Engineer Class | Classes / Functions Battlefield 4 Guide
Last update: 11 May 2016
Engineer's role/characteristics
Each engineer in Battlefield 4 can specialize in one of several roles. The engineer's basic role is to repair the ally vehicles, as well as destroying the enemy vehicles. After you unlock the appropriate gadgets, engineer may focus entirely on repairs (and sabotage), on destroying land or water targets or specialize in destroying airborne targets. Of course, there is nothing to prevent you from becoming a typical handyman and do a bit of everything.
A good engineer is a highly valued member of each team that values the support of heavy vehicles. That is why engineers are often tankmen, pilots or boat captains. It is best, however, if the engineer does not control the vehicle and is only a member of the vehicle crew. This will allow him to repair the vehicle without the necessity to leave it defenseless, and even t repair it without getting outside! Only scout helicopters, cargo helicopters and assault boats allow repirs without leaving the vehicle. The only thing that the engineer needs to do then, is use the Repair Tool on the element of the vehicle that is within reach.
The basic weaponry of the engineer is the Personal Defense weapons, i.e. short-range weapons of high firing rate - however, with promotions, engineers get the opportunity to unlock carbines, which belong to the more universal weaponry. What is even more, unlocking carbines allows you to use them while playing classes different than the engineer, which is an innovation in Battlefield 4. Carbines are the medium-ranged weapons with moderate accuracy however, some of them can be used as a replacement for assault rifles
Further in this guide, you will learn everything about the gadgetry, and field upgrades, available for the engineer. To learn more about assault rifles, see the chapter entitled weapons and equipment.
Gadgets
The role that an engineer plays in the battlefield, is decided, to a large extent, by the gadgets that he uses (best in combination with appropriate field upgrades). Unlike in Battlefield 3, in the most recent installment you can freely define the Gadget 1 and Gadget 2 slots, thanks to which you can define your soldier's specialization in a more detailed way. There is nothing to prevent you from equipping two mine types or repair tools only. The only restriction is the one set on using two types of rocket launchers, which would give the engineer too much capability to destroy the enemy vehicles of any kind, in comparison to the other classes. Below, you will find the functioning and use of each of the gadgets.
Repair Tool
The first gadget, which is available without unlocking, is the Repair Tool. Using it, you can repair ally and the abandoned vehicles and fully restore them in no time at all. There is more, though - using the tool, you can also sabotage the enemy vehicles and kill the infantry. The repair tool repairs/destroys vehicles at a rate of 10LP/s but, it is impossible to use it incessantly. The repair tool overheats after some time and you need to wait for several seconds before you can use it again. Apart from this restriction, the repair tool can be used as much as you want, because it uses up no asset or fuel. The less known feature of the repair tool is that it is possible to render the explosives, deployed by the enemy, harmless. It suffices to have the repair tool in your inventory and hold down the reload button, after you approach the explosive.
MBT LAW
This rocket launcher is the first element, of the anti-tank equipment, of each engineer and it does not require unlocking. MBT LAW shoots low-power rockets, which are self guided to a limited extent, which makes them easy to use. A projectile travels towards the vehicle that it detects in its way, increases its height and hits the target from above. The self-guiding feature of the LAW projectile is automatic and does not require targeting before the projectile is discharged. However, the enemy vehicle needs to be very close to the projectile's trajectory (which is a low-angled one), or it misses. MBT LAW works with laser markers, thanks to which it can be used against moving vehicles and against vehicles that stay behind some of the obstacles. It can be used to destroy land vehicles, boats and aircraft. Vehicle warning systems do not detect the LAW projectile, until the last moment before impact, thanks to which it can be used to surprise the unsuspecting enemies.
M15 AT MINE
The anti-tank M15 mine is used to destroy enemy land vehicles. The engineer can deploy it only in front of him, on a flat surface. The best way to use it is to deploy it on roads and routes frequented by the enemy vehicles, as well as near the critical points on the map (flags, relays). One M15 mine is enough to immobilize a tank, or destroy a vehicle with a lighter armor.
Anti-tank mines can be detonated with explosives and large-caliber firearms (sniper rifles, shotguns loaded with slugs or fragmentation projectiles, and revolvers), and also disarm using the Bot or the repair tool.
The M15 mines are well-visible in infrared, thanks to which they are easier to spot. After it is deployed, the mines remain in the battlefield for as long as they are destroyed, or the engineer deploys more than 6 mines - at which point each consecutive mine that is deployed makes one mine disappear (in the chronological order).
FIM-92 STINGER
Stinger is an anti-aircraft "fire and forget" type of projectile of a relatively short range. After the enemy aircraft is targeted, the rocket self-guides towards the target and there is no need to continue guiding it, thanks to which it is easy to operate and, just as easy to misguide with a flare, effective dodge or by flying quickly out of its range. One hit with a Stinger rocket makes the any target vehicle immobile, where two are sufficient for its complete destruction. To target an enemy aircraft, the operator needs to keep the target within sight for several seconds - any objects within sight, even trees, terminate the targeting process.
RPG-7V2
RPG is a projectile of big firepower yet, due to the lack of the guiding system, and the falling trajectory, one of the most difficult to operate. One hit into the side or the back of the enemy vehicle, renders the vehicle immobile. The RPG projectile is also perfect for destroying buildings and eliminating of the enemy infantry - the latter is not welcome, and often overtly forbidden on many servers but, with skillful use, it can be very effective against enemy snipers, who often stay out of range of the conventional weapons.
SA-18 IGLA
Igla is the other kind of a self-guided missile used to neutralize the airborne targets. Unlike the Stinger, Igla requires constant targeting for it to reach the target. Still, it has longer range and it is more difficult to lose without using the flares. If the operator loses the target for a moment (e.g. due to a terrain obstruction), he can reacquire it by following it with the optical instruments, at which point the rocket re-acquires the target.
M2 SLAM
Unlike the M15 AT mine, the M2 SLAM is smaller and not as heavy. Additionally, it can be thrown. M2 clings to any surface, including vehicles, and that is why it can be well-used in the least expected way - also to attach it directly to the enemy vehicles. That is why it can be used in a way similar to the C4 explosives but, it needs to be detonated manually, with explosives or with weapons. The SLAM mine will go off itself after some time has passed but, it is difficult to predict the exact moment of detonation. The more experienced users can attach the SLAM to their own vehicle (preferably a small and fast one, like the ATV), speed it up towards the enemy vehicle and jump off at the last moment before the impact. Three M2 SLAM mines are enough to destroy any vehicle.
THE EOD BOT
The EOD Bot is nothing else than a remotely-controlled track-propelled repair tool, and it can be used to perform the very same actions: ally vehicle repair, enemy vehicle destruction and killing infantry. The Bot's another use is disarming the enemy explosives - also the ones deployed on relays. To use the robot, you need to deploy it on a flat surface and switch into the remote control mode. This leaves the operator defenseless and susceptible to attacks, which is why it is best to use the robot while staying in hiding. The robot can virtually move over any type of surface (also underwater) and it is not damaged by falling from heights. Thanks to the improved stability, it is much easier to use than its counterpart from Battlefield 3, and its controls are similar to that of a tank. The detected Bot can be easily destroyed by the enemy, even with a small-caliber weapon.
MK153 SMAW
The SMAW projectile behaves in a way similar to that of the RPG projectile, but its trajectory is of a lower angle, thanks to which it is easier to hit distant targets with it. The simplified operation is alleviated, however with its lower firepower, in comparison with the RPG. Apart from the differences in range and firepower, its use is no different than that of the RPG-7V2.
FGM-148 JAVELIN
The JAVELIN projectiles are the most effective (or, at least, the simplest to use) weapon used against the enemy water and land vehicles. The operation of the FGM-148 is similar to that of the SA-18 Igla and it requires to keep the sight of the target. If the shooter stops aiming, the projectile moves in the last-known direction, in a straight line, just like the SMAW or the LAW. The JAVELIN projectiles hit the target from above and they inflict moderate damage, regardless of the angle of impact.
FGM-172 SRAW
The SRAW projectiles are an effective anti-tank wire-guided weapon. This means that the user can guide the projectile for as long, as he remains in the aiming mode. Thanks to this, the launcher can be used to eliminate targets staying behind natural obstacles. When the user leaves the aiming mode, the projectile will follow the flight in the determined direction. FGM0172 works with laser markers - in this case, it is not necessary to guide the projectile manually. The projectile can be well-used against any vehicle however, especially in the case of aircraft, hitting the target requires a lot of skill.
Field upgrades
The second key factor (apart from gadgets) that influences the engineer's specialization are field upgrades, which influences the effectiveness of gadgets and the implemented tactics. What follows, is that it is best to select gadgets and field upgrades in such a way, as to make them complement the specialization selected by you, or the method of acting in the battlefield.
Each upgrade acts, by default, on level 1. To increase the upgrade level, you need to play in squad. Running around the map as a lone wolf will ensure you with only the basic functionality but, staying close to your squad (and I mean the squad, not the team) and completing objectives together with them, will allow you to unlock the higher upgrade levels quickly. Each upgrade level cumulates with the previous one. When the entire squad is eliminated, the upgrade level drops by one.
DEFENSIVE
- LEVEL 1: ARMOR : Reduces incoming damage to the chest by 10%
- LEVEL 2: COVER: Decreases amount of incoming suppression by 50%.
- LEVEL 3: FLAK: Decreases damage from explosions by 15%.
- LEVEL 4: QUICK REGEN: Decreases time before Out of Combat Heal by 20%.
This upgrade is available for everyone at the beginning of the game, regardless of the selected class. It is an ideal solution for those of the players that are under constant enemy fire, or like being in the battlefield's hottest spots. This may be the best upgrade for the proponents of the Annihilation mode, because it increases chances at survival of the player who is carrying a bomb.
SHADOW
- LEVEL 1: QUCIK UNSPOT: Reduces time you are Spotted by 2 seconds.
- LEVEL 2: SPRINT: Increases maximum sprint speed by 10%.
- LEVEL 3: REDUCED FALL: increases height you can fall from without taking damage.
- LEVEL 4: STEALTH: You are invisible for the motion sensors (unless you sprint).
This upgrade is available for everyone from the beginning of the game, regardless of the class selected. The Shadow (as the name suggests) is an upgrade for those of the players, who like dashing from place to place undetected and flank the enemy, or steal their control points right in front of their face. The best idea is to use it in the Conquest or Rush modes.
OFFENSIVE
- LEVEL 1: SPRINT: Increases the maximum sprint speed by 10%.
- LEVEL 2: AMMO: Increases the maximum of the inventory bullets by 50%.
- LEVEL 3: GRENADES: Increases the maximum inventory of hand grenades by 1.
- LEVEL 4: REDUCED FALL: Increases the height that you can fall from without taking damage.
The first unlockable upgrade for each class. It is ideal for the players who prefer a fast-paced assault and pack purely offensive gear. Also recommended for those who have problems with quick depletion of their ammo.
MECHANIC
- LEVEL 1: FASTER REPAIR: Increases speed and sabotage of repairs by 35%.
- LEVEL 2: FLAK: Decreases damage from explosions by 15%.
- LEVEL 3: COVER: Decreases amount of Incoming Suppression by 50%.
- LEVEL 4: REPAIR UNIT: Occupied vehicles will slowly repair nearby vehicles.
The Mechanic is the best available upgrade for the players who specialize in repairing and sabotaging vehicles with the repair tool or the EOD Bot. It increases the chances of survival during repairs and speeds the process up considerably. Reaching level 4 will allow the mechanic to repair the allied vehicles even without leaving the one that he is currently occupying.
ANTI-TANK
- LEVEL 1: MINES: Increases maximum inventory of AT Mines or M2 SLAM to 6.
- LEVEL 2: ROCKETS: Increases maximum inventory of AT and AA ammo to 7.
- LEVEL 3: MORE DEPLOYED EXPLOSIVES: Increases maximum deployed Explosives to 6.
- LEVEL 4: FLAK: Decreases damage from explosions by 15%.
The above field upgrade is an ideal companion of the proponents of destroying the enemy armored vehicles. It considerably increases the inventory amount of mines and AT ammo, as well as increases the chances of surviving an explosion.
Stages of development (assignments and unlocks)
To gain access to most of the abovementioned gadgets and upgrades, killing the enemy is not enough. To be promoted in your class, and unlock each weapon available for the engineer, you also need to perform many repairs. The interesting thing is that, to perform all of the engineer's assignments, and unlock the last PDW weapon, you need to use carbines. You will not lose the points you acquired even if you exit the game before the round ends, regardless of whether for the technical reasons, or of own volition.
After you have unlocked the last gadget, you receive an additional bonus in the form of a start for your service as an engineer, which is worth 1000 points, and a dog tag.
Additionally, there are three assignments allotted to the engineer class, for the completion of which you receive special rewards:
ENGINEER - BASIC
Reward requirements:
- Reach LEVEL 10.
- Kill 7 enemies with any carbine.
- Perform 16 repairs.
Reward:
Dog tag "Engineer - basic".
ENGINEER - VETERAN
Reward requirements:
- Complete the ""Engineer - basic" assignment.
- Kill 8 enemies with any carbine.
- Perform 17 repairs.
Reward:
The TTsKO BLUE camo (urban).
ENGINEER - EXPERT
Reward requirements:
- Complete the ""Engineer - veteran" assignment.
- Obtain 10 "Carbine" ribbons.
- Obtain 50 "Repair Tool" ribbons.
- Kill 200 enemies with any carbine.
Reward:
Personal Defense Weapon (PDW) UMP-9
Unlock | Score | Description |
REPAIR TOOL | --- | An oxy-fuel torch used for repairing allied vehicles and sabotaging the enemy ones, as well as for eliminating the enemy soldiers. |
MBT LAW | --- | An automatic defibrillator allows you to reanimate the killed allies and shock the enemies. After the electrodes are charged, it revives a soldier with a larger amount of health. After a multiple, fast use, it requires recharging. |
M15 ANTI-TANK MINE | 7 000 | An AT mine of large yield. Explodes whenever there comes a vehicle by. Capable of disabling even the heaviest of machines. |
CARBINE | 15 000 | Unlocks the AK 5C and carbines for all functions. Use the AK5C to unlock further carbines. |
FIM-92 STINGER | 24 000 | An AA, "fire and forget" type of projectile of medium range. Allows immobilizing of most aircraft. After it is fired, it self-guides towards the target. |
FIELD UPGRADE: OFFENSIVE | 33 000 | LEVEL 1: SPRINT: increases the maximum speed by 10%. LEVEL 2: AMMO: increases the inventory amount of ammo by 50%. LEVEL 3: GRENADES: increases the inventory amount of grenades by 1. LEVEL 4: BEZP. REDUCED FALL: Increases the height from which you can fall without damage. |
RPG-7V2 | 43 000 | Anti-tank rocket launcher of large firepower. Allows for immobilizing of even the heaviest armored vehicles, as long as they are hit on the side or on the back. |
SA-18 IGLA | 53 000 | Anti-air missile of medium range allows you to immobilize most aircraft. Requires maintaining the lock on target. |
FIELD UPGRADE: MECHANIC | 64 000 | LEVEL 1: FAST REPAIR: Increases speed and sabotage of Repairs by 35%. LEVEL 2: FLAK: Decreases damage from explosions by 15%. LEVEL 3: COVER: Decreases amount of Incoming Suppression by 50%. LEVEL 4: REPAIR UNIT: Occupied vehicles will slowly repair nearby vehicles. |
M2 SLAM | 74 000 | M2 SLAM may be used as a traditional mine or an off-road AT mine. Although it is inferior to the M15 mine, in terms of blast damage, it is capable of Mobility Critical on most heavy vehicles. |
EOD Bot | 85 000 | A remote-controlled robot which can repair friendly vehicles, sabotage enemy vehicles, disarm explosives and arm or disarm Rush assets. |
MK153 SMAW | 96 000 | Launches high-speed missiles with flatter trajectory but lower damage than the RPG-7V2. It deals most serious damage after it hits the sides or the rear of the armored target. |
FIELD UPGRADE: OFFENSIVE | 108 000 | LEVEL 1: MINES: Increases maximum deployed Explosives to 6 at mines or M2 SLAM . LEVEL 2: ROCKETS: Increases maximum inventory of AT and AA ammo to 7. LEVEL 3: MORE DEPLOYED EXPLOSIVES: Increases maximum deployed explosives to 6. LEVEL 4: FLAK: decreases damage from explosions by 15%. |
FGM-148 JAVELIN | 119 000 | A guided Anti-Tank missiles that lock on to the land vehicles. The warhead does moderate damage to armors at any impact angle. Requires the user to maintain the lock on target. |
FGM-172 SRAW | 131 000 | A wire-guided Anti-Tank missile launcher that may be controlled manually during their flight, for as long as the operator does not exit the aimed mode. Locks on to laser designators. |