[ENGINEER] Overview and the Tactics of the Engineer Frigate

Overview and the Tactics of the Engineer Frigate

by Engle

 

 

50px-Engineering.png

 

 

Overview:

 

“Engineering frigates give repair effects to teammates near them, allowing them to survive longer in fights. Engineers have decent durability and good regeneration over time, but are slow and unwieldly, making it difficult for them to avoid fire or to effectively fight back against attackers, relying on teammates for support” (Star-Conflict Wiki).

 

I could not have said it better myself. Clearly the game developers set up the role of the Engineer class to be one based on support. These ships, as the developers indicate, are tough ships to destroy but are easy targets. There are many tactical approaches to follow in each fight, but choosing the best is always the most difficult part besides, of course, a successful engagement.

 

I have been talking to many players about strategies, builds, and tactics to use in-game, and I was appalled_ _by the lack of players who had even considered that there is strategy in this game at all. It may seem to be a bit far-fetched at first, but Star Conflict is immensely dynamic…so much so that losing a ship at the wrong time can change the course of an entire battle! In this guide, I outline the basic function of the Engineering Frigate—my main focus of the guide. I dive in to more advanced maneuvers, formations, and builds with the Engineer Frigate, based on my observations and notes of the game.

 

I will not be covering all modules (ship modifiers mostly), as this is covered in other guides and varies greatly depending on playing style and strategic preference.

 

50px-Engineering.png

 

Basic Function as Engineer:

 

The basic function of the Engineer is very simple. Be the healer of your team, but do not fail to remain an active participant in the conquest of objectives. When done in a strategic and planned-out way, you will be doing your team a great service. Heal your team. They need it and will thank you. Engineers are a vital asset in moving the team around the battlefield, or holding strategic locations (like objectives or, in Combat Recon, the Team Captain). With their modules like the Warp Gate or the Static Barrier, teams can move around or defend much easier than otherwise. These two huge roles, the Healer and the Builder, have similar capabilities, but different methods and executions.  A third type of engineer type (and certainly not the last!) is what I call, the Battler, where attack drones are used in a way that enables for a much higher dps than the other types.

 

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Weapon Systems (Taken from Game Wiki)

 

Main Weapons:

 

Beam Cannon

The Beam Cannon is a medium-to-long range instant hit thermal laser. It is easy to use and effective against most opponents, but its damage is not very high. The Wardens make mk 3 Beam Cannons. Beam Cannons are the only main weapons available to Rank 1 Frigate class ships.

 

Coil Mortar

The Coil Mortar is a medium range gun that fires kinetic explosives. The explosives’ projectile speed is low, but they do area effect damage. Note that this means the coil mortar will damage the user if used against a target at point blank range. Mk 3 Coil Mortars are available from the Raid faction.

 

Positron Cannon

The Positron Cannon fires high speed, long range EM projectiles with a low rate of fire and a high amount of damage. The positron cannon can be charged, making it more accurate and more damaging. The Vanguard manufacture mk 3 Positron Cannons.

 

Heavy Blaster

The Heavy Blaster fire a shotgun-like blast of thermal projectiles. Its fire rate and spread increase dramatically the longer the fire button is held down. This allows it to saturate an arc in front of the frigate, but it lacks accuracy while doing so. If the pilot fires in bursts it can track targets better, but its damage will be low. The Legion sell mk 3 Heavy Blasters.

 

Eclipse Launcher

The Eclipse Launcher fires projectiles of nanodrones that deal EM damage to enemies they hit and restore hull to friendlies .  This weapon can only be equipped on Engineers. Its downside is  low damage and quick overheating. Mk 3 Eclipse Launchers are avalable from the Vanguard.

 

Missile Systems (Still from Wiki)

 

Cruise Missile (Tier 1+)

Long-range guided thermal missile with high damage.

 

Torpedo (Tier 2+)

Unguided, very high damage EM rocket.

 

Octopus (Tier 3+)

Fires 5 guided, kinetic missiles in a fast firing burst. Small individual damage, large DPS.

 

Attack Drones (Tier 2+)

Launches an automated attack drone that seeks out and attacks your current target with thermal damage.

 

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Basic Engineer Modules (Active):

 

\ *I am not going to crunch numbers detailing each module, as much of that information is already in game. I am much more concerned with discussing tactical gameplay.

 

The “Aura” Modules of the Engineer:

There are six (6) aura modules available to the Engineer Frigate, but only two (2) at Tier 1:

  • Combat Drones
  • Mass Shield Generator
  • Nanodrone Cloud
  • Energy Emitter
  • Autonomous Charging Station
  • Autonomous Repair Station

 

CombatDrones.png Combat Drones: The Special Module of the Engineer (Non-Upgradable)

 

The Combat Drones special module is one of the most forgotten (or rather misused) of the Engineer abilities. These drones serve multiple purposes, including self-shield repair, damaging nearby enemies, and even repairing allies. They spawn every 30 seconds that there are less than the maximum of 2 drones. For instance, 30 seconds after ship warp, there will be one drone, and at one minute, there will be two. When idle, they repair the pilot’s shields if they are below half-way, and will do this even when the ship is taking damage. When the shields are above half-way, they will retaliate at enemies within a short distance until the shields fall below half-way. This is an important dynamic to understand, and it ultimately comes down to knowing when to “activate” your drones. Activating your drone instantly overloads the drone and repairs your ship and near allied ships’ shields by a substantial amount; however, the radius of healing is only 500 m, so use it wisely. Activating drones selfishly (not trying to get your teammates in range) is wasteful, as you can donate huge amounts of survivability to your teammates, who will be very grateful. Also, do not engage your drones unless a teammate really needs heals, or if your shields are over half-way…especially if attacked by a close range target. Your drones are useless if you never give them the chance to defend you or heal you/teammates significantly. Don’t spam them. Don’t waste them. Seek out your Jericho and Federation teammates and give them these types of heals; their shields are in constant need of repair.

 

*Note* Usually, if you hear “incoming missile” you will most likely lose your drone in the coming moments, so use it in the best way you can think of.

 

Mass_Shield_Generator.png Mass Shield Generator (Available Tiers 1+) ||| MK. 3 Upgrade Faction:  50px-Vangaurd.pngThe Federation Vanguard

 

The Mass Shield Generator provides extra shield regeneration points to allied ships within the aura’s sphere of influence in two fashions. The first is a passive aura that draws low energy compared to the second type, an active _burst heal _which lasts a few seconds and consumes more energy. The passive aura is active at all times.  The active aura must be activated by the user and lasts a short duration with greater healing effects.  This module is considered by most Jericho and Federation pilots to be the most valuable, as it repairs their shields which are the crux of their strength. Empire pilots value them, too, but prefer the Nanodrone Cloud (discussed next), since it provides hull repair, where the Empire pilots focuses their attention.

 

Nanodrone_Cloud.png Nanodrone Cloud (Available Tiers 2+) ||| MK. 3 Upgrade Faction:  50px-Legion.pngThe Imperial Legion

 

The Nanodrone Cloud provides extra hull regeneration points to allied ships within the aura’s sphere of influence in two fashions. The first is a passive aura that draws low energy compared to the second type, an active _burst heal _which lasts a few seconds and consumes more energy. The passive aura is active at all times.  The active aura must be activated by the user and lasts a short duration with greater healing effects.  This module is considered by most Empire and Federation pilots to be the most valuable, as it repairs their hulls which are the crux of their strength. Jericho pilots value them, too, but prefer the Mass Shield Generator, since it provides shield repair, where the Jericho pilots focuses their attention.

 

Energy_Emitter.pngEnergy Emitter (Available Tiers 2+) ||| MK. 3 Upgrade Faction:  50px-Vangaurd.pngThe Federation Vanguard

 

The Energy Emitter provides extra energy regeneration points to allied ships within the aura’s sphere of influence in two fashions. The first is a passive aura that draws low energy compared to the second type, an active _burst of energy _which lasts a few seconds and consumes more energy. The passive aura is active at all times.  The active aura must be activated by the user and lasts a short duration with greater restoration effects. An invaluable module for any team, the Energy Emitter can turn the tide of most battles when used alongside the previous two auras. Many ships utilize their afterburners frequently, which drains energy and decreases their ability to respond to threats. Ships with low energy reserves and regeneration are easy prey, as they are too weak to engage many of their abilities and can not fly away. Therefore, it is imperative that you, the engineer pilot, ENSURE that you have this module equipped if you own it. It benefits most ships equally, and is always appreciated in the heat of intense battles. In later tiers, however, when ships are entering the realm of energy stability, this module is still highly valued, but it is up to the engineer’s discretion to fly with it.

 

Autonomous_Charging_Station.pngAutonomous Charging Station (Available Tiers 3+) ||| MK. 3 Upgrade Faction:  50px-Vangaurd.pngThe Federation Vanguard

 

The Autonomous Charging Station is a deployable Engineer structure that rapidly repairs the shield of the most damaged nearby ally. Now re-read that. It is not every ship. But that is not saying it is not useful; on the contrary. It is highly beneficial as a deployable beacon, as it assists ships which are either without shields or have the lowest survivability. It is unclear if they repair ships with the lowest shield or the lowest survivability, so some clarity will be needed. This structure is a defensive hub for the Jericho more so than the Empire, but is beneficial to both.

 

Autonomous_Repair_Station.pngAutonomous Repair Station (Available Tiers 3+) ||| MK. 3 Upgrade Faction:  50px-Vangaurd.pngThe Federation Vanguard

 

The Autonomous Charging Station is another deployable Engineer structure which rapidly repairs the hull of the most damaged nearby ally. It is not every ship. It is the most beneficial to Empire ships, but Federation and Jericho ships always appreciate hull repair, too!  Deploy these structures in the heat of battle to add extra heals to your team, which ultimately allows them to regroup and push back a strong force. Again, I am unsure if the Autonomous Repair Station heals allies with the lowest hull strength or overall survivability. Clarification needed.

 

The Structure Modules of the Engineer

(I am sure most of you would have placed the stations under this category, but I felt that most people think of them as an AoE object rather than a usable structure).

 

Warp_Gate.pngWarp Gate (Available Tiers 2+) ||| MK. 3 Upgrade Faction:  50px-Vangaurd.pngThe Federation Vanguard

 

The Warp Gate is a deployable structure that warps teammates 5 km in the direction of placement. These structures are used to warp friendlies to a more safe location, or even for a surprise attack. The former is useful since enemies are not able to use the warp gate to follow, and grants a large distance between potential attackers. Used effectively, the warp gate can be used to ambush enemies or advance to a more defensible/attackable location. This can be tricky, however, as the engineer must take care not to place the gate where allies will warp into debris, asteroids, or each other. Specific warping takes practice and patience, but a well-placed warp gate (especially near the spawn) can grant a team a better advantage in getting into the fight. Warp gates are uncommon, but they are rarely the target of enemy fire unless they discover them. Some Engineer pilots prefer to hide their gates to prevent detection and destr. When using warp gates, remember your module’s recharge time…it is VERY high, so make sure you place it in a good spot.

 

Static_Barrier.pngStatic Barrier (Available Tiers 3+) ||| MK. 3 Upgrade Faction:  50px-Vangaurd.pngThe Federation Vanguard

 

The Static Barrier is a useful tool for diverting the firepower of the enemy. It is a deployable “screen” of energy that blocks all energetic particles from passing through it. The Static Barrier, when fully upgraded to MK. IV, is a very durable object, but it is not strong enough for making a large difference in battle. Their main use comes in their quick recharge time.  Some Engineer pilots will be able to place multiple barriers before the previous ones are destroyed, if they are fortunate enough.  Unfortunately, it is not used widely enough to be a common feature and is almost immediately focus fired by the enemy and quickly destroyed. Perhaps the developers could make it more resistant to higher DPS to help balance out this unfortunate dynamic. Regardless, when used correctly and at its maximum efficiency, the Static Barrier can help even the tides of some engagements, but only to ships which are willing to give up their own return fire, as the barrier blocks _all _fire. Place these in strategic locations where the enemy is forced to take a predictable angle of attack and focus fire in those locations.

 

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A Few Advanced Tactics and Strategies for the Competent Engineer Pilot

(From Original Guide, Updated)

 

These strategies are ones that I have noticed and given my own definitions and applications to. They are not 100% proven by any means, and should be heeded rather than wholly embraced. They are not guaranteed to work, so please don’t get frustrated if you find that they do not suit you. Everyone is a different player, and while this may not benefit you directly, it may end up benefiting your team—that is my biggest hope.

 

The Frig Ball

 

The Frig Ball exploded in usage when Engineers and other frigates received a series of updates that allowed them to become quite strong in tight formation. Since, they have been tweaked and re-tweaked, but still remain to be a very unique strategic formation that is especially powerful with two or three Engineers and one or two Guards that are all flying in a tight formation with one another. While it’s still highly successful with just Engineers, Guard ships help with ship control through the use of their Pulsar ability, among other things, which are zone denying by design. Attack drones are commonly used as the Engineer’s missile slot, but EM Torpedoes are another frequently seen ammo choice.  These drones return large amounts of thermal damage to enemy forces, which strengthens the defensive stature of the formation. Torpedoes can be used to break apart enemy formations, as many ships fall to the enormous damage they deal.  Frig Balls are powerful forces, as they have tremendous amounts of damage per second.  It is important to note that the Frig Ball is the most effective when it is coordinating the attack; you are working with a team, never forget that. For example, if the formation moves into attack and it’s going against an equal force, it will be strained and possibly destroyed if the players are not systematically eliminating enemy ships. However, if all players in the formation are targeting the same ship, the enemy force will be quickly overwhelmed.  I’ve played this game long enough now to know that Engineers are the primary target in any skilled kill-squad.  I’ve seen it so many times that I can also admit that when the frigball fails is when the Engineer dies…

 

The Battleship

 

A personal favorite, the Battleship tactic is rather special. This tactic takes a little bit of preparation, but with huge results. The basic premise is to  have a constant maximum drone count and coil-mortars for main weapons.  The weapon choice here is personal preference, but I find that the CM is a bit more efficient for dealing with a wide variety of threats. Many players might opt for the Positron Cannon to achieve a high level of damage per shot or even an Eclipse Launcher to heal teammates, but they are more difficult to use and require lots of practice to use effectively. For Tier 2 and up, the maximum amount of drones an Engineer can accumulate is 4 drones. When entering battle, deploy a drone immediately after warping in. With the 0.9.10 patch, you can deploy your second drone 15 seconds later, which means that you will have three drones after 30 seconds of entering battle (1 spawns automatically after 30 seconds). However, you’re not ready for battle just yet. Wait a little bit longer (at an objective if you so choose) and your fourth and final drone will spawn a minute after the battle begins. Now, fully armed with four drones, you are a strong defensive hot-spot for your team. You can make a decision to maintain your defensive stature, or you can take the fight to the enemy with a huge amount of fire-power. However, you cannot expect to be able to take on the entire team by yourself. That would be very reckless and cost your team much, much more than losing your total participation for about a minute.  Stay with your team and act as a rally point rather than an easy target for the enemy team.

 

This build has a very obvious flaw, however. It is immensely susceptible to missile fire, as a well-placed torpedo or missile will destroy the majority of nearby drones. Therefore, pay close attention to your tactical HUD, which will provide you with information regarding missile-lock. The best way that I’ve found to play this build is to  play at a distance of 2-3 km.  At this distance, your mortars will be close enough to not miss everyone, but you will be far enough away to not draw too much attention while healing your allies. Still,  watch your map, and study enemy movements and battle pressures.

 

*MAJOR NOTE*

 

With the right key mapping, you can have complete control over your deployable attack drones. For instance, when you lock on to someone, your attack drones will fly to that person and attack them. By pressing a mapped key that cycles through nearby targets, you can target enemies without seeing them, sending your drones to attack them well before you can get there, or simply cancel your lock on (yes, you can do that) and recall your drones before they are destroyed. There are many lock-on keys to check out (like “Lock Allie’s Target” which should be self-explanatory) and others. Being a master of your drones is useful, especially when repelling interceptor advances, as the drones do enough damage to be a distraction for most interceptor pilots.

 

The Builder

 

It is very valuable to be able to move quickly in this game. The maps are big enough that a coordinated assault or defense is difficult to achieve, but remarkable when they occur. This is where the Engineer’s third and arguably most important role comes into play. Most useful starting at Tier 3, the Builder is able to construct buildings/devices for your team’s usage. There are four main structures for Engineers:  The Static BarrierT** he Warp Gate The Autonomous Charging Station , and  The Autonomous Repair Station** (all detailed above). The building Engineer must not stop building, or the pilot’s ship is being wasted. Engineer ships’ main role is to heal teammates, so if they are not doing this, they are dead weight…or are they? Placing objects in the right place at the right time can help a skillful team capitalize on such placements, respond to threats better, and hold objectives with more ferocity. When building, do not simply use your structures for yourself; consider your teammates and do your best to tend to their needs. It is imperative that the builder maintain some of his/her hull repair functionality, as the special module can be used for shields if need be. The Builder must take a repair station or nanodrone cloud to compensate for the lost healing abilities of a normal engineering frigate. If you do your job correctly as a Building Engineer, your team will most assuredly commend you on your performance, as it is one of the more difficult engineer functions to carry out well.

 

The Rover

 

Federation frigates have one thing that no other frigate in the game has: speed, and lots of it. Federation Engineers are able to cover huge amounts of territory in a short amount of time, which ultimately allows them to heal teammates all across the map relatively easily. Piloting a roving Engineer is a difficult task and requires a lot of attention. It is, in my opinion, one of the most difficult of the Engineering strategies to master because the pilot must understand battle pressures, repair priorities, and team placement to determine the best way to fly in a particular match. Often times, there are simply too many enemy interceptors and/or tacklers to try this type of play style, since most of them are able to catch up with your ship and break through your Adaptive Shields (though I have seen some pretty fast Federation Engineers). This strategy hinges on speed, of course, but also upon shield resist/tanking. The Adaptive Shield module, which grants a large amount of shield resistance when the ship is flying at 110% of its maximum speed, is critical for the build. You must never stop flying at this speed, and if you do, make sure you have at least one tetroxide injector to help out with your acceleration. It is imperative that you are able to resume your maximum speed as soon as possible if you fall under attack. Strong pilots will understand what you are doing and realize that you are a skilled Engineer pilot for performing this tactic. Prepare to get tackled and disabled frequently, so take precautionary measures and use implants and modules to negate part of the duration of the debuffs. Your goal is to be a mobile repair hub for the team to rally on wherever you go, but make sure you can survive on your own if you need to. In terms of engagement, you are more of a guerrilla fighting frigate with a main focus on team support. Be sure to keep a close eye on your drones when you are roving, too, as they will help defend you and repair your shields (remember, each point of your shields is vastly valuable, so use your special module frequently and intelligently). Play smart as a Federation Engineer, and this is the ideal way to fly the faction’s Engineer.

 

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Conclusion

 

The Engineer frigate’s main responsibility is to be the healer of the team and/or the builder of strategic objects that benefit your team. Engineer frigates are slow, cumbersome, and difficult to maneuver out of fire. They are durable, yes, but are susceptible to rapid, spontaneous pressure that can easily overwhelm them. It is important to rely on your teammates and to keep pressure on objectives while maintaining a small profile (well, as small as you can). At your disposal are a wide variety of modules, abilities, and game features to help you as you progress as an Engineer. Take time, patience, and practice, and you will be a fine Engineer.

 

This game is more like a fantasy combat simulation more than any other genre that I can think of, and this makes the game extremely dynamic. I often compare this game to more epic games like Starcraft and Eve, but I think that this game is, in a way, a combination of many games. There are levels of strategy here that would surprise many, and I am continuously amazed by some of the strategies an maneuvers that I am still encountering.  There is no SET way to play this game, but there are definitely ways that it can be played that will maximize your effectiveness.  The ships have a certain point where they cannot be improved any more, so it then becomes up to you, the pilot, to learn your role in battle and help your team achieve that sweet victory!

 

*NOTE*

This guide does not include basic strategies to playing Star-Conflict and important out-of-game fleet management. For more information, return to the guide section and read some of the other guides to get a greater sense of the game’s dynamics. There is plenty to study up on before taking on experienced pilots who are well-versed in the mechanics of the game. Knowledge is power, experience is wisdom.

 

See you in space.

Engle

Totally unsure why there are three of this thread.  This is the most current, and the others should be deleted.  My interwebz were freaking out, sorry for the inconvenience!

Totally unsure why there are three of this thread.  This is the most current, and the others should be deleted.  My interwebz were freaking out, sorry for the inconvenience!

Done

 

The Autonomous Charging Station is another deployable Engineer structure which rapidly repairs the shield of the most damaged nearby ally.

Hull

 

 

Great comprehensive guide.

Even when flying Empire Engi, Jericho 3 implant still surpasses Empire 3. 

Hull

Great comprehensive guide.

Fixed. Thanks :slight_smile:

Here you go, Engle-boye.

 

 

Description says 90% of what the video doesn’t.

Updated.

You forgot mines in the missile section.

You forgot mines in the missile section.

 

DUDE

 

This thread is old. When it was made, only LRFs could equip mines. Stop being a Necromancer please.

DUDE

 

This thread is old. When it was made, only LRFs could equip mines. Stop being a Necromancer please.

 

Yeah my first day or two on the forum I didn’t realize how dead it was. I’m not used to having to check the date on posts on the first page. Where is everyone?

DUDE This thread is old. When it was made, only LRFs could equip mines. Stop being a Necromancer please.

You may not have noticed but Engle updated this thread not so long ago.

You may not have noticed but Engle updated this thread not so long ago.

 

Two months ago.

Two months ago.

 

yeah, not so long ago :wink: