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armor break is nice for making sure sentry gun damage output is always consistent for grunts and praetorians, if I need stun in a pinch turret whip covers that
This. Other ones are to your liking but I tend to like getting the quick deploy since you can call back your sentries and when they are fully called back they auto reload.
Why gremlin + defender over MK2 + defender?
2x Gremlin do more total DPS and have the same ammo efficency as the MK2 thanks to gremlin's getting an additional 90 ammo (the clip size of an entire gremlin.) and only 2 less damage. However MK2 also suffers from a fire delay bug the gemeni don't, so it does even less dps than just a single normal turret. Even then, its extra damage doesn't let you hit any breakpoints, so its better to just go with gemeni.
I'm calling all non-MK2 sentries "gremlins" now thank you
I prefer to set it and forget it, using the turrets to break off armor versus dealing copious amounts of damage.
Feels more versatile than having just the one, at the cost of requiring more input/management to remain effective.
But I like the options of having two, to suit the situation. Can place just one down to conserve any ammo expenditure, just to use it as a warning/alarm/deterrent to minor nuisances. Then you have the option of setting them side-by-side, at a V-shaped angle (for wider overall coverage) or back-to-front (for effectively full 360* coverage) that you can place depending on the situation, location and need for your defenses or cover.
On a personal level:
The extra damage/mag capacity of the mk2 doesn't feel like it's enough to warrant using a single turret over the double-turret; the double, theoretically, has a higher DPS/target suppression ability.
Extra ammo: two turrets = they eat ammo quickly, yo. Tho the ammo buff is small, I feel like with proper awareness and use of your surroundings there's no inherent benefit to being able to instant-build or instant-refill a turret, since they should be keeping stuff away from you to give you time to refill them and swarms give you enough warning to place/build them anyway.
Stun = preference. armor breaking is also good but stunned enemies = enemies that can't get near you. Pair this with turret whip for a big slap of damage, and the wombo combo of Steeve plus the SSG, and you can put big enemies on time-out and let your buddies mop them over for you. win-win.
Defender system = hawkeye probably works better with the mk.2 turret, but the main draw of gemini is being able to place them to cover each others' blind spots - or placing them where their blind spot is insignificant. personally I feel more comfortable knowing that the turret is going to be consistently scanning/firing in a particular direction, as that lessens how much *I* have to be watching my own surroundings. I also don't always want to be shooting the enemy I'm pinging, for example if it's an enemy that's out of range, or an enemy that the turrets won't do any meaningful damage or stunning to (such as an opp), or me pinging a distant guard so that I can track it and tame it or highlight it for other players, etc.
tl;dr "I don't like hawkeye because too often it'll be facing the wrong way for it to shoot stuff lol."
Bonus: like I mentioned: turret whip. Turret whip is a mod for the shotgun, which works great with Gemini. There's a few overclocks for Engi's SMG that also pair well with the turrets, letting you turn them into electrical minefields and whatnot, but I've limited experience with it since I main the shotgun.
Personally, I use magnetic pellet alignment as my shotgun overclock. Turns the damn thing into an actual sniper rifle (1-1-1-2-1 if anyone's curious; 1-3-1-2-1 is probably even better for sniping but the ammo hit is HARSH so I don't take it).
tl;dr gemini (gremlin); ammo bags; stun; defender. turret whip + magnetic pellets on shotgun. Pair with Steeve (Beast Master; preferebly a Guard) and SSG for the cheese to your Engi burger.
:)
Yep, that's the strongest turret build. No contest. I also think that quick deploy is a solid choice to add in there. Sure, the max ammo is nice, but i find that people really underestimate how helpful the extra building speed is when you get caught in a bad spot or chased out of your spot. That being said, Hawkeye MK2 with armor pierce is practical.
Also OP, you mean OCs for engie's weapons? Which specifically? Well whatever, i'll list everything.
Shotty => Magnetic Pellet and Cycle Overload. Some people swear by minishells but eh. If you have nothing else the clean OCs are alright. But Magnetic Pellets are solid.
SMG => EM Refire, Well Oiled Machine. The Turret OCs aren't bad, but they are gimmicky and situational. From what i've seen Turret EM DIscharge is the "better" one, assuming you play around it.
LOKI => Explosive Rounds baby. All the other OCs are pretty viable and nice too, though.
PGL => Clean Sweep, Fat Boy, Hyper Propellant, depending on what you want out of it. Clean sweep if you want a grenade launcher, Fat Boy if you a nuke, and Hyper propellant if you want AT rounds. Pack rat is acceptable too. RJ250 is gimmicky and more so for fun than efficiency. But i'll let you in on a secret, Fat Boy is the best OC in the game, the only downside is that it'll awaken trauma in some of your teammates who will refuse to let you use it in case you're one of the 90% engies who didn't read the instruction label for the nukes.
Breach Cutter => Every OC has its use. Pick whatever. There isn't a dominating OC, except maybe RTS. I'll say that spinning death is my personal favorite, though.
Shard Diffractor => Anything but Automated Beam Controller really, it's just a worse Overdrive Booster. Plastcrete is a strange one, but if you can bring out its full potential, it's actually kinda good. In general i'd vouch for Volatile Impact Reactor and Overdrive Booster.
And for the record, if you're curious, every Engie grenade is good so don't worry about which one to pick.