{"$schema":"https://uar.cedricdessalles.dev/guides/schema.json","format":"/guides/format?mos=AssaultEngineer","version":1,"mos":"AssaultEngineer","slug":"the-assault-engineer-played","title":"The Assault Engineer, played","modes":[],"ranks":["co"],"skills":[],"sis":[],"blocks":[{"type":"markdown","text":"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."},{"type":"columns","columns":[[{"type":"markdown","text":"# first\n**Get in the Predator**\n\nIt drops in at the start, on control group `2`. [[ability:EnterthePredator]], and put your first two points in [[skill:MechaSkills]]: each level is one of its abilities. Mecha 1 is [[ability:Rockets]], the burst the team is short on early. Mecha 2 is [[ability:PsiStrikeWalk|Strike 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."}],[{"type":"markdown","text":"# then\n**Feed it Engineering**\n\nEvery [[skill:EngineeringSkills]] level raises the Predator's [[ability:Rockets]] a level too, and brings [[ability:RepairCE]], [[ability:Overhaul]], the armor and battery upgrades, and at 4, [[ability:Craft]]."}]]},{"type":"columns","columns":[[{"type":"markdown","text":"# once you have it\n**Craft for the team**\n\n45 energy turns a [[item:Scope|scope]], a [[item:MagneticStabilizer|stabilizer]] or a [[item:RecoilSuppressor|suppressor]] into its improved version, and enhances the Predator, the [[mos:Rjx73]], a [[mos:Cyborg]], a [[mos:Prototype]], the [[unit:MULE]], the [[unit:PsiDecimator|City Guard]]. Say when it is ready."}],[{"type":"markdown","text":"# always\n**Keep the machines running**\n\n[[ability:RepairCE]] what is dented, [[ability:Refit]] what is broken, [[ability:Overhaul]] a dead turret or your own Predator, and [[ability:Reconstruct]] a dead vehicle. The [[mos:CombatEngineer]] has all four too, so split the field between you."}]]},{"type":"section","title":"The Predator","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# Getting in and out\n- [[ability:EnterthePredator]] (E) from beside it; [[ability:LeavethePredator]] from inside. While you pilot, you cannot be hit: the engineer rides invisible inside the hull.\n- It arrives at **550 life** and **300 energy**, its own pool, not yours, and it moves 0.8 faster per [[skill:MechaSkills]] level.\n- It carries 6 slots of its own: a [[item:Scope]], a [[item:AimAssistvehicle|vehicle aim assist]] or [[item:RecoilSuppressorvehicle|recoil suppressor]], a [[item:ShieldGenerator|shield generator]], a [[item:ReconDroneModule|recon drone module]], [[item:WeightReductionvehicle|weight reduction]], the [[item:TwinAutocannonsMKII]]. Every one is on its [Gear tab](/mos/AssaultEngineer/gear).\n- Stuck outside a broken hull with the engineer hidden? Type **-stuck** in chat: the map puts you back beside it, visible."}],[{"type":"markdown","text":"# When it breaks\n- 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.\n- Anything it carried for a mission is dropped beside it: a [[unit:SatchelCharge|satchel]], a [[unit:MK44SentryGun2|sentry]], a [[item:EnergyBattery|battery]], the [[item:BMDD]].\n- [[ability: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.\n- Losing it costs the mission items too: pick them back up before you climb in."}]]}]},{"type":"markdown","text":"## Its guns and its abilities\n\n| Ability | Costs | Cooldown | What it does |\n|---|---:|---:|---|\n| {{mos:Goliath2\\|Autocannon}} | 2 rounds | | 85 damage every 0.5 s at range 18, from a 100-round drum. Its **Reload** takes one of *your* [[item:Magazines]] and about 6 s ([[si:Quick Thinking]] cuts it a quarter), and you cannot climb out mid-reload. |\n| {{ability:LaserGuns}} | | 4 s | A toggle: 320 damage a shot on the same drum. Switch back to the autocannon the same way. |\n| {{ability:Rockets}} `Mecha 1` | 150/130/115/90 | 45/40/35/30 s | Two 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. |\n| {{ability:PsiStrikeWalk}} `Mecha 2` | 1 charge | 30 s / charge | 2 charges. A charge through the target point, damaging what it crosses, and open to what survives it. |\n| {{ability:NovaStoneDefensiveMatrix}} `Mecha 3` | 40 | 60 s | A shield around the hull that soaks damage until it is spent. |\n| {{ability:HydraulicJump}} `Mecha 4` | 80 | 50 s | One second to crouch, then a jump: up and down cliffs, no vision needed. |\n| {{ability:FlareGun2}} `unlock` | 40 | 75 s | 45 s of vision over the point, detects the invisible, slows what stands in it; the enemy sees by it too. [[ability:Floodlights3]] (20 energy) are the other unlock; both come from the [Predator's ladder](/mos/AssaultEngineer/predator). |\n\nCosts 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 [[item:Magazines]], so carry them."},{"type":"section","title":"Engineering","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# Fixing things\n- {{ability:RepairCE}} · 15 life per 1.5 energy, autocast. Any friendly mechanical.\n- {{ability:Refit}} · 75 energy. Clears a machine's malfunctions, and is what a right-click on an *undamaged* machine does, so mind where you click.\n- {{ability:Overhaul}} · 111 energy. A destroyed turret or a broken Predator, back in service.\n- {{ability:Reconstruct}} · 150 energy. A destroyed vehicle (the [[mos:SiegeTank|tank]], the [[mos:FP500CombatWalker|walker]], the [[mos:AlligatorLK19|helicopter]]) or the [[unit:PsiDecimator|City Guard]]."}],[{"type":"markdown","text":"# Bolting things on\n- {{ability:ArmorUpgrade}} · Engineering 2 · 40 energy. +5 armor on a mechanical: mechs, turrets, the convoy, the [[unit:MULE]], a [[unit:Barricade|barricade]]. Lost when it dies.\n- {{ability:BatteryUpgrade}} · Engineering 3 · 60 energy. +50 maximum energy on a mech; on a turret that is ammunition. Lost when it dies.\n- {{ability:Craft}} · Engineering 4 · 45 energy, from 2 range. What it does depends on what you point it at: the table below.\n\nThe community's page notes that a [[mos:Cyborg]], a [[mos:Prototype]] or the [[mos:Rjx73]] loses its enhancement when it dies while the Predator keeps its own. Worth a second Craft once they are back."}]]}]},{"type":"markdown","text":"## What Craft does\n\n| Point it at | It becomes | What changes |\n|---|---|---|\n| [[item:Scope]] | [[item:Scope2]] | +2 range and +1 sight become +2.5 and +1.5 |\n| [[item:MagneticStabilizer]] | [[item:MagneticStabilizer2]] | its stun goes from 0.2 s to 0.4 s |\n| [[item:RecoilSuppressor]] | [[item:RecoilSuppressor2]] | its slow goes from 10 % to 15 % |\n| [[item:RecoilSuppressorvehicle]] | [[item:ImprovedRecoilSuppressorvehicle]] | the same, on the vehicle version |\n| [[mos:Goliath2]] | Enhanced | +2 armor, +50 life, +1 life and +1 energy a second, and it keeps them |\n| [[mos:Rjx73]] | Enhanced | +1 armor, +50 life, +1 life a second |\n| [[mos:Cyborg]] | Enhanced | +25 life, +1 a second |\n| [[mos:Prototype]] | Enhanced | +25 life, +1 a second |\n| [[unit:MULE]] | Enhanced | +5 armor, +50 life, +1 a second, and it digs faster |\n| [[unit:PsiDecimator\\|City Guard]] | Enhanced | the [[unit:Interceptor\\|militia drones]] fire 0.6 s faster |\n\nRead 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."},{"type":"section","title":"With a City Guard up","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# Two add-ons only you can buy\n- When a [[mos:CombatEngineer]] 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.\n- The shield drone answers to the [[mos:PlatoonLeader]], the heal drone to the [[mos:CombatMedic]]s: each sends the drone to shield or heal a target. Neither exists until you buy it.\n- **Craft the [[unit:PsiDecimator|City Guard]]** and its [[unit:Interceptor|militia drones]] fire 0.6 s faster; craft the [[unit:MULE]] and it digs its scraps faster and takes a beating.\n\n[The Combat Engineer's guide →](/mos/CombatEngineer/guide)"}],[{"type":"markdown","text":"# Predator unlocks\n- 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.\n- Every player's profile shows which they own; the requirements are on the Predator tab.\n\n[The Predator tab →](/mos/AssaultEngineer/predator)"}]]}]},{"type":"markdown","text":"Numbers are read from the map file: its ability, weapon and behaviour data and its trigger script."}]}