unto your mines.

Play as soldier and operative and see just where you get shot the most from turrets and from which positions they are hardest to get at.

If you find that some routes of attack are often busy, there will often be some defenders blocking the route (duh). Running the gauntlet once and placing a turret so it can hit the attackers from the side is the optimum position, 'cause then it'll take away their cover advantage and wont risk hitting your own guys.
The mission where you destroy the pillar, and escort the bot, then hack the gate is a good example.
Resistance will often try to hack the shop door but you can also climb on top of the ATM machine and run through he bar to get to the pillar. You can set up a turret to the right of the landing so it will fire on those that climb the machine and you can post yourself behind the counter just in front where you can snipe at those in the hallway as well as shoot at those coming up, while your turret shoots them from the side.

Every map has 20 good spots for annoying turret placements and one well placed turret can easily stall and/or even hurt an opponent for 10 seconds as well as cost them a clip of ammo or a supply pip from a grenade.
Upgrading command posts is a rather good idea. The single buff is sometimes a bit annoying if you have to leave an important team member out of the fight because they go post hunting, but the double buff is always nice.

Also: know the map!
Operatives and engineers in particular need to know which short cuts to take when moving behind enemy lines or which short cuts to booby trap.
User avatar
Monika Fiolek
 
Posts: 3472
Joined: Tue Jun 20, 2006 6:57 pm

Post » Thu May 19, 2011 7:34 am

My personal favourite Engineer set-up is to run on Medium bodytype, with a Mossington Shotgun & a scoped Barnett/Drognav as secondary.

Play defensively for starters, don't go rushing the enemy head-on. I always buff my own weapon the second I spawn, and throw out 2 or 3 buffs along the way.

Put your Turrets where the enemy doesn't generally look; there are plenty of places to hide them, find somewhere from your own experiences that you know the enemy isn't likely to look or pass through, and have it face an objective or chokepoint. One example I love is when you're Resistance defending the first objective on Terminal. When you spawn and go forward and drop down through the empty lift shaft into that light room, place one right outside the doorway straight in front of you (rather than the doorway around the corner on the right), behind the cover of the head-high conveyor belt, and point it into the doorway of the glass hackbox room. Security won't be able to see it usually, they just run right through or drop in from above and walk right into the glass room. Usually the turret locks on and starts firing into their back. Just find places like that, where you'll be able to catch the enemy off-guard, get them to forget the objective and force them to turn around.

Also, double-up mines where possible. People don't expect to step on a mine, then a second after they've gotten up step on another. If you can, rather than place them ages down a corridor where you can't even see them, place them at the opening closest to you. That way when one blows up and they fall over, they're just lying there in front of you and they're easier to finish off, they don't really get the chance to stand up and recover any health like they would if you placed them miles away.
User avatar
Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am

Post » Wed May 18, 2011 9:18 pm

Placing several turrets close to each other and have one engineer repair and protect them works very well. One turret is easily handled but more can be a problem. Not a real OMG problem just a nuisance to be overcome, which game balance wise makes a lot of sense.


On turrets:

Overall this post had good advice, but when placing turrets close to one another make sure theyre not too close. Dont want an enemy to disable all of your turrets with one nade. Whenever possible place your turrets in places that are hard for the enemy to land a nade, I prefer catwalks and narrow ledges.

I saw someone saying to not bother repairing turrets, this is bad advice. I recommend killing nearby enemies, then repairing your turret. Repairing does not cost a supply pip, it would be a waste to throw a new one down. Also if you have the gear head ability it does not take very long to repair.That being said, dont sit there repairing when you are under fire.


I prefer to run a medium build for my engineer, with the gerund AR (primary) Kross SMG (secondary).

Engineers in my opinion are the best defensive class. They are most effective when holding the line on defense as well as covering objectives on offense. The key is to pay attention to were the battle is unfolding. As an engineer i never stray very far from the main objective, I cover side passages with landmines, and place a turret out of sight but in view of the objective. If the enemy are not hitting the primary I venture out to support my team on secondary targets, but as soon as I get turret points or a landmine goes off I run back to the primary to clean up the badguys and reset defenses. If I have most of my supply pips I like to change my turrets location to keep the enemy from being able to disable it with nades from out of view.
User avatar
Sunnii Bebiieh
 
Posts: 3454
Joined: Wed Apr 11, 2007 7:57 pm

Post » Thu May 19, 2011 2:22 am

The key is to remember that the Engineer is a SUPPORT class - mobbed up gunfights are for soldiers and their medics in close support.

To avoid any TL;DRs, I'll be brief:

ATTACKING

Buff yourself and 3 others from the spawn.
I always use an underslung GL to help me support my turrets.
Find an alternative firing line into the gunfight, which splits the enemy fire and takes pressure off your mates in the chokepoint.
Place a turret and then SUPPORT it - they don't last long if you place-n-forget. Make enemies attacking your turret face your fire as well and the combo of you+turret will be more effective.
Place the you+turret, if possible, in places that are hard to just 'nade to bits.
On attack, use your mines to prevent you+turret from being flanked.
Rinse and Repeat - seperate from the main group, you'll get offed a fair bit...remember a) the enemies fighting you aren't concentrating on holding the chokepoint and B) KDR isn't the point in Brink! Upgrade any CPs on your way back to the action.
Find new positions as your team moves forward - always look to be firing into the mob from a new direction.

DEFENCE

Buff yourself and 3 others from the spawn, as before.
I always use an underslung GL to help me support my turrets, on defence ROF is important, so I take a SMG as backup.
Find an alternative route to or past an anticipated chokepoint and set about blocking it. Force attacking baddies into a chokepoint if you can and deny them flanking routes or ways to bypass the firefight. Whilst turrets at the chokepoint itself may seem to be helping, they rarely last long enough to achieve much.
Again, place a turret and then SUPPORT it.
Again, place the you+turret, if possible, in places that are hard to just 'nade to bits.
On defence, use your mines to cover areas or routes that you+turret can't, that are close to where you've set up.
Repair turrets and replace mines in any spawn-lulls.
Rinse and Repeat, falling back from chokepoint to chokepoint if your team is forced back.
If you're defending a static objective, try to ensure that you+turret combo isn't visible imediately to baddies charging in - you want them to fixate on the hack/cut into/pick up and THEN realise they're taking fire. Keep a nade in your undeslung for a quick knockdown at the objective.
Mine a close approach to the objective, but not close enough that someone stood on your mine can complete his task w/o stepping off it.

Hope you find that helpful - enjoy being an Engineer. :foodndrink:

Remember, an Engineer does not rebuff his ammo like a soldier. Don't fall pray to the temptation of charging into chokepoints with the others - Whilst you can contribute, of course, you're just not as useful there.
User avatar
rolanda h
 
Posts: 3314
Joined: Tue Mar 27, 2007 9:09 pm

Post » Thu May 19, 2011 9:44 am

First thing is to decide if he's an all out Engi, or if he intends to really split duties with other classes (I find that focusing on the engineer is probably worth it since it's the most needed class).

Body type can go any way; I have a light, a medium, and a heavy all with solid skills in the engineer section and I intend to add another partial engineer as well. The heavy is my only outright engineer. I say pick based on how you play, how you want to use your engi, and what weapons you want to have with you. Lights are great for blocking light only paths, mediums are a good mix and best for quickly getting to objectives (since lights tend to get places faster than their friends and heavies never get there), and heavies are good for defense and taking the extra few hits while repairing/removing at objectives if they can get there.

I recommend, if you are taking it seriously, taking all the engineer abilities. None of them are a waste for an all out engi (I can give more detail if you want it, or if anyone disagrees :P ). I generally don't take any of the top row of universal abilities (sense of perception, combat intuition, downed fire) and can skip silent running, but you should be able to get as many as you want if you're just an engi.

Turrets and mines are good on offense and defense. On defense it should be obvious where the choke points and objectives you are defending are, and the key to good turret effect is to place them somewhere that the player has to turn the corner to see them, thus catching them by surprise. Mines can go in doorways, at the bottom or tops of stairs, or a ways infront of or directly behind your turret to make it more effective.

On offense use the mines and turrets to defend side entries to areas you need to move through, or to defend the objective areas (as if you are a defender).

My wife is now dragging me out of the house so I have to cut this short, I'll try to come back and get into more detail, and add some stuff on buffing and positioning.
User avatar
M!KkI
 
Posts: 3401
Joined: Sun Jul 16, 2006 7:50 am

Post » Wed May 18, 2011 10:04 pm

Buff. Buff, buff, buff! When properly buffed I have run into a room and gunned down five or six people in the span of ten or twenty seconds. The engineer's gun buff is brutal. Also keep an eye on your turret and mines' health if you aren't right next to them. It can help you to know where the enemies are if your turret or a mine goes down and you know what is where.

Though they really shine most in defense you can have an offensive engineer. One of the best ways to work this is to really know the side routes and shortcuts so that you can get around behind the enemy and drop a turret in a really inconvenient place (like outside of their spawn where they can't see it). For example I love running along the back ways in refuel and planting a turret right in the hangar underneath the ledge that they jump down from. It's hilarious. Also make sure you're always well buffed and you can destroy others. An offensive engineer can do great at keeping the other team busy so that everyone else can do what they are supposed to do.
User avatar
Joie Perez
 
Posts: 3410
Joined: Fri Sep 15, 2006 3:25 pm


Return to Othor Games