Deep Rock Galactic
Khalagar Jun 3, 2019 @ 9:50pm
What is a good modern Engineer build?
Google only turns up older results. It seems like Ammo and Armor pen are basically the most important options, what about for turrets?

1 stronk turret vs 2 weaker ones, what do you guys go with?
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Showing 1-9 of 9 comments
Tenerus Jun 3, 2019 @ 10:15pm 
Ammo? Hell nah.
SMG specced to damage/accuracy
GL specced for damage/AOE
Single turret specced for damage

Never have ammo issues.
Hobo Misanthropus Jun 3, 2019 @ 10:15pm 
Voltaic Stubby SMG primed for arcing

Stronk Torret because you always have the same ammo pool. Bisexual turrets require more micro, and consume more ammo.

Plasma Cutter with Double line, fast deploy and mucho ammo (with any leftover points going to damage) so you can cut down hordes of praetorians.
Nut Jun 3, 2019 @ 10:16pm 
when i first started playing this game this guide https://steamcommunity.com/sharedfiles/filedetails/?id=1647796886
helped me quite a bit when i first started, maybe it can help you too. the catch is that the guide hasn't been updated since update 23 * or so i believe *, which means certain builds for weapons like the zhukov smg or pretty much most of the gunners weapons invalid due to the changes made. how ever no changes were made to the engineer or driller so their builds still work. another catch is that the guide only shows builds for the primary and secondary weapons of each of the classes.
weapons of choice and builds can be entirely based of off preferences so i will just talk about turrets.
in my opinion the mkII turret is better and more efficient seeing that if the defender system's +200% damage is correct, then the turret would be doing about 21 damage per bullet which isn't a joke, just for playing engineer most people usually get an extra 100-200 kills thanks to the power of a turret, that doesn't mean the twin turret upgrade isn't useless, i would just prefer using the mkII to not run out of ammo as quickly as when doing the math's, having 1 stronger turret is more ammo efficient than having 2 weaker turrets. one last thing to note about the gemini system is that it can cover twice as much area than the mkII can
Last edited by Nut; Jun 3, 2019 @ 10:19pm
Hobo Misanthropus Jun 3, 2019 @ 10:28pm 
Yeah, MK2 turret with Defender system needs a bit more care when placing, with the Engineer's new LURE grenade however, you can funnel everyone into the kill cone.
Borkins Jun 4, 2019 @ 4:01pm 
I've been liking the shotgun with all upgrades down the middle: reduced spread, added stun and increased pellet count.
Then breach cutter with increased damage, larger line size, longer lifetime and double line.
Turret with longer range and ammo, quick deploy, armor breaking rounds, and defender (cone attack).
The pickaxe power attack has increased aoe.

Shotgun is used for the medium ground bugs, flying bugs and single unarmored targets,
breach cutter for the big guys, more than one armored guy or a large number of mediums all on the ground.
Pickaxe for single mediums or lots of little ones.
Turret for mopping up the rest. I think it needs quick deploy so that you have a better chance of deploying it if you have to do laps past it while being chased by a lot of baddies. But since you only have one turret and it has a cone field of view, you'll have to use lures to hit large numbers with breach cutter or make your turret more effective.
Without using a turret much, I can get 80-130ish kills. With a turret, I'm around 250-300.
I don't know how strong this actually is but I am pretty much dead set in +200% damage single upgraded turret. It does a ton of damage with a generous range, and the drawback for the +200% is basically irrelevant with just a little planning.

For primary/secondary I'm less sure but I like damage-oriented SMG + GL/plasma cutter depending on what I think the group needs more. GL is a lot easier to use and can kill more ♥♥♥♥ at once vs. plasma cutter which is harder to use but is arguably more ammo efficient and can completely shred clusters of praetoreans. Actually fighting clusters of praetoreans is really uncommon but you can flex on your team as the guy who soloed an army so there's that

IMO there's no choice of grenade that is competitive with the decoy grenade that's your standard

I may be wrong but I feel like the upgrades on platform gun are largely irrelevant. I like reduced fall damage and I suppose 5th perk choice is more meaningful but I don't understand the need of fire rate/reload speed for this gun which is like half the perks lol

Not an engi main so take what I say with a grain of salt. I think the 200% single turret build is really really good though, and if double turrets are actually better engi is straight up broken lol
Chibbity Jun 4, 2019 @ 5:34pm 
I like:

Full electro AOE build for the SMG.
GL with all AOE size mods +prox det +fire.
Double turrets, with double the stun, for double the fun.
Bug repellent for the platform gun, because I'ma bug whisperer.
Last edited by Chibbity; Jun 4, 2019 @ 5:34pm
Meh. Many work. Here's mine.

Stubby
CABBA - Convenience. Good alone and good for support.

Deepcore
AABBA - Little bit o everything. I use it like having 10 extra grenades.

Turret
BBAA - Convenience again. I like the range.

Platform gun
BAA - All spam all the time.

Pickaxe
AC - More.

Armor
AAAB - Eh. I really don't care so long as the health bonuses are unlocked.

Flare
AA - heh.

LURE best nade

Perks
Deep pockets
Loveable
Strong Arm
Field Medic
Iron Will - Why? I dunno.
Syncourt Jun 6, 2019 @ 4:26am 
For me it changes depending on the mission

General setup

Stubby - For general use (mostly grunts, slashers, guards, spitters, mactera, trawlers)
+ammo +accuracy +damage +weak spot +clip size

Breach Cutter - For High HP special targets (praetorians, menaces, wardens, bulk detonators, shellbacks, spitballers, bombers, dreadnoughts) and thinning out swarms or making paths through them.
+ammo +plasma line +armor break +damage +double line

MKII Sentry - For ammo that lasts the entire mission and deals with all swarmers and shockers.
+LMG MKII +ammo +armor break +defender

Lure grenade - For protection with an AoE finisher from breach cutter/grenade launcher or to give time to revive teammates.

Pickaxe - AoE upgrade, for clearing enemies around lures and easy healing with vampire perk.

Platform gun - the only useful setup.
+Ammo +shock absorb +bug repellant


Special setups

For elimination missions, I take the warthog with turret whip because the AoE ignores dreadnought's front armor. Also replace MKII with Gemini sentries for x2 the whips. Use shotgun directly on dread when it's rear is facing you, turret whip whenever sentries are off cooldown and breach cut whenever it's rear isn't facing at you. Swap out sentry armor breaking mod for increased capacity. Only build the sentries on dreadnought battles to reserve their ammo.
+clip size +ammo +accuracy +damage +turret whip

I also take plasma burster grenade for use against the dread. Only throw them when it's armor is broken. Best to throw one right as it's about to break.

For mactera swarms (non-elimination), I take the grenade launcher. It's AoE radius can severely damage entire mactera swarms. Armor break because it isn't hindered by random drillers joining and using cryo (plus not 100% how it interacts with drillers burn).
+damage radius +area damage +armor break +damage radius +direct damage

For exploder swarms, I take proximity grenades. Helps to keep your backs covered from sneaky exploders.
Last edited by Syncourt; Jun 6, 2019 @ 4:27am
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Date Posted: Jun 3, 2019 @ 9:50pm
Posts: 9