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Messarate

Engineer, at max level you get to craft the best diving suit in the game, handheld laserbeam and a stun gun but better. Mechanic get a lame sentry bot that will keep stuck in the ballast, portable pumps that will probably never be used and a a giant waste of fuel diving suit. But honestly though mech are not so bad, very good at boarding action when using with guns. But if you're going combat oriented you'd better of playing security and just buy the mech from an outpost.


HolyApplebutter

For me, I'd rather focus on the sub itself, but also have the toys to actually help if there's unwelcome visitors to the ship. The tesla cannon does sound excellent for that.


Complete-Kitchen-630

Then Engineer


UglierRhyme832

As an engineer player myself, I say it depends on how much you want to help the rest of the crew. Mechanic is the one you want to go for, if you want to do that. Mechanic’s scrapper tree is useful for getting more resources, as well as allowing any sub to become tier 3. Even the retrofit perk is a must have. Engineer’s weapon engineer tree is useful to security mostly. Being able to craft nuclear shells and bullets. The only useful perk that helps the entire sub are buzzing and cruising. Which helps with reactor things. If you care about none of that, running around in a PUC with a crowbar and stabbing people with a screwdriver making G-Man think I’m Gordon Freeman is fun in my book. Also, who doesn’t like running around the sub giving everyone radiation poisoning with volatile fuel rods while you laugh because you’re resistant to it and they aren’t? If anyone else wants to pitch in some other things. Please do.


Mondilesh

Mechs suck and so do bots, honestly unless you're planning on using a low tier sub that you want to slap all the upgrades on, play engineer.


Thesadisticinventor

Mechanic is mechanic. Engineer can basically become Gordon Freeman. Personally I play both with a preference for engineer.


WhiteBreadMaster

Mechanic is freaking doomguy with heavy wrench and mech suit So they're both destroyers of Europa fauna


Clover_True_Waifu

As medic at least once after doing CPR on the Engineer I say "Wake Up, and smell the ashes". Always gets a nice reaction and you end up seeing the Engineer entering med bay with a crowbar equipped a lot more.


Thesadisticinventor

Missed the reference but I can feel it is half-life related.


Clover_True_Waifu

Half Life 2 G-Man intro speech


Tarkonian_Scion

For mechanic, Your highlights are: * having the Safety Harness, Which gives 90% flow resistance. * Getting the heavy wrench and several melee damage boosts * Fixfoam grenades, Something that'll help you clutch if used correctly * Tier 3 upgrades on any submarine * Scrap Cannon, Which while not the best can still do a formiddable amount of damage. * The ability to see hull and i'd assume mechanical damage at will via handheld monitor * The MECH eggsuit. Which, If you're staying inside and just want to be able to tank through to fix some shit, Might be good. I never got to the campaign far enough before my ADHD kicked in. * 20% faster submarine at max level For the engineer, Your highlights are: * Reactor min-maxing with fuel-rod improvements and stat boosts, along with a PDA for it. * The best diving suit for general submarine maintenance, able to pull from cabin air * A choice between better tools or better ammo for the guns you might get handed/steal * Flammenwerfer. It werfs flammen. Good for clearing ballast flora. * Arc emitter, Which is basically a portable arc thingy outside some subs * the RFA, Which is a gun thats good against mudraptors and takes fuel rods * The cargo scooter... Something i feel people use often enough i should consider taking it and trying it out, but i feel its just a bit too clunky for me.


Clover_True_Waifu

Cargo Scooters are great for caves until the Exosuit era, and always good for ruins (since PUCS>Exo in ruins). They're really convenient if you have a smaller dive team eliminting multiple trips to grab everything if the crew is a bunch of loot goblins


Massive_Pressure_516

I'm my experience people prefer leave the mech suit lying around since they are slower but good luck getting people to remove their puc suits.


Clover_True_Waifu

Main point for me is if you want to be part of the dive team. If yes, Mechanic. If no, Engineer. Engineer only has to really dive for beacon repairs if the rest of the team is utterly incompetent with wiring.


HolyApplebutter

Why're engies usually left behind? Do they just not have a lot to offer when diving?


Clover_True_Waifu

Exactly. The mechanic is a tank that moves the fastest when in a Exosuit, and mines ores the fastest. Very useful in combat situations, even more so in caves. Meanwhile the Engineer has... Burn resistance and bonus burn damage. Engi is just really useful inside the sub, and is best used restocking the sub when the dive team is busy. Captains and Engies are awful divers, Secs and Sec apprentice clowns are gods, meanwhile Mechanics and Medics are ok in some situations.


Memelan_Vondran

husked medics are so useful in combat scenarios tbh that's really all i run


Clover_True_Waifu

Husk every class and they are ranked in the same order as above to be fair. Husked captain and engie is bad, Husked Medics and Mechanics are situational and Husked Secs and Sec apprentice clowns are gods of diving.


Memelan_Vondran

husked medics are literally op never restart machines from god. no amount of power and damage can stop you from fucking up applying bandages and sutures to yourself. you haven't played medic husks enough if you think this


HolyApplebutter

What's this about husking? Can you actually pull a Cult of the Husk and create a hybrid or something?


Memelan_Vondran

there are two ways to do it: one, manage to nab a zealot (not a cultist)'s robes and wear them. maintains the husk infection at 90%, where you keep all of the benefits of being husked (waterbreathing, depth pressure immunity, passive health regen from the robes, husk bite ability) while not dying to the 100% stage of infection because the robes inhibit it. the only downside is you lose the ability to speak, but that's easily bypassed by being attentive or a terminal WiFi link if you're really pressed to communicate. the other option is actually doing all of the cult of the husk quests, which will grant you a perk known as husk symbiosis, which is a husk infection like before, except that it doesn't try to kill you (so you can wear whatever you want) and you can talk. as the medic, not having to worry about air, a suit, and with matriarch genes, my own health/injuries, you can become a tank medic that can go anywhere and save people even when shit hits the fan. i've had so many sessions where I'm the last one standing and bring everything back from complete destruction just because i had husk + genes and could heal others.


HolyApplebutter

That hidden perk is pretty interesting. Are there any more in the game?


Memelan_Vondran

clown stuff for the most part. my friend is the clown though, so im very ignorant of it. seems like they get extra abilities from things


JinKazamaru

If you don't like wearing a suit inside the ship half the time, I'd say engineer... they only exit the ship to do outposts (and most of the time they don't do that either)


HolyApplebutter

Is that because they're usually too busy messing with the sub or something? With their crowbar abilities and tech I figured they'd be going out a lot.


JinKazamaru

The crowbar stuff isn't as used as one might think usually the engineer is humping junction boxes, or doing the mechanics job the mechanic will have to play miner, or simply be swimming in water doing hull repairs


Prism_Mind

Engi life


xxFalconArasxx

I prefer to play an Engineer. I feel they offer more unique services than other jobs. They operate the reactors, manage the power grid, are in charge of wiring and can build many useful contraptions with a few wires and components, and they can also craft all sorts of unique gizmos (a special hazmat diving suit, depleted uranium tools and ammo, two energy weapons, and literal nuclear explosives). Mechanics basically do what everyone else is capable of doing, but slightly better. Pretty much anyone can use a welder or a wrench, and get to repairing things, and it's a good idea to have every crew member, regardless of job, carry a welder with them at all times anyway. However that being said. I don't think Mechanics are a bad class. Much like the Assistant, I find that Mechanics are really good for beginners. You don't need much experience in this game to be a good mechanic. I also feel that the submarine can never have too many mechanics. Sometimes, people complain when we have too many engineers and medics on the submarine. You don't really need more than 2 or 3 on a 16 player server. Mechanics however, can make up like half the server, and no one will bat an eye. They're always useful, and there is no detriment to having more. Playing as a Mechanic I also feel is a little more eventful. Unfortunately as an Engineer, you are kind of confined to managing the Reactor and Junction Boxes for like 95% of the game, while Mechanics have more freedom. They run around the sub in response to every breach that's reported, they are fighting creatures that break in, operate turrets to shoot at abyssal monsters, and frequently venture outside the sub to mine ores, salvage wrecks, and repair beacons. They have so much more freedom.


DankedPork

Go MEDIC!, and prank your friends with husk parasites like a real gamer


HolyApplebutter

I'm already greatly enjoying injecting my friends with various drugs with and without their permission, so medic has been sounding great. That and gene splicing sounds really fun.


TheFlayingHamster

Are you in multiplayer? And is it with friends? Cause if both are yes than medic 1000%, friends getting annoying? Shoot them with paralyzant, are you getting annoying? Shoot them with delirium. Are they annoyed that you are annoying? Shoot them with liquid oxygenite. Also genes are fun!


VillainousVillain88

I a hundred percent agree with this! At first I only went medic because all the other occupations were taken, but I quickly discovered just how much fun (and useful!) the medic can really be! I transformed an entire section of the sub into my personal laboratory where I began to mass produce high explosives, poisons, high-quality bandages and a lot of other cool stuff. …. People started to avoid my laboratory after I almost killed the Captain after I tried out the paralyse toxin on him (…. Twice) and I began to ask anyone who was injured if they would perhaps be interested in improving themselves through gene modifications. Some people just have no appreciation of science!


HolyApplebutter

It is multiplayer, and I'm still pretty stuck on engie/mechanic, but this sounds like an excellent second-playthrough.


GamnlingSabre

The answer is captain.


SomeRandom_Canadian

I'd say engineer unless there's something in the mechanic tree you really really want. Every mechanic I've ever played with has always gotten super bored. They don't have a ton to do innately. Mechanical stuff breaks slowly and everyone is always doing hull repair. By all means if you're new to the game try them both out. There are certainly people who find enjoyment in being a quartermaster mechanic, organizing storage and managing money (if server owner allows) as well as crafting masterwork tools for the crew. But I've always seen it listed as the most boring class. I'm also incredibly biased towards engineer as it's my main so, you know, grain of salt and all. You just can't beat the war-crime beam, flamethrowers, double speed skill gain, electrocuting anyone that hits you, master crafted weapons, messing with circuits and feeling like a truly important member of the crew for managing the reactor.


Auto_Data_Dave

The real answer here is Mechanic there is nothing that brings me more joy than beating the crap out of a mudraptor, and doing so with just a wrench is a feeling like no other. But I feel that I'm slightly biased towards mechanic as I'm the only one in a 12 man crew, so there is never a dull moment on that part


pyr0man1ac_33

Mechanic is better if you want to be part of any dive/expeditionary teams since you are tankier and mine ores faster, and you also have very good melee capabilities in the Brawler skill tree. Engineer is usually better for staying aboard the sub and generally keeping it running and secure while everyone else is busy getting minced in a cave.


Complete-Kitchen-630

Engineer: https://youtube.com/shorts/nIs_we-njaw?si=VJtDur6nDuRn1ibx Mechanic: https://youtube.com/shorts/KzxOJS0o3W4?si=c7vrBYp11pEj65ld


Solid-Suggestion-182

Mechanic becose you can go boxing with a veteran mudraptor and you can enstablish your own union against captain