Talk:Engineer Loadout: Base Assault/@comment-73.82.253.131-20200720035429

Base assault meaning you're the attacker... Please Read I know it's long but you won't be disappointed.

This loadout is dubbed "Shocktrooper". Shocktroopers specialize in guerrilla warfare/Hit & Run tactics. It's meant to cause maximum pressure/damage to an enemy that knows you're coming. I built this to give the Engineer protection from all weapon types ballistic and explosive. To fulfill the "run" part, the Survivalist implant ensures you have the speed needed if the Engineer needs to run away or find cover. The Engineer's passive ability synergizes well with Survivalist. This is because it'll further reduce the shield recharge delay.

This loadout uses weapons specific to The New Conglomerate. Use similar weapons for other factions. Live Free in the NC

Primary: Configuration 1:GD-7F Carbine w/ 1x RedDot ReFlex sight, Suppressor, Advanced Laser, Soft Point Ammo

Configuration 2: GD-7F Carbine w/ 2x RedDot ReFlex sight, Flash Hider, Vertical Grip, Soft Point Ammo

(Both feature soft-point ammo because it bumps out maximum damage range to 15m)

Secondary: NC-08 Mag-Scatter (ASP Operative) AF-57 Piston or choice of Pump-action. With Dark-Light Flashlight

Tool/Ability: Repair-Kit, Ammo, Spitfire Turret

Suit: Flak Armor

Grenade: Sticky Grenades

Melee: Your Choice

Implants: Survivalist, Symbiote

Utility: C4

Tactical: Caltrops/Hardlight Canopy/Ordnance Dampener

Explanations/Recommendations

Recommend Using Configuration 2 to the GD-7F because the enemy is already expecting you inside the building and having a suppressor doesn't help you in a duel. It only reduces your damage range and muzzle velocity. With C2 you have more options with your engagement range however you sacrifice stealth. For what you lose in stealth you gain in damage, range, and accuracy while aiming down sights.

Explanation: Why Mag-Scatter? Because considering it deals more damage than both the commissioner and the underboss (500 dmg per shot) you'll never need more than 2-3 shots on all classes regardless of equipment/abilities. Also, it's a shotgun NC Engineers basically get ASP for free.

Why Flak Armor and not Nanoweave why Symbiote and not Response Jacket? Because oftentimes on pushes there are Heavy Assaults waiting to 1-shot you with Decimators, or C4 Fairies waiting to drop hot sticky plastic or a butt-load of grenades of all types flying your way. Flak armor gives you the best chance of staying alive. I didn't use Nanoweave here because as a shock trooper you're being aggressive not waiting to get hit. You're looking to get hit and take someone down with you. So don't worry about the implant gnawing at your health pool. As long as you're taking hits and getting kills your health will not decrease over time. I didn't take the Response Jacket implant is because it only gives protection after surviving an explosive. There's no guarantee that you'll survive the first one. Flak armor guarantees you'll survive that surprise decimator rocket, that 1 brick of C4, Anti-Personnel Explosives (Mines), or anything else that goes boom in your face.

If I'm using Symbiote why not have Med-Kits instead of C4?

Because you're a shock trooper. You have 1 job get in and kill the enemy. You know that there's a high probability that you're not going to live. You kill that enemy and if you go down you take as many as you can with you. Additionally, it's a common tactic to have stationary MAX units guard points because they do not show up on minimap even with the use of recon devices. I've never seen a med-kit blow up a MAX unit.

Why Shotgun w/ Dark Light Flashlight secondary instead of pistols? Shotguns are the bane of Close Quarters Battle/Combat (CQB/CQC). They have the fastest time to kill and require very little accuracy. For those who know shotguns, you know that the pellets used in shells are the same caliber as pistol cartridges. So a shotgun is essentially a long-barreled variant that instead of firing 1 round it fires several in a spread. DLFL is used to hunt Infiltrators. Infiltrators are extremely vulnerable to shotguns and having a Flashlight that exposes them deters them from getting closer to you even if they are running Nano-Armor Cloak w/ Nanoweave Armor. Also, the Flashlight can be used to spot infiltrator/Engineer mines.

Why Spitfire Turret?

You can place a Spitty to help you kill a target, to cover your flank, or to alert you to danger. Being tied down to a manned turret like the AV or AI just means you're stationary and not fulfilling your role as a mobile shock trooper.

Why Caltrops, Hardlight Canopy, or Ordinance Dampener? Caltrops can be placed only outdoors but you can block doorways with them making it harder for MAX Units and Flash drivers to enter the structure. They'll have to use Anti-Vehicle Weapons to destroy them because small arms fire does not harm them. NONE of the AV weapons in the game are concealed from minimap so if you don't hear the MAX unit's footsteps or the engine of the Flash you'll hear and see when they are firing. Also, it's very unlikely that a MAX or Flash prepared to fight infantry will be equipped with AV weapons (due to lack of damage to infantry and potential to self-damage) so they'll be stuck until a fellow Heavy Assault, Light Assault, or Engineer comes by with C4 or Rocket Launcher/Rocklet Rifle. Your spitfire turret can shoot through Caltrops so the enemy can't use your Hardlight Barriers to their advantage. Hardlight Canopies are used to prevent Light Assaults or any airborne assailant from dropping explosives directly on top of you. You can place them on the inside of tier bases but only on the uppermost exposed areas like the stairwell leading to the roof. Ordinance Dampener because it further reduces explosive damage. If a grenade lands right next to you like right under your genitals it will not kill you.

"Last question and I'm done, I swear": Why Sticky Grenades and not Fragmentation.

Fragmentation and Stickies are similar in kill potential however there's a chance that the enemy can simply move out of is kill radius. With Sticky grenades, there's no running away from your death. The only running the enemy will be doing is trying to get back into cover with the medics further scoring you more kills. If you stick it on a MAX Unit it's also a guaranteed kill of the engineer repairing it.