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The general "meta" consensus at high Haz levels is actually that the SMG>Shotty.
It does have the normally OP holy trinity of CC, DoT, and potential AoE. So it's low damage as compensation. Better in damage if and only if the AoE procs and you let the DoT do the work, which means better on dense high haz hordes.
So I went back to the Warthog, satisfying boom to it, powerful, ammo efficient, a good workhorse of a weapon. The only problem is I find I reload a lot with it, and that's besides my habit of pressing R at any downtime, but that's a small price to pay.
The issue with the engineer is that higher difficulties require you to keep moving, however the engineer has a immobile turret.
His mobility skill is the worst of all the classes, in higher difficulties as it takes so long to set up. As the engineer if you try to build a staircase you just die on hazard 5.
The turret skill scales poorly with more enemies whereas the gunner's shield, driller’s C4 and the scout's grapple scales well with more enemies.
Simply put the engineer gets worse as the difficulty goes up where as the other classes get better or stay the same.
I love breach cutter and I think it's the most fun weapon to use, however you can normally out run praetorians or just circle them. However, grunts on the other hand or far more numerous in higher difficulties and the grenade launcher is easier to use and more effective. I mainly use the grenade launcher as I feel the engineer doesn't have enough aoe damage at higher difficulty levels.
We done salvage haz5 with just using MKII turrets while mostly standing around looking pretty, so that says a lot in itself.
Personally I take the SMG with the 50 round mag mod and first ammo mod (+120/total of 540), no electricity mods. Kills plenty if your aim is good, doesn't need to reload too often, doesn't require face to face combat in order to be effective which means you get surrounded less (works decent at long range too) and most importantly it minimizes ammo wastage from overkill.
My total damage build comparisons are as follows
Shotgun:
5760 damage with +2 pellets, standard ammo capacity. 11,520 total standard 2x weak spot.
6240 damage with extended ammo capacity. 12,480 total standard 2x weak spot.
Both with +2 damage mod.
SMG:
5040 damage with +6 damage, standard ammo capacity. 12,600 total 2.5x weak spot.
4860 damage with +3 damage, extended ammo capacity. 12,150 total 2.5x weak spot.
also consider
- Neither of the SMG totals include extra electrical damage (not enough info to add it).
- SMG has less time spent reloading.
- SMG spends less time having to position in order to get all pellets in.
- SMG wastes a lot less ammo from overkilling targets.
- How good is your aim?