96D
Member
+0|7039|Maryland, USA
I'll capitalize player classes to make them easier to pick up on.

Repairing: Vehicles

The lighter armor a vehicle has, the faster it repairs. Jeeps repair quickly, APCs a bit slower than Jeeps, tanks a bit slower than APCs.

Vehicles that are on fire (usually five ticks of "health" or less) are close to exploding, but an Engineer's wrench  puts out the fire and can save the vehicle from the brink of destruction. Remember, if it hasn't blown up yet, it's salvageable.

Do not repair a tank from behind the direction where it's shooting. In other words, if the tank's firing north, don't be repairing it on its south side. The recoil from the main gun moves the tank, and that can cause you damage, even in 1.03 where it's harder to run over teammates. Team damage isn't as bad as TKing, but it's still negative team points for the guy you're trying to help.

In-chopper repairing is something of a tender subject. Some call it stat-padding, others call it cheap, others see no problem with it. While repairing, you are exposed to fire, of course, and certainly not safe from death, but with the constant bullet-magnets that choppers make, there's rarely a time when you couldn't be repairing it. I'm sure there's a thread on this already, so if there's a debate, please take it there.

Naturally, the safest time to repair a vehicle is in lulls in the combat. Not always a luxury, of course, but unless the vehicle you're repairing is about 100 meters from where it spawns, keeping the one you have alive is usually faster than charging ahead and fighting with it until it explodes, then respawning and driving it aaaaall the way back to where the fighting is. Also, hey, you get repair points while someone's sitting in it.

Repairing Assets

Not too much strategy here; they turn yellow, you turn 'em white again. The Commander having assets is better than the Commander not having assets (though there have been a couple of times I wish I could take away a Commander's artillery privileges ). One tick of "health" is enough to bring an asset back to working order, though if you can spare the time, bringing an asset back up to full will ensure it survives artillery strikes and tap out Spec-Ops soldiers' C4 supply before they can blow up everything.

The shorter amount of time between when an asset goes boom and you arrive on the scene, however, means the more likely it is that there's still an enemy Spec-Ops soldier hanging around. The fact that they're at your assets means they're deep into your territory (unless, of course, your base is capped), and once dead, they have a long trip ahead of them if they want to try again--usually plenty of time to undo anything they might have managed, at least functionally.

Commanders seem to be quick to blow a supply drop on their own assets when they get C4ed to Kingdom Come. This is usually because there aren't any Engineers handy, true, but there have been many times where an order for a repair was not even issued; the Commander simply drops supplies onto his assets and is done with it.

Commanders, check your squads please, look for wrench icons, at least let them know you want something repaired. A good Engineer will want repair points, and he can get the job done a lot quicker than you can, even considering travel time, waiting for a supply drop to recharge four times. Also, supply crates are not equipped with shotguns to take out the enemy Spec-Ops soldiers that they're resupplying with C4--not to mention the other places your team might be able to make use of that crate.

Repairing assets is arguably one of the most effective ways for Engineers to get repair points. If a Commander asks for repairs on an asset, he's relying on you, an Engineer, to get the job done, and hey, finding opportunities to get repair points is tough enough as it is.

Repairing Bridges
Bridges, once destroyed, are quick to bring back into working order, as bridges--like assets--need only a single tick of "health" to be operational. Of course, the "healthier" the bridge, the more effort the enemy will have to expend in destroying it again. Bridges are usually double-edged swords, so check with your Commander for guidance before potentially opening up an avenue of approach for the enemy. A good strategy for dealing with blown bridges is to grab a Spec-Ops teammate, hop in a buggy, drive to the bridge, repair it long enough for friendly armor to get across, then let the Spec-Ops fellow blow the bridge again (it should only take one stick of C4 per destroyed section, if you just repaired to a single tick).

Mining

Ah, the AT mine. The bane of armor on both sides of the fight. This is really where good Engineers and crappy ones are set apart. The problem is that wherever your enemy would want to drive vehicles, your teammates will most likely want to drive vehicles as well. AT mines can be a roll of the dice.

Friendlies will see a red Jolly Roger icon over mines you and other Engineers on your team have placed. However, a friendly who runs over one of your mines will net you a TK. Aside from EA implementing some kind of giant freaking neon sign you can place that says "Hey high-speed, mines are here, DRIVE AROUND THEM!" AT mine TKs are one of the main reasons many Engineers are afraid to even use this weapon.

Mines do not arm immediately as soon as they leave your hands. There is about a two-second delay until they're capable of destroying something. Thanks to Col-Khadafi for mentioning this to me.

Where you place mines should depend on what you want those mines to do. If you want mines to act as a deterrent, place them in the open, in plain sight. If you want mines to blow up and kill people (called "mining for effect"), place them where they won't be seen.

If you're wondering why you'd want to make mines easy to see, know that sometimes deterrent mines are better if you want the enemy to try a different avenue of approach, or to abandon their vehicles and go on foot. Blowing up a tank is one thing, but having your opponent leave it for someone (maybe you!) to steal is priceless. Also, and especially in maps with serpentine, hilly routes like Kubra Dam, armor can be put to great lengths and ordeals to bypass AT mines. More time the enemy spends in transit is less time they spend shooting at your teammates and capping flags.

For mining for effect, look for grass. The taller the better! Grassy hills, or even gentle rises, are awesome spots for mines. Don't place the mine on the very peak of the hill unless the grass is thick enough. A better place is just over the crest, where seeing the mine before running over it would be just about impossible. In urban areas, blind corners are the best places for mines, and also amongst rubble scattered along the streets. Putting a mine amidst rubble in streets is actually excellent camouflage, since even if the enemy is scanning the street for mines, it's not common practice to slow down and investigate rubble more closely.

Mining bridges as deterrent is easy; place two mines spaced evenly across the center of the bridge, and only the narrowest of buggies will be getting through with a driver that has a reasonable amount of skill (or luck). Mining for effect is trickier, since there are no good hiding places where a vehicle is likely to travel. The best place for mining bridges in this case is not on the bridge itself but on the ramp on the opposite side of where the enemy would approach the bridge. The downward slope, combined with the limited FOV in most heavier vehicles, means a very slim likelihood that the driver will both be able to see the mine and react to it in time. Bridges are straight lines, and people have a tendency to punch the gas on straightaways. Buggies and jeeps hardly stop on a dime, so even seeing the mine in a lighter, more open-viewed vehicle may not be enough to save them, given the slope of the ramps on either end of bridges.

You can remove mines (anybody's mines, even the enemy's--haven't tried Claymores though) with the wrench. Approach a mine and "repair" it, and after the "health" meter is full, the mine will disappear and be added to your mine ammo (unless you're already full, in which case the mine will just disappear).

An enemy uncappable base is a prime spot for mining with abandon, especially hanging out the side of a transport chopper with a Support teammate on board feeding you more mines. Once you're done, though, get out of there, get back to the fight where you can be useful. Your mines will do the base-raping for you. And yes, putting a mine on the runway will destroy a plane trying to take off.

Blocking all the exits from capped flags is just plain stupid, unless vehicles don't spawn there. Place one or two in large, open areas of the flag area if you must, to make it difficult for the enemy to barrel in without giving much thought to steering. I still can't recommend this too much, however, as there will always be somebody on your team who will find a way to not notice the red blob in the middle of an open courtyard and drive over it.

Last-ditch efforts to destroy a vehicle that has invaded your personal space can be made by tossing mines at or onto a vehicle. The nice thing about mines is that they do stay where they are a few moments after you die, so even if you die getting the mines out there, the vehicle is still essentially "paralyzed", as any movement on its part will blow it up, unlike C4 where the Spec-Ops soldier has to be alive to use the detonator.

On that note, once you have mines placed where you want them, stay alive. Since mines disappear a short time after you get killed, you'll have to place them all over again.

Fighting

Engineers are awesome for CQB and defending infantry choke points, thanks to their shotguns. In a map such as Sharqi Peninsula, certain command points can only be captured by entering a building. On attack or defense of such a point, an Engineer would be a valuable part of the team. If an Engineer is not out in the field repairing vehicles and/or dropping mines, he is definitely the backbone defensive class, making a nightmare out of approaching in vehicles or hoofing it up narrow stairwells.

The shotgun is also well-suited to perforating Spec-Ops soldiers who are busy blowing up assets. It's pretty easy to get the drop on Spec-Ops fellows who have tunnel-vision on what they're doing, and the shotgun is about as good as it gets in killing folks nearby without giving them an opportunity to answer back.

A note on the Saiga 12k: if you've looked through BF2S's wealth of knowledge, you know it's half as powerful as the pump-actions. It's semi-auto for a reason, though; aim for the torso and let rip with three shots at least, more if the enemy is more than 20~ feet away. For the pump-actions, put the crosshair at about neck/shoulder level for the same range, and a single shot will usually take down a kit that doesn't have body armor. More thanks to Col-Khadafi on pointing this out.

Last edited by 96D (2005-10-09 18:38:48)

Col-Khadafi
Member
+0|7060|Your Mom's House
good good
You might wanna mention
1) putting mines on top of vehicles
2) The time it takes for mines to become active
3) controlled shots with your shotgun, and advantages of pump over the semi
96D
Member
+0|7039|Maryland, USA
Ah, good catch on the mine delay and shotgun things, I will definitely add that with credit to you.

But I did mention putting mines on vehicles... granted that I didn't exactly go into much detail, hehe.

[...] tossing mines at or onto a vehicle. [...]

Last edited by 96D (2005-10-09 18:34:08)

Stoned_Smurfz
The Mushroom Man
+1|7110|Australia
I didnt see anything about using mining for effect with decoys.. i get heaps this way put one mine in the middle of the road plain as day and about meh an apc length and a half back from that 2 in the the grass each side of the decoy mine.

Most players see the decoy, proberly laugh and drive on the grass and then over your killer mine! and this is when u laugh not only is this a great way to get kills anyone who knows what that red skull actually means actually has a clear path threw the mines.
Ocasionaly the enemy is just as bad as your team and runs over ur decoy mine.

Also this tatic can be used with enemy mines set up like this see an enemy mine put 2 of yours beside it. usually your team wont try and drive threw if theres plenty of space else where however the enemy only thinks there is one friendly mine so its easy to go around...

Other than that some nice tips specially for commanders who like to resupply the spec-ops with more c4 lol

Last edited by Stoned_Smurfz (2005-10-09 18:47:17)

96D
Member
+0|7039|Maryland, USA
Nice one, Stoned!

I could see that working very well in Zatar Wetlands and Gulf of Oman.

Since lots of people have their own specific mining strategies, I'll let any mentioned stand on their own, rather than adding it to my own guide.
T1mbrW0lf
Member
+2|7060|Eastern PA
If you absolutely need to mine the approach / exit paths to a base (or through a "choke point"), give it a little thought: Stagger them rather than placing them in a row; and create a path that your team can use to get through from "your" side, but that is difficult to negotiate quickly from the "enemy" side.

With a bit of experimenting, you'll figure out placement patterns that are fairly obvious from one direction, but difficult to discern going the other way. Use shadows and oil-stained pavement as additional camoflage, especially in areas where vehicles will be pre-occupied with spotting potential air and mobile defense threats, or routinely engaged by direct fire.

Place mines under water at fording areas where they're extremely difficult to see, and again: Stagger and spread them out so a single vehicle can't detonate more than one mine, or clear a direct path for following units (I've observed a single FAV deliberately line up for a run over a mine field - and I've done it myself when it was the most tactically expedient way to allow my armor to advance quickly).

Finally, VoIP your Squad and text the rest of the team about mined areas. Yeah, the morons will still earn you TK's; but the rest of the astute players will appreciate the warning. Frankly, I wish there was a "Team Warning Hotkey" that an Engy could use, say about 30 seconds after laying mines, that would exempt them from a TK / Punish for as long as those mines were emplaced and intact.
656Bombardier656
Member
+0|7083|Canada
I believe wrenching or "repairing" a claymore does work IF you do it from the correct side (behind it) I'll have to try that sometime thanks for reminding me
Omnimalice
All Hate
+1|7043|Northern VA
Damnit that's a great write-up. Thank you so much. I'm inspired to give engineering another try.
WormGuts
Member
+17|7058|Dayton, Ohio
i have found it to be quite fun placing AT mines in shallow water crossings.  they are very difficult to see below the water surface.
96D
Member
+0|7039|Maryland, USA
Good tips, everyone! Nice to see that there are people out there who haven't given up on mining.

There's no feeling quite like laying down mines, going to the other side of the map, and then seeing

96D [AT Mine] HaplessTanker

a couple of minutes later.

I know of one time in Dragon Valley when a U.S. APC was bearing down on the northernmost flag that China starts out with. I was Support, and all alone, so there was little I could do to stop it. However, as the APC was coming up the hill, it exploded all of a sudden from a teammate's AT mine (which I hadn't seen, as it was down the slope of the hill). That's a great feeling, too, like a sigh of relief.
-(PK)-DarkIllusion
Member
+1|7104
note: if the person driving the vehicle is an engi.. he will get a warning if there is some kind of mine/claymore near his vehicle
kilroy0097
Kilroy Is Here!
+81|7107|Bryan/College Station, TX
Engineers are able to disarm Claymores.
In a previous post I tested this theory on all placeable explosives. This is a fact. However only approach from the rear quadrant. Claymore have idiot like motion sensors and go off at seemingly random ranges. Sometimes you can be in front of them and they don't go off. But you walk away from them and suddenly Boom!

Engineers can not disarm C4. No matter how much I try.
"When fascism comes to America, it will be wrapped in the flag and carrying a cross." - Sinclair Lewis
Croak
Member
+11|7069|San Marcos, CA
As of this patch, you can easily clear mines (and claymores) with grenades, arty fire, and bombs.  Tank rounds work as well (which leads to some interesting tactics if you're an engy in a tank on the defense and have mines nearby)   

That sorta de-values the need for an engy on your side to clear mines, but it wasn't a skill used often anyway, most engineers I saw clearing mines were removing their own/team mines from bad spots.

The good news is you can also turn AT mines into AP mines thanks to this.  Blow one of your own with a grenade or tank round and the resulting blast is more powerful and with a wider blast radius than a grenade alone.  Same trick can let you take out drivers that think they are crafty and drive BESIDE your mine.  They've got a pretty good tank/APC kill radius, (about 15-20 feet), and the grenade just has to go off in the vicinity, not right on top of it.

That's so good you can place mines along the side of the road, in the median strip or in a bush where you don't have to worry about TK's, and just wait for the bad guys to drive by.  When using it this way, think of it as "slow" C4, but it only takes one to kill, and you can "gang fire" spaced-out mines to get multiple kills with one grenade toss when that armored column comes rolling down the road to your base (or gang fire to catch a faster moving vehicle if your grenade timing is a bit off). 

For extra added sneak factor, you can even place mines on the other side of a WALL and blow tanks.  And unlike C4, ANYONE can blow the mines...allowing you to be creative with enemy mines as well as mines somebody else on your team placed.

Another plus side with this patch, thanks to roadkill changes, you now have a better chance of taking out enemy tanks at extreme close range..because you can jump on them without dying as soon as they move, and drop mines on top.  Once they have time to arm, boom, dead tank, and the driver CAN NOT shoot you up there.   If you're really good, you'll have time to get away. 

Proper use of these new "features" makes an engineer MUCH more deadly than he was in the past, and should give even the best tank whore nightmares.

Last edited by Croak (2005-10-10 03:41:21)

Raxor
Enemy Boat Spotted
+17|7108|United Kingdom
great guide, i do like to have some fun in the enemies main putting a mine on their vehicles etc
And i wish they put mines back to the way they were just makes them less effective
kilroy0097
Kilroy Is Here!
+81|7107|Bryan/College Station, TX

Croak wrote:

Proper use of these new "features" makes an engineer MUCH more deadly than he was in the past, and should give even the best tank whore nightmares.
Excellent advice once again Croak. Very interesting tactics that I didn't even think about. Of course until tonight I didn't even know you could blow up mines and claymore. Now that I know I will be trying out different tactics with mine placement for sure. Thanks for the info.

Cheers.
"When fascism comes to America, it will be wrapped in the flag and carrying a cross." - Sinclair Lewis
luckybaer
Member
+10|7038| Going Feral

Stoned_Smurfz wrote:

I didnt see anything about using mining for effect with decoys.. i get heaps this way put one mine in the middle of the road plain as day and about meh an apc length and a half back from that 2 in the the grass each side of the decoy mine.

Most players see the decoy, proberly laugh and drive on the grass and then over your killer mine! and this is when u laugh not only is this a great way to get kills anyone who knows what that red skull actually means actually has a clear path threw the mines.
Ocasionaly the enemy is just as bad as your team and runs over ur decoy mine.

Also this tatic can be used with enemy mines set up like this see an enemy mine put 2 of yours beside it. usually your team wont try and drive threw if theres plenty of space else where however the enemy only thinks there is one friendly mine so its easy to go around...

Other than that some nice tips specially for commanders who like to resupply the spec-ops with more c4 lol
I like this.  I'll have to give it a try.
Col-Khadafi
Member
+0|7060|Your Mom's House

Croak wrote:

As of this patch, you can easily clear mines (and claymores) with grenades, arty fire, and bombs.  Tank rounds work as well (which leads to some interesting tactics if you're an engy in a tank on the defense and have mines nearby)   

That sorta de-values the need for an engy on your side to clear mines, but it wasn't a skill used often anyway, most engineers I saw clearing mines were removing their own/team mines from bad spots.

The good news is you can also turn AT mines into AP mines thanks to this.  Blow one of your own with a grenade or tank round and the resulting blast is more powerful and with a wider blast radius than a grenade alone.  Same trick can let you take out drivers that think they are crafty and drive BESIDE your mine.  They've got a pretty good tank/APC kill radius, (about 15-20 feet), and the grenade just has to go off in the vicinity, not right on top of it.

That's so good you can place mines along the side of the road, in the median strip or in a bush where you don't have to worry about TK's, and just wait for the bad guys to drive by.  When using it this way, think of it as "slow" C4, but it only takes one to kill, and you can "gang fire" spaced-out mines to get multiple kills with one grenade toss when that armored column comes rolling down the road to your base (or gang fire to catch a faster moving vehicle if your grenade timing is a bit off). 

For extra added sneak factor, you can even place mines on the other side of a WALL and blow tanks.  And unlike C4, ANYONE can blow the mines...allowing you to be creative with enemy mines as well as mines somebody else on your team placed.

Another plus side with this patch, thanks to roadkill changes, you now have a better chance of taking out enemy tanks at extreme close range..because you can jump on them without dying as soon as they move, and drop mines on top.  Once they have time to arm, boom, dead tank, and the driver CAN NOT shoot you up there.   If you're really good, you'll have time to get away. 

Proper use of these new "features" makes an engineer MUCH more deadly than he was in the past, and should give even the best tank whore nightmares.
Wow. Im so glad you posted that.
WormGuts
Member
+17|7058|Dayton, Ohio
here's another fun tip to playing engineer.  if the grade of the road is steap enough you can 'toss' an AT mine down 'with enough practice' that will cause the mine to 'roll' down the road at the vehicle.  this is so funny and gloriously rewarding when it works...not to mention the enemy driver tends to freak out seeing an AT mine coming AT them.
96D
Member
+0|7039|Maryland, USA
Hehe, creeping death? I'd love to see an APC have to back down a hill in Kubra Dam because a mine is following it.

Usually, though, when a mine rolls downhill I don't want it to, and I find myself saying "Oh, stop, stop, stopstopstop" and having to "catch" it with the wrench and try again.
ToiletTrooper
Member
+25|7039|WC
lol?
tF-voodoochild
Pew Pew!
+216|7111|San Francisco

Yeah, I *LOVE* throwing mines at tanks followed by a grenade... so many kills on Sharqi doing this. Got my veteran Engineer badge doing this for most of a round actually (along with ripping through infantry with the jackhammer...)

Even if the tank driver sees it they usually think, "oh, that mine just landed beside me... guess i just wont turn over there...." then *BOOM*

It is just hilarious to hear them afterwards going... "wtf?! i was nowhere near that mine!"

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