Engineer

After the Medic, the Engineer is the allies' second best friend. After all, everyone needs ammo for a good fight, and the Engineer can replenish infantry ammo, including that of Maxx units. The latter, in turn, are very pleased to have you nearby as an Engineer. By dropping ammo bags in mass battles, you can passively accumulate certificates.

Vehicles:

The Engineer is a versatile assistant and driver for any vehicle, as they have the ability to repair it. And when in a Fighter, Liberator, or Galaxy, the Engineer passively restores the vehicle's health, even if it has Nano Repair installed!

So, if you plan to play Planetside as a Tank, Thunder, or Harrasser all the time, it's advisable to level up the Engineer's Repair skill. Pilots of Liberators, Galaxies, and Fighters should also level up the passive health restoration skill for air transports.

Turrets of Three Types: 

Now that we've covered the vehicles, what can an Engineer do besides repair and providing endless ammo to allies? He has access to three types of portable turrets: anti-personnel, anti-tank, and auto-turret.

The anti-personnel turret is conveniently placed at the end of a long corridor, in the corner of a room, or at the top of a staircase, so that the engineer, seated behind it, can mow down anyone who attacks him with his machine gun.

The anti-tank turret has no protection, but a missile fired at enemy armor can be controlled in flight, thus directing the strike precisely. The anti-tank turret destroys enemy fighters with a single hit.

Auto-turrets are conveniently placed near terminals, concentrations of allied troops at control points, and at the entrances and exits of elevators and teleporters. If an enemy appears, the turret will immediately begin firing with a distinctive sound, causing minor damage and warning comrades of the threat.

Mines, explosives, and barriers

Engineers can also mine roads, rooms, bridges, stairs, and doorways more effectively than other classes. This is because, when maxing out their mine carrying skill, they gain access to 3 personal mines and 5 anti-tank mines, which also detonate enemy mines.

This means that when defending or attacking a control point, you can simply mine part of the building, making it easier for your allies to defend. Or, if your base is surrounded and there's no way to escape from spawn, spawn in the rear, where they'll arrive in 5 minutes to capture your territory, and mine the control point with anti-personnel mines, then scatter anti-tank mines along the road.

People often play without the Harvest module, which reveals enemy mines, or simply don't expect any traps and rush to capture bases. This is where they usually get blown up by mines, which sometimes angers people and they write you all sorts of nasty things or threaten to report you.

Engineers gain the maximum amount of explosives when leveling up the required skill. They're enough to destroy Sandras, tanks, and infantry on their own by throwing explosives into windows and doorways.

Protective barriers are used to provide additional protection, either for an anti-personnel turret or for allies by blocking building entrances or routers with barriers.

It's also worth noting that the Engineer class has a sticky grenade, which sticks to enemies retreating to their friends, such as in a crowd. It's very effective. However, you can make a mistake and throw a sticky grenade at a teammate, which will ultimately kill an ally. They

also have a nano-repair grenade for repairing vehicles and other vehicles. Very convenient if you spend most of the game in vehicles or attacking control points as part of a platoon with a large number of Maxxers.

Engineer weapons

are a favorite class among Maxxers, as engineers can repair them. Furthermore, engineers repair all vehicles in the game—a key feature. They also drop a backpack, which restores ammunition for their comrades' weapons. So, if you're driving a tank or flying a Liberator, this will be your primary class. Generally, a standard group composition during an assault or defense always includes medics, engineers, and Maxxers or assault troopers.


1) Human Mines: 

A rig for mining doorways, terminals, and enclosed spaces. Those with slow internet or a weak computer can score kills with anti-personnel mines. Just take a shotgun instead of a machine gun so you don't have to aim. In skills, Autoturret attacks enemies within a 50-meter radius. In implants, Harvest displays all enemy mines within a 30-meter radius for you and your allies. Roboticist restores the Autoturret's health and creates a shield for it, making it harder to kill. In tacticals, a portable shield protects your teammates and vehicles from fighters. 


2) Tank Mines

This fit is perfect if you're tired of enemy tanks and harassers. Up to five anti-tank mines are available, which can instantly blow up an enemy's Sandra. Three anti-tank mines are often enough for armored vehicles.

The skills include an anti-tank turret, which can shoot down fighters. You can camp aircraft terminals in enemy territory until they spawn or fly in to resupply. It also works well against tanks, of course.


3) Turret: 

An engineer's rig for defending enclosed spaces and doorways with an anti-personnel turret. In the right place and at the right time, you can rack up a ton of kills. A force shield is placed in front of the turret to reduce damage. Among the implants, a roboticist repairs the turret and the force shield, and a jockey increases your health by 50% while you're behind the turret. In Tactical mode, explosive damage is reduced by 30% within the active area. 


4) Vehicle: 

A fitting for travel in any ground vehicle, from an ATV to a heavy tank. It's also suitable for air transport, from a fighter jet to a Galaxy. This can be used solo or with friends. Implants include anti-mines – visible within a 30-meter radius to avoid explosions. And an ammo printer – once per minute, it restores the ammo stack in your tank, harasser, fighter jet, etc. This means you don't have to leave your vehicle except when you need repairs.