VerminTactics #4 - Outcast Engineer // Hammer and Shield & Handgun
Doing some target practice on some rats.
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Hadn't played V2 in a while due to Darktide being out, so I decided it was time to showcase a build I use a lot on Outcast Engineer when the desire to play him arises.
Similar to the Mercenary video, the Hammer and Shield are pretty much the same weapon on different characters. The push attack going into the overhead works extremely well against single targets and armored enemies, especially for a pure crowd control weapon. Unfortunately, this leads to instances where you can't really perform push attacks due to stamina consumption in certain situations, but playing with your team and using effective dodging can easily mitigate this.
Piston Power was taken here to demonstrate how well it is against large enemies when combined with a weapon that has a wide heavy attack, but unfortunately the Stormfiend in the video got killed by the bots, who were subsequently suiciding into the boss. Cool.
Obviously you'll want Engineer's Resolve for that huge THP gain when you do heavy attacks during hordes, and during the middle of the video you can see me not really worrying about THP loss when I'm going into crowds.
Using the Handgun with a shield-type weapon is extremely good, especially to deal with long range threats and shield enemies very easily that otherwise end up being exhausting to beat on. Combine this with Outcast Engineer's perk "Armor Piercing Slugs", and you can get even more bang for your buck when dealing with a lot of armored enemies in crowds, which also applies to your minigun so you can clear out hordes way faster as well without needing to expand too much of your ultimate charge. I also chose Conservative Shooter on my Handgun, as it's not necessarily hard to get consistent headshots to mitigate ammo loss.
As far as the minigun perks, I absolutely love "Linked Compression Chamber" due to the fact that it's a "here and now" type upgrade for the minigun that makes it way more viable in bad situations without having to wait for the fire rate to ramp up. It makes a class that's normally pretty slow be a bit more mobile when the need arises, especially since most OE gameplay revolves around reliance on usage with the minigun, however you do lose out on the DPS from Innovative Ammo Hoppers when fighting single enemies by themselves. If you're ever having trouble making the most use out of your minigun, one tactic that's guaranteed to work is just to find a location where enemies will funnel themselves through and use that as an opportunity to open up on them.
Overall, this build works well if you have a team that you need to support both in melee combat, against specials, and in tight corridors. I'd say if you have a Grail Knight and Warrior Priest in your team, or even a class that's using short ranged type weapons, this would be a nice equalizer to make up for the lack of ranged damage.
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