Сложность: Средне Начальство: Взводный Ранг: Not defined Обязанности: Устанавливайте оборону, присматривайте за большими пушками, открывайте двери и спамьте колючей проволокой. Руководства: Construction, Guide to Engineering Описание: Not defined |__________| |
Но есть и хорошие новости: мы получили четырех таких роботов-часовых с неповрежденными дисплеями и сканерами. Они реально крутые, думаю, пригодятся. — Капрал Хикс, «Чужие»
В качестве Инженера отряда вашими основными задачами будут поддержание энергоснабжения, проход через двери и установка укреплений для FOB (передовой оперативной базы), которая будет использоваться для защиты и обеспечения маршрута снабжения. Без вас у вашего взвода не будет сил и FOB, что имеет решающее значение для успеха миссии.
Инженер отряда
У вас будет два разных стиля игры, с которыми вы сможете экспериментировать. Один — инженер по строительству на базе FOB и инженер по коммунальным предприятиям, который устанавливает оборону и следит за подачей электроэнергии. Второй способ играть в «Инженера» — это быть боевым инженером, взламывая стены, взламывая двери, заваривая вентиляционные отверстия и ремонтируя сломанные БТР и фонари по мере продвижения морских пехотинцев. Оба так же хороши, как и другие, но слишком много одного — плохо. Убедитесь, что есть FOB, который можно будет защитить, а если он есть, убедитесь, что морские пехотинцы смогут эффективно перемещаться от здания к зданию.
Automated Closet
Снаряжение: | Описание: |
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TGCM Marine Uniform |
Стандартная униформа морпехов. Существуют и другие варианты для разных должностей. |
TGMC Combat Boots |
Стандартные берцы TGMC для ведения боевых действий. |
M10 Pattern Marine Helmet |
Стандартный шлем TGMC. Предоставляет скромную защиту от пуль и атак ближнего боя. В шлеме имеется два слота для pocket-size предметов. Так же в шлеме имеется встроенная камера для наблюдения за морпехами командным составом с Тесея. |
File:Gloves.png
TGMC Combat Gloves |
Стандартные тактические армированные перчатки TGMC. |
TGMC Headset |
Стандартный наушник TGMC, имеет худ, чтобы видеть роли Морпехов. |
Welding Glasses |
Standard issue engineering welding glasses. Wear on eyes for best effect. |
Броня: | Описание: |
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File:Regular Armor.png Regular Armor |
Стандартная броня TGMC. Предоставляет среднюю защиту от пуль и атак ближнего боя. К плечу прикреплен фонарь для ночных операций. |
File:Heavy Armor.png Heavy Armor |
Тяжелая броня TGMC. Предоставляет увеличенную защиту от пуль и атак ближнего боя, но из-за увеличенного веса замедляет вас. К плечу прикреплен фонарь для ночных операций. |
File:Light Armor.png Light Armor |
Тяжелая броня TGMC. Предоставляет уменьшенную защиту от пуль и атак ближнего боя, но благодаря уменьшенному весу позволяет быстрее передвигаться. К плечу прикреплен фонарь для ночных операций. |
File:Ballistic Armor.png Ballistic Armor |
Баллистическая броня TGMC. Предоставляет увеличенную защиту от пуль, но хуже поглощает атаки ближнего боя. К плечу прикреплен фонарь для ночных операций. |
File:Integrated Storage Armor.png Integrated Storage Armor |
Броня TGMC с встроенным рюкзаком. Предоставляет среднюю защиту от пуль и атак ближнего боя, а так же увеличенное внутреннее хранилище, но из-за размеров замедляет вас. К плечу прикреплен фонарь для ночных операций. |
File:Edge Melee Armor.png Edge Melee Armor |
Броня TGMC предназначенная для ведения ближнего боя. Предоставляет увеличенную защиту атак ближнего боя, но хуже защищает от пуль. К плечу прикреплен фонарь для ночных операций. |
Belt: | Description: |
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File:M276 Pattern Toolbelt Rig.png M276 Pattern Toolbelt Rig |
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers and Maintenance Technicians to do their work. |
Pouch: | Description: |
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File:Const-pouch.png Construction Pouch |
Designed to holster construction materials. |
File:Explarge-pouch.png Explosive Pouch |
Container designed to hold up to three grenades or other explosives. |
File:Tool Pouch.png Tools Pouch |
Designed to hold all your different types of tools. |
File:Electronics-pouch.png Electronics Pouch |
Designed to hold all your electronic needs as an engineer. |
Magazine Pouch |
Uncommon issue pouch that can hold two magazines and/or handfuls of shotgun shells. Holds 2 slots. |
Medium General Pouch |
A general purpose pouch used to carry more small items and also magazines. Contains 2 slots. |
Flare Pouch |
Can hold 5 flares (including activated flare). Refillable with a M94 Flare Pack. |
First Aid Pouch |
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed on the Almayer and Dropships. |
Large Pistol Magazine Pouch |
Pouch able to hold pistol magazines. |
Pistol Pouch |
A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol. |
Mask: | Description: |
---|---|
File:Gas mask.png Gas Mask |
A face-covering mask that can be connected to an air supply. Filters harmful gases from the air. Impairs the vision of the user to only see a few tiles in each direction. |
Automated Equipment Rack File:CombatEngi.png
Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.
Metal x10 |
Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items. | ||
Plasteel x10 |
A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades. | ||
Sandbags x25 |
Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included. | ||
File:Plasma Cutter.png Plasma Cutter |
Устройство режущее с помощью смертельной и очень горячей плазмы. Вы можете использовать его для отрезания конечностей ксеносам! А так же разрезания стен или камня. Рекомендуется защита для глаз. | ||
File:Detonation Pack.png Detonation pack |
Программируемая взрывчатка, для активации нужно подать сигнал с помощью Signaler. Имеет два режима: breach, для создания проломов в стенах и demolition, для нанесения урона живой силе противника. | ||
File:UA 571-C sentry crate.png UA-580 point defense sentry |
Набор с турелью UA-580, содержащий все нужные для этого инструменты.
| ||
Entrenching Tool |
Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack. | ||
High Capacity Power Cell |
Used for powering various devices that require power. 10,000W. | ||
M20 Mine Box |
A secure box holding anti-personnel proximity mines. There are 4 M20 Claymore anti-personnel mines per mine box.
| ||
Incendiary Grenade |
Used for setting an area ablaze as area denial. | ||
Multitool |
Used to hack doors/vendors along with disabling mines. | ||
Power Control Module |
Used in the construction or maintenance of Area Power Networks (APC). | ||
Airlock Electronics |
Used in the construction or maintenance of a door. | ||
File:Signaler.png Signaler |
Сигналер предназначенный для активации Detonaton pack'ов. |
Magazine: | Description: |
---|---|
File:M4A3-AP-mag.png M4A3 Armor Piercing Magazine |
Holds twelve (12) 9mm pistol rounds. Has better armor penetration, but lower overall damage. |
File:M4A3mag.png M4A3 Extended Magazine |
Holds twenty two (22) 9mm pistol rounds. Holds more ammunition than the standard magazines. |
M41A Armor Piercing Magazine |
Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. |
File:M41Amag.png M41A Extended Magazine |
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines. |
M39 Armor Piercing Magazine |
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage. |
File:M39mag.png M39 Extended Magazine |
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines. |
Attachment: | Benefits: | Drawbacks: | |||
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File:M37 stock.png Shotgun Stock |
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Red Dot Sight |
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File:Quickfire.png Quickfire Adapater |
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File:Defensive Equipment Vendor.png Engineer System Vendor File:SentryGun.png
You'll have to choose what defensive equipment to vend. You can only pick one so it’s worth discussing with your fellow engineer (if you have one) for the one that best suits your squads needs. For a comparison between the M56D and the Sentry, see the latest replies in M56D vs. sentries.
Equipment: | Description: | |||||||||||
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File:Token.png Marine Engineer Support Coin |
A single special issue coin that allows you to select one of three unique support guns. Vend the coin then insert the coin into the vendor to unlock the defensive equipment. | |||||||||||
File:SentryGun.png UA 571-C Sentry Gun |
The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. Comes with various options, such as 6-round burst fire, single shot and the ability to take control of it. Has 500 bullets.
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M56D Mounted Smartgun |
A deployable mounted smartgun that fires specialized tungsten rounds for increased armor penetration. The M56D HMG is an emplacement that a marine will have to man to fire it. M56D does not have IFF features, allowing it to friendly fire. Burst fire can be toggled with Ctrl-click while you're manning it. Holds 700 rounds. | |||||||||||
File:M402 Mortar.png M402 Mortar |
Manual, crew-operated mortar system intended to rain down 80mm goodness on anything it's aimed at. Has a minimum range of 10 tiles. Only a single M402 Mortar can be vended by ANY Engineering automated vendor. Meaning there can only be a maximum of 1 Mortar picked between all four squads.
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Equipment and Gear
Metal and Sandbags
At round start, there are 30 plasteel sheets, 100 metal sheets and 100 empty sandbags in the prep room. Plasteel is in short supply due to its high cost at Requisitions, it is advised to split the stack with your fellow Squad Engineers. You can do so by having the stack in one hand then click it with the empty hand, moves one sheet per click. Don't hoard loads of building supplies otherwise you might find fellow Squad Engineers unable to perform their jobs.
Your Gear
Get your gear from the Squad Engineer prep room. Most notable gear are:
- Welding Goggles are used to avoid eye damage when welding. Remember to flip them down before you start.
- Webbings can be found in your vendor to help carry additional items, apply the webbing to your jumpsuit. Holds 3 normal size items.
- The gloves in your locker are insulated gloves. If you lose them, get another pair from the vendor.
- For backpacks, you can choose from these two out of the vendor:
- File:Welderpack.png Welderpack that holds 5 normal size items with 600 units of welding fuel.
- Engineering backpack that holds 7 normal size items.
- File:M276 Pattern Toolbelt Rig.png Toolbelt, see the table below for details:
In the field
Power and TComs
Upon the first deployment, you are likely to be tasked to either fixing the Power, fixing the Tcoms (APC) or FOB duty.
Overcoming obstacles
- Use a crowbar to pry open powered down doors.
- Hack doors to open previously locked passageways.
- C4 doors/walls if you don't have time to hack/deconstruct.
Lighting up the place
Fix the APC's and replace broken lights with the light replacer along the way as you advance.
Floodlight Repair
While you may have fixed the power for the colony (and turned on the Colony Floodlight Switch ), the xenomorphs will have most likely broken floodlights around the place which you'll need to fix. To fix a floodlight you'll want to use the following steps:
File:Broken Floodlight.png = -> -> -> ->
- Floodlight can be unwrenched and be moved around.
Make use of vendors
- Use a wrench to move useful vendors like medical vendor to a FOB then Hack them to allow medics and marines to vendor the items.
Securing flanks/supply route
It's crucial to secure the supply route from FOB to the front. Otherwise, reinforcements, Medics, and wounded marines will be easy targets to be picked off and the front will risk being cut off and encircled. Since material supply is limited so you can't barricade all the way; instead, you need to focus on the choke points like doorways, to secure as many sections you can with the little materials you have. You can save some materials by simply welding doors shut along the way. And once marines have learned that Xenos use vents, you can weld the vents shut to deny their usage. You can also use vendors/cabinets as blockades to save more materials but they block bullets as well, resulting in a potential cover for aliens.
In the Front
This is where the combat engineer shines and determines whether or not the marines will gain a foothold or be routed after their initial push. There are three main types of barricade lines you can build in the front, but there are some principles that apply to all.
- Build the barricades inward for more firing space and bigger kill zone
- Force the enemy into the choke point/corridor so fewer of them can attack at once (and block each other when they retreat)
- Distant the barricades to enemies' nearest corners/covers, thus exposing them with more firepower before they can reach the barricades and when they retreat
- Build the barricades with marines standing one tile behind in mind
Barricade Layout: | Description: |
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File:Killingzone.png | The original barricade line makes a small chokepoint which can't effectively utilise the full power of the marines in the area; to fix this the barricade defence could've been constructed on the red line to allow for additional marines to fire or even further back on the blue line to use the xenos cover against them and create a two tile chokepoint, while also keeping the defending marines at a safe distance.
✔ Forces the enemy into the choke point. ✔ Two tiles from the enemies nearest position with cover. (Meaning they have to expose themselves to push) ✔ Marines standing one tile behind the barricaded position so they can't be slashed but can still hold the barricade itself. |
File:Inward3.png | This is an example of what not to do when constructing a barricade position.
By having the barricades extend outwards it places the defending marines into the chokepoint giving them a disadvantage during combat. |
File:Inward4.png | This is an example of what you should do when constructing a barricade position.
By having the barricades extend inwards it utilises the chokepoint making it harder for the xenos to push through. |
Frontline FOB/Outpost
A secured space slightly behind the front for marines to resupply, triage and casevac. Without a frontline FOB, Medics and the wounded will be harassed constantly and supply melted. And in the event of counterattack, marines will likely to be routed without a place to fall back to. Frontline FOB doesn't need to be big (a 6x6 space will do, bigger if high pop), otherwise, parts of the FOB likely be left unguarded and be melted.
Secured barricade line
Build at a choke point, apply the principles, and you get a decent defensive position. To reinforce a barricade line, build barricades one tile in front of the barricade line not behind.
Unsecured barricades
Mostly seen when you want to build a secured barricade line but ran out of plasteel, so you have to leave some gaps. While they are not fully secured, they are still useful to hinder counter attacks and block off Boiler gas and Crusher charge. To avoid hindering marines' push, you can build them in the middle of the corridor (e.g. middle 2 tiles out of 4 tiles), then the sides tiles in further one tile.
Barricade as marines push
Sandbags are particularly well suited for this job, as they can be built by marines and the build time is short. Metal barricades (with barbed wire) work too, though instead of standing in the front and build there, it's much safer to build it just behind the front then move them to the front (See this table for how to move barricades).
Robotic limbs repairing
Target the damaged limb and use:
FOB Duty
As an Engineer on FOB duty, you'll be setting up the base that the marines will primarily use to organize, resupply, to retreat to, and to make a final last stand. To make a good FOB, you'll want to make strategic use of your landmines, the smartgun HMG or the sentry gun, and various defensive emplacements. A good FOB is a difference between losing the round and holding off long enough to make a push back and finally win the round.
The Construction page will have everything you need to construct a FOB, from wooden barricades to plasteel barricades. It also includes many other helpful things for an engineer to build around the FOB, or elsewhere.
Principles
You don't need a mega FOB
LZ/FOB will only see poking most of the round until siege happens because FOB is a hard target. Thus, Hunters/Runners are likely to focus on marine's unsecured sections of the supply route. Focusing your effort solely on FOB means using a large amount of material to counter a token force while ignoring the threat targeting the more vulnerable areas. Instead, you need to secure flanks/supply route too.
Barricade where enemy can't bypass
While Xeno will try to flank you, your job is to make them a hard time to do so. If you build barricades in where they don't matter (not part of the supply route/no marine will be there), you will do Xeno a favour as there will be fewer defences in where that do matter.
It is the weakest point that matters
It doesn't matter there are three layers of barricades in Nexus if the one layer metal barricades at LZ is breached, the wounded and the supply will be killed and melted. Even worse, Xeno can ignore Nexus entirely and focus on LZ then everything in Nexus will be wasted.
Use materials wisely
Plasteel is expensive, 40 points for 30 plasteel (6 doors) vs. 20 points for 50 metal (8 barricades with barbed wire). Yet plasteel is crucial to how many secure spaces you can create. If you are out of plasteel, you are forced to keep an opening in the cade line, thus compromising the effect of the barricade line.
A corridor with traffic? A plasteel barricade with barbed wire. No traffic but a high threat (e.g., Crusher charge/constant poking)? Sandbags barricades with barbed wire. No traffic and want to keep Runners out? Metal barricades with barbed wire. And try to save materials by
- Use blowtorch on the vents/doors. ( Flip down before you start.)
- Use wrench to move vendors/cabinets/hydro trays as blockades (hydro trays don't block Runner).
- Then build barricades behind them if it's high treat and you can spare
FOB Construction Quick Tips
Barricade Placement
Barricade Placement | Description |
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This is an example of what not to do when constructing a defensive position. In the picture on the left, you'll see that the xenomorphs can hit the barricade without being shot due to its forward position and as such the xeno will be able to break through and kill that marine with ease. | |
This is an example of what you should do when constructing a defensive position. To rectify the above barricade placement errors you'll want to move the barricades back one tile like the photo on the left. By moving the barricades back this will allow you to shoot xenomorphs who are attacking them. |
Barbed Wire
File:Barbed Wire.pngBarbed wire is a string of sharp metal that will harm and prevent xenos from pouncing over barricades once attached. It also gives a small health boost to the barricade itself.
Barbed Wire Tactics | Description |
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In the picture you'll see that the engineer was killed due to the xeno being able to pounce over the barricade. | |
Due to the engineer placing barbed wire onto the barricades the xenomorph was unable to jump over. |
FOB Space
How To: Fob Space | Description |
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This is an example of what not to do when constructing a defensive position. In the picture you'll see that the FOB has very little space for the marines to move around in which will lead to:
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This is an example of what you should do when constructing a defensive position. In the picture you'll see that the FOB has ample space to move which means:
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Fixing Breaches in Defences
Misc. FOB tips
Fob Tips | Description |
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In the picture you'll see that it demonstrates that windows, even if reinforced, are not an acceptable replacement for a line of all-American steel barricades.
In summary, avoid using them as a defence. | |
If you have a secured barricade line and you want to strengthen it, put the extra barricades in front of the secured barricade line not behind, and don't block the plasteel barricades. And if you can make a secured cade line, make one, checkerboard barricades are does nothing to hinder aliens' attack. | |
Barricades will end up damaged due to the ravages of war and incompetence, and if it isn't damaged, you'll be able to use a blowtorch on it to repair it. This works on metal and plasteel barricades.Note that if a barricade is too damaged, you will be unable to fix it.
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Align the plasteel barricades to reduce traffic jam. | |
Place the plasteel barricade at the side reduce the chance retreating marines blocking defensive fire. It also avoids two marines getting in the way of each other when both are exiting/entering. | |
Maze-like baricades serve no purpose as Xeno will not follow the corridor, they will slash them down with no regard yet marines will surfer traffic jam. Instead, align the exit with plasteel. |
Fortifications of the Trade
Fortification | Material | Function |
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File:Snow barricade.png Snow Barricade |
3 Snow PilesFile:Snow pile.png | A very weak barricade constructed from snow piles with a snow shovel. It's better than thin air at least.
Deconstruct: File:Snow shovel.png Click on the snow barricade with the snow shovel. Gives back 3 snow piles (fewer if barricade is damaged). |
Wood Barricade |
5 Wooden Planks | Used for a hasty defense against aliens. Mostly seen prespawned.
Deconstruct: Bash the wooden barricade to break it. Give back 3 wooden planks . |
Metal Barricade |
4 Metal | The least durable among the three main types of barricades (20 points for 50 sheets). Can be repaired with a blowtorch if not overtly damaged. |
Sandbags |
5 Sandbags | Dig up dirt with an entrenching tool to fill up the empty sandbags. Second most durable fortification, the shortest build time by far, and can built by any marines. Ratively cheap (20 points for 50 empty sandbags). Can't be repaired.
Deconstruct: Use Entrenching Tool. Give back 5 sandbags (fewer if barricade is damaged). |
Plasteel Barricade |
5 Plasteel | Functions as a gate. The most durable fortification with longest build time. The most expensive barricade (40 points for 30 sheets). Can be repaired with a blowtorch if not overtly damaged. |
File:Barbed Wire.png Barbed Wire |
2 Metal | Makes the barriade more durable and prevent them to be pounced and climbed over. Damages mobs that melee attack without a weapon. Deconstruct: Use wirecutter to remove Barbed Wire from barricade. |
File:Wall.png Wall |
12 Metal | Used to fully block off an area. See Guide to construction for how to construct and deconstruct. |
Your Skillset
To find out about how the skill system works head over to the skills system page.
Guides
- The Field Engineer Commandments by Surrealistik on 01 Oct 2017 to Present
- [WIP] Useful FOB engineering 101 by Challenger on 22 Jul 2017
- A couple tactically sensible 'cade layout tips by FreeStylaLT on 25 Feb 2018