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The Assault Engineer, played

Commissioned Officer

The Assault Engineer's game, top to bottom. One class comes with a mech, and the mech is most of the class. The rest is keeping every other machine on the field running.

first

Get in the Predator

It drops in at the start, on control group 2. Enter the Predator, and put your first two points in Mecha Skills: each level is one of its abilities. Mecha 1 is Rockets, the burst the team is short on early. Mecha 2 is SWStrike Walk: it draws the crowd off a teammate in trouble and gets you across the map faster. Keep one of its two charges back for a sudden overrun.

then

Feed it Engineering

Every Engineering Skills level raises the Predator's Rockets a level too, and brings Repair (CE), Overhaul, the armor and battery upgrades, and at 4, Craft.

once you have it

Craft for the team

45 energy turns a scope, a stabilizer or a suppressor into its improved version, and enhances the Predator, the Rjx-73, a Cyborg, a Prototype, the MULE, the City Guard. Say when it is ready.

always

Keep the machines running

Repair (CE) what is dented, Refit what is broken, Overhaul a dead turret or your own Predator, and Reconstruct a dead vehicle. The Combat Engineer has all four too, so split the field between you.

The Predator

Getting in and out

When it breaks

  • The Predator never dies: at its last point of life it stops, goes Broken, and throws you clear. The ejection is a jump forward, so you land on your feet.
  • Anything it carried for a mission is dropped beside it: a satchel, a sentry, a battery, the BMDD.
  • Overhaul it, 111 energy, 90 s cooldown, needs Engineering 1, and it comes back at 100 life; repair the rest. Which is why Engineering 1 comes before anything you would rather have.
  • Losing it costs the mission items too: pick them back up before you climb in.

Its guns and its abilities

AbilityCostsCooldownWhat it does
Autocannon2 rounds85 damage every 0.5 s at range 18, from a 100-round drum. Its Reload takes one of your Magazines and about 6 s (Quick Thinking cuts it a quarter), and you cannot climb out mid-reload.
Laser Guns4 sA toggle: 320 damage a shot on the same drum. Switch back to the autocannon the same way.
Rockets Mecha 1150/130/115/9045/40/35/30 sTwo rockets on the ground. The level is your Engineering level, not Mecha: 1,000 → 1,400 → 1,800 → 2,200 damage a pair by the tooltip, range 30 → 45. Explosive damage, so an explosives SI counts.
SWStrike Walk Mecha 21 charge30 s / charge2 charges. A charge through the target point, damaging what it crosses, and open to what survives it.
Defensive Matrix Mecha 34060 sA shield around the hull that soaks damage until it is spent.
Jump Mecha 48050 sOne second to crouch, then a jump: up and down cliffs, no vision needed.
Flare Gun unlock4075 s45 s of vision over the point, detects the invisible, slows what stands in it; the enemy sees by it too. Floodlights (20 energy) are the other unlock; both come from the Predator's ladder.

Costs and cooldowns are the map's ability data; the autocannon and lasers are its weapon data. The Predator neither jams nor loads ammo: its Reload spends your Magazines, so carry them.

Engineering

Fixing things

  • Repair (CE) · 15 life per 1.5 energy, autocast. Any friendly mechanical.
  • Refit · 75 energy. Clears a machine's malfunctions, and is what a right-click on an undamaged machine does, so mind where you click.
  • Overhaul · 111 energy. A destroyed turret or a broken Predator, back in service.
  • Reconstruct · 150 energy. A destroyed vehicle (the tank, the walker, the helicopter) or the City Guard.

Bolting things on

  • Armor Upgrade · Engineering 2 · 40 energy. +5 armor on a mechanical: mechs, turrets, the convoy, the MULE, a barricade. Lost when it dies.
  • Battery Upgrade · Engineering 3 · 60 energy. +50 maximum energy on a mech; on a turret that is ammunition. Lost when it dies.
  • Craft · Engineering 4 · 45 energy, from 2 range. What it does depends on what you point it at: the table below.

The community's page notes that a Cyborg, a Prototype or the Rjx-73 loses its enhancement when it dies while the Predator keeps its own. Worth a second Craft once they are back.

What Craft does

Point it atIt becomesWhat changes
ScopeImproved Scope+2 range and +1 sight become +2.5 and +1.5
Magnetic StabilizerImproved Magnetic Stabilizerits stun goes from 0.2 s to 0.4 s
Recoil SuppressorImproved Recoil Suppressorits slow goes from 10 % to 15 %
Recoil Suppressor (vehicle)Improved Recoil Suppressor (vehicle)the same, on the vehicle version
PredatorEnhanced+2 armor, +50 life, +1 life and +1 energy a second, and it keeps them
Rjx-73Enhanced+1 armor, +50 life, +1 life a second
CyborgEnhanced+25 life, +1 a second
PrototypeEnhanced+25 life, +1 a second
MULEEnhanced+5 armor, +50 life, +1 a second, and it digs faster
City GuardEnhancedthe militia drones fire 0.6 s faster

Read from the Craft trigger and the behaviours it grants. An attachment already equipped on a unit is upgraded in place; you do not have to take it off first.

With a City Guard up

Two add-ons only you can buy

  • When a Combat Engineer is in the game the City Guard stands in Thalim, and your class panel gains two keys: F1 Emergency Shield Drone and F2 Emergency Heal Drone, 25 scraps each, bought from inside Thalim.
  • The shield drone answers to the Platoon Leader, the heal drone to the CombatMedics: each sends the drone to shield or heal a target. Neither exists until you buy it.
  • Craft the City Guard and its militia drones fire 0.6 s faster; craft the MULE and it digs its scraps faster and takes a beating.

The Combat Engineer's guide →

Predator unlocks

  • Six pieces, each earned by a win: floodlights, the MK II, III and IV chassis, the flare gun, shield regeneration. In order, each needing the ones before it.
  • Every player's profile shows which they own; the requirements are on the Predator tab.

The Predator tab →

Numbers are read from the map file: its ability, weapon and behaviour data and its trigger script.

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