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[[Long_War_Rebalance|Back To Main Page]] | [[Long_War_Rebalance|Back To Main Page]] | ||
[[File: Class Engineer (Long War).png|left|frame|64px| '''''Engineer''''']] | [[File: Class Engineer (Long War).png|left|frame|64px| '''''Engineer''''']] | ||
The '''Engineer''' is specialized in supporting | The '''Engineer''' is specialized in supporting mechanical units and the use of grenades, with their starting '''Mechanic''' ability giving them 2 uses of '''Repair''' and corrosion removal. | ||
:'''Primary Weapons''': | :'''Primary Weapons''': Assault Rifles, Battle Rifles, Carbines, SMGs, Shotguns, Arc Weapons. | ||
:'''Secondary Weapon''': Pistols, | :'''Secondary Weapon''': Pistols, Autopistols, Sawed-off Shotguns. | ||
:'''Class-Limited items''': None. | :'''Class-Limited items''': None. | ||
:'''[[Attributes (LWR)#Soldier Attributes|Attribute Growth:]]''' HP x2, Mob x2. | |||
<br/> | <br/> | ||
== Abilities == | == Abilities == | ||
{{Class Tree (LWR)| | {{Class Tree (LWR)| | ||
|Specialist1={{Mechanic (LWR) |text=1|topbotpad=10}} {{Repair (LWR) |text=1|topbotpad=10}} | |Specialist1={{Mechanic (LWR) |text=1|topbotpad=10}}{{Repair (LWR) |text=1|topbotpad=10}} | ||
|LCorporal1={{ | |LCorporal1={{Double Tap (LWR) |text=1|topbotpad=10}} | ||
|LCorporal2={{ | |LCorporal2={{Grenadier (LWR) |text=1|topbotpad=10}} | ||
|LCorporal3={{ | |LCorporal3={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}} | ||
|Corporal1={{ | |Corporal1={{Holo Rounds (LWR) |text=1|topbotpad=10}} | ||
|Corporal2={{ | |Corporal2={{Sapper (LWR) |text=1|topbotpad=10}} | ||
|Corporal3={{ | |Corporal3={{Firebase (LWR) |text=1|topbotpad=10}} | ||
|Sergeant1={{ | |Sergeant1={{Critical System Targeting (LWR) |text=1|topbotpad=10}} | ||
|Sergeant2={{ | |Sergeant2={{Tandem Warheads (LWR) |text=1|topbotpad=10}} | ||
|Sergeant3={{ | |Sergeant3={{Dense Smoke (LWR) |text=1|topbotpad=10}} | ||
|TechSgt1={{Master Mechanic | |TechSgt1={{Master Mechanic (LWR) |text=1|topbotpad=10}} | ||
|GunSgt1={{Bring 'Em On (LWR) |text=1|topbotpad=10}} | |GunSgt1={{Bring 'Em On (LWR) |text=1|topbotpad=10}} | ||
|GunSgt2={{ | |GunSgt2={{HEAT Warheads (LWR) |text=1|topbotpad=10}} | ||
|GunSgt3={{ | |GunSgt3={{Acid Tech (LWR) |text=1|topbotpad=10}} | ||
|MSgt1={{Lock n' Load (LWR) |text=1|topbotpad=10}} | |MSgt1={{Lock n' Load (LWR) |text=1|topbotpad=10}} | ||
|MSgt2={{ | |MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}} | ||
}} | }} | ||
| Line 58: | Line 33: | ||
'''Role''': Offensive Support / Defensive Support | '''Role''': Offensive Support / Defensive Support | ||
Engineers are a class largely based around items and special abilities, with their specialty being repairing mechanical units on the field. | Engineers are a class largely based around items and special abilities, with their specialty being supporting and repairing mechanical units on the field. Additionally, they possess the ability to remove Thinman/Chryssalid corrosion debuff by moving to or performing actions next to affected units. Naturally, with perks such as '''Dense Smoke''' and '''Smoke and Mirrors''', Engineers are extremely proficient defensive supporters. | ||
On offensive front, they can support the squad using '''Holo Rounds''' giving whole team aim bonuses. Furthermore, rare '''Acid Tech''' perk is both offensive and defensive tool that works on both bio and mech aliens. On its own Engineers can be built into mech counter as several of their perks are targeting mechanical units through increased accuracy or damage. Alternatively, '''Grenadier''' route offers strong AOE damage capabilities, but once spent, Engineer will have little to offer on offensive front. | |||
As Engineers are mostly brought along for their consumable items, and therefore don't need high aim, they are great candidates to be your primary '''Psionic''' troopers or '''Officers'''. | As Engineers are mostly brought along for their consumable items, and therefore don't need high aim, they are great candidates to be your primary '''Psionic''' troopers or '''Officers'''. | ||
| Line 64: | Line 41: | ||
==Sample Builds== | ==Sample Builds== | ||
'' | ===Support Engineer=== | ||
This build eschews most of the Engineer's offensive potential for a dedicated support specialist. It focuses on the use of reaction immune support grenades such as Smoke, Concussion, or Acid grenades thanks to ''Smoke and Mirrors''. ''Dense Smoke'' is a significant upgrade to Smoke Grenades, providing 60 total defense to physical and psionic attacks as well as critical hit immunity. ''Holo Rounds'' enhances your squad's ability to focus fire on important targets. ''Mechanic'' cleanses corrosion, and repairs SHIVs and mechs. Overall this is a very specialized build that has no offensive power of its own but provides a reliable suite of utility that will help keep a squad safe in dire situations. Even more support options can be achieved through either Officer or Psi training for more utility. | |||
{{Ability List Display | {{Ability List Display | ||
|level1={{ | |level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}} | ||
|level2={{ | |level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}{{Firebase (LWR)|align=center|topbotpad=7}} | ||
|level3={{ | |level3={{Dense Smoke (LWR)|align=center|topbotpad=7}} | ||
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}} | |level4={{Master Mechanic (LWR)|align=center|topbotpad=7}} | ||
|level5={{ | |level5={{Acid Tech (LWR)|align=center|topbotpad=7}} | ||
|level6={{ | |level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} | ||
}} | }} | ||
'''Recommended Weapons:''' | '''Recommended Weapons:''' SMGs, Carbines, Arc Rifle<br> | ||
'''Recommended Equipment:''' | '''Recommended Equipment:''' Support Grenades, Survivability-increasers | ||
Notes: | Notes: | ||
* As with other support and grenadier builds, this build is a good candidate for officer training to provide additional support when support grenades are expended, unusuable, or not worth using. Psi training unlocks Psi Grenades/Psi Frayer as options, but Engineers do not gain any multipliers for their will growth and will be difficult to train. | |||
* As with | * Engineers and SHIVs/MECs work very well with each other thanks to Mechanic. This build has very little shooting responsibilities, and is uniquely capable of babysitting your mechs. | ||
=== | ===Grenadier Engineer=== | ||
This build | The Grenadier Engineer excels in putting out pinpoint explosive firepower. This build sacrifices support versatility or fire support to improve the effectiveness of the Engineer's explosives. ''Grenadier'' is when this build comes online, giving the Engineer extra grenades and the ability to throw them further. ''Firebase'' or ''Sapper'' combined with ''Tandem Warheads'' and ''HEAT Warheads'' improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. This build is very reliant on equipped grenades, and once they run out it is left with very few options except repairing friendly Mechs. Psi powers are a good option to keep the Engineer busy even when out of explosives. | ||
{{Ability List Display | {{Ability List Display | ||
|level1={{ | |level1={{Grenadier (LWR)|align=center|topbotpad=7}} | ||
|level2={{Sapper (LWR)|align=center|topbotpad=7}} {{ | |level2={{Sapper (LWR)|align=center|topbotpad=7}} {{Firebase (LWR)|align=center|topbotpad=7}} | ||
|level3={{ | |level3={{Tandem Warheads (LWR)|align=center|topbotpad=7}} | ||
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}} | |level4={{Master Mechanic (LWR)|align=center|topbotpad=7}} | ||
|level5={{ | |level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} | ||
|level6={{ | |level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} | ||
}} | }} | ||
'''Recommended Weapons:''' | '''Recommended Weapons:''' SMGs, Carbines, Arc Rifle<br> | ||
'''Recommended Equipment:''' | '''Recommended Equipment:''' Explosives, Survivability-increasers | ||
Notes: | Notes: | ||
* As with many other supports and grenadiers, this build is a good candidate for Psi training to give them something to do when | * The choice between Sapper and Firebase is mostly one of flexibility; ''Sapper'' grants more damage (including to the environment) than Firebase, while Firebase increases throw range and utility. | ||
* As with many other supports and grenadiers, this build is a good candidate for Psi training to give them something to do when grenades are expended, unusable, or not worth using. | |||
===Double Tap Engineer=== | ===Double Tap Engineer=== | ||
The DT Engineer focuses on building an effective shooter that doesn't rely on consumables as the other Engineer builds do. With an early | The DT Engineer focuses on building an effective shooter that doesn't rely on consumables as the other Engineer builds do. With an early penetration/accuracy boost from ''Double Tap'' and ''Holo Rounds'', the DT Engineer can either setup in a defensive position and output reliable high damage or choose to move aggressively to deliver two flanking shots to an unwary alien. ''Critical System Targeting'' and a potential ''Acid Tech'' means that this build tends to focus on handling Mechs. This build pairs well with a mechanical tank to hide behind as it can keep the Mech in good condition thanks to the repair skill. | ||
{{Ability List Display | {{Ability List Display | ||
|level1={{Double Tap (LWR)|align=center|topbotpad=7}} | |level1={{Double Tap (LWR)|align=center|topbotpad=7}} | ||
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}} | |level2={{Holo Rounds (LWR)|align=center|topbotpad=7}} {{Firebase (LWR)|align=center|topbotpad=7}} | ||
|level3={{Critical System Targeting (LWR)|align=center|topbotpad=7}} | |level3={{Critical System Targeting (LWR)|align=center|topbotpad=7}} | ||
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}} | |level4={{Master Mechanic (LWR)|align=center|topbotpad=7}} | ||
|level5={{Bring 'Em On (LWR)|align=center|topbotpad=7}} | |level5={{Bring 'Em On (LWR)|align=center|topbotpad=7}} | ||
|level6={{Lock n' Load (LWR)|align=center|topbotpad=7}} | |level6={{Lock n' Load (LWR)|align=center|topbotpad=7}} {{Extra Conditioning (LWR)|align=center|topbotpad=7}} | ||
}} | }} | ||
'''Recommended Weapons:''' | '''Recommended Weapons:''' Assault Rifles, Battle Rifles<br> | ||
'''Recommended Equipment:''' Aim-increasers, Ammo-increasers, Damage-increasers, | '''Recommended Equipment:''' Aim-increasers, Ammo-increasers, Damage-increasers, Survivability-increasers | ||
Notes: | Notes: | ||
* On close quarters maps this build can choose to use a shotgun, playing similarly to an Assault that specializes in killing mechs. This is quite risky, however, as they have no added defenses to keep them safe. | |||
* On close quarters maps this build can choose to use a shotgun | * At CPL, Holo Rounds gives +10 aim and +10 pen to your second DT shot (more with holo sync), while Firebase provides +1 damage to every shot with a steady bonus. | ||
* None of the soldier upgrade paths are particularly strong for this build, thus any choice is fine. | * At MSGT you get the choice between LnL for more ammo sustainability or ''Extra Conditioning'' to improve the overall survivability. | ||
* None of the soldier upgrade paths are particularly strong for this build, thus any choice is fine for their general benefits to offense and/or defense. | |||
</div> | </div> | ||
Latest revision as of 16:14, 23 April 2026

The Engineer is specialized in supporting mechanical units and the use of grenades, with their starting Mechanic ability giving them 2 uses of Repair and corrosion removal.
- Primary Weapons: Assault Rifles, Battle Rifles, Carbines, SMGs, Shotguns, Arc Weapons.
- Secondary Weapon: Pistols, Autopistols, Sawed-off Shotguns.
- Class-Limited items: None.
- Attribute Growth: HP x2, Mob x2.
Abilities
| Rank | Ability | ||||||
|---|---|---|---|---|---|---|---|
Specialist |
Mechanic
Grants 2 uses of Repair [Heal a mechanical unit for 5 HP and remove corrosion]. Removes corrosion from all adjacent allies after each action. When in partial cover adjacent to a SHIV: Gain Low Profile [Partial cover grants the defense and DR of full cover] and when that SHIV takes damage heal the SHIV for 25% of the damage taken (heal only occurs if engineer is idle, steadied, or on overwatch). | ||||||
Lance Corporal |
Double Tap Shooting allows this unit to fire an extra shot if not out of ammo or targets. The extra shot gains +20 aim/crit if it's the same target. 1 turn cooldown after 2nd shot is used. |
Grenadier Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades and MEC launchers receive an additional use and have no weight. |
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use. | ||||
Corporal |
Holo Rounds Firing at a target holos them for 3 turns [Prevents stealth, incoming shots gain +10 aim and +10 penetration]. |
Sapper Explosives deal +1 damage, gain +20 penetration, and double environmental damage. |
Firebase
While in partial cover adjacent to a SHIV: Gain +30% throw range, +1 damage to all weapons and equipment, and an automatic Steady Weapon if idle at the end of the turn. | ||||
Sergeant |
Critical System Targeting Shots against autopsied mechanical units deal +20% damage and gain +20 penetration (+50% damage and +50 penetration if steadied). Does not work with Arc Weapons. |
Tandem Warheads Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%). |
Dense Smoke
Smoke grenades grant an additional +20 defense (+50 defense total -- defense affects psi as well). Using a smoke grenade costs 0 AP. | ||||
Tech Sergeant |
Master Mechanic
Increases the healing of repair by +4 HP and grants an additional use. Explosive shots that hit friendly SHIVs do not damage this soldier. When in partial cover adjacent to a SHIV: Both this unit and the SHIV gain 20% DR. | ||||||
Gunnery Sergeant |
Bring 'Em On
This unit gains +0.5 damage on standard shots and incoming non-psionic attacks have a +5% graze chance for each enemy in sight. |
Acid Tech Acid grenades/spit damage armor on impact equal to 25% of armor HP (max 5, bypasses DR). Shots gain a 35% chance (100% if steadied) to apply corrosion. | |||||
Master Sergeant |
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon. |
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. | |||||
Tactical Advice
Role: Offensive Support / Defensive Support
Engineers are a class largely based around items and special abilities, with their specialty being supporting and repairing mechanical units on the field. Additionally, they possess the ability to remove Thinman/Chryssalid corrosion debuff by moving to or performing actions next to affected units. Naturally, with perks such as Dense Smoke and Smoke and Mirrors, Engineers are extremely proficient defensive supporters.
On offensive front, they can support the squad using Holo Rounds giving whole team aim bonuses. Furthermore, rare Acid Tech perk is both offensive and defensive tool that works on both bio and mech aliens. On its own Engineers can be built into mech counter as several of their perks are targeting mechanical units through increased accuracy or damage. Alternatively, Grenadier route offers strong AOE damage capabilities, but once spent, Engineer will have little to offer on offensive front.
As Engineers are mostly brought along for their consumable items, and therefore don't need high aim, they are great candidates to be your primary Psionic troopers or Officers.
Sample Builds
Support Engineer
This build eschews most of the Engineer's offensive potential for a dedicated support specialist. It focuses on the use of reaction immune support grenades such as Smoke, Concussion, or Acid grenades thanks to Smoke and Mirrors. Dense Smoke is a significant upgrade to Smoke Grenades, providing 60 total defense to physical and psionic attacks as well as critical hit immunity. Holo Rounds enhances your squad's ability to focus fire on important targets. Mechanic cleanses corrosion, and repairs SHIVs and mechs. Overall this is a very specialized build that has no offensive power of its own but provides a reliable suite of utility that will help keep a squad safe in dire situations. Even more support options can be achieved through either Officer or Psi training for more utility.
Recommended Weapons: SMGs, Carbines, Arc Rifle
Recommended Equipment: Support Grenades, Survivability-increasers
Notes:
- As with other support and grenadier builds, this build is a good candidate for officer training to provide additional support when support grenades are expended, unusuable, or not worth using. Psi training unlocks Psi Grenades/Psi Frayer as options, but Engineers do not gain any multipliers for their will growth and will be difficult to train.
- Engineers and SHIVs/MECs work very well with each other thanks to Mechanic. This build has very little shooting responsibilities, and is uniquely capable of babysitting your mechs.
Grenadier Engineer
The Grenadier Engineer excels in putting out pinpoint explosive firepower. This build sacrifices support versatility or fire support to improve the effectiveness of the Engineer's explosives. Grenadier is when this build comes online, giving the Engineer extra grenades and the ability to throw them further. Firebase or Sapper combined with Tandem Warheads and HEAT Warheads improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. This build is very reliant on equipped grenades, and once they run out it is left with very few options except repairing friendly Mechs. Psi powers are a good option to keep the Engineer busy even when out of explosives.
Recommended Weapons: SMGs, Carbines, Arc Rifle
Recommended Equipment: Explosives, Survivability-increasers
Notes:
- The choice between Sapper and Firebase is mostly one of flexibility; Sapper grants more damage (including to the environment) than Firebase, while Firebase increases throw range and utility.
- As with many other supports and grenadiers, this build is a good candidate for Psi training to give them something to do when grenades are expended, unusable, or not worth using.
Double Tap Engineer
The DT Engineer focuses on building an effective shooter that doesn't rely on consumables as the other Engineer builds do. With an early penetration/accuracy boost from Double Tap and Holo Rounds, the DT Engineer can either setup in a defensive position and output reliable high damage or choose to move aggressively to deliver two flanking shots to an unwary alien. Critical System Targeting and a potential Acid Tech means that this build tends to focus on handling Mechs. This build pairs well with a mechanical tank to hide behind as it can keep the Mech in good condition thanks to the repair skill.
Recommended Weapons: Assault Rifles, Battle Rifles
Recommended Equipment: Aim-increasers, Ammo-increasers, Damage-increasers, Survivability-increasers
Notes:
- On close quarters maps this build can choose to use a shotgun, playing similarly to an Assault that specializes in killing mechs. This is quite risky, however, as they have no added defenses to keep them safe.
- At CPL, Holo Rounds gives +10 aim and +10 pen to your second DT shot (more with holo sync), while Firebase provides +1 damage to every shot with a steady bonus.
- At MSGT you get the choice between LnL for more ammo sustainability or Extra Conditioning to improve the overall survivability.
- None of the soldier upgrade paths are particularly strong for this build, thus any choice is fine for their general benefits to offense and/or defense.


















