Will To Live Online

Will To Live Online

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HOW TO BE A COMPETENT ENGINEER IN WILL TO LIVE ONLINE
By proEngigamer
Ight since all the good engineers quit the game by this point I thought I would quickly make a guide for how to be like them. (Since the people on EU1 especially need it badly.) This is a brief description on how to reach your inner potential and steal all the bases from the evil rat enemy faction (blacksunset). It contains basic information about the most common attacks and information on how to play the silly mini game. In the end there is also some special tips which can be applied mainly to the engineer class, but also to other characters.
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How to capture a point TLDR:
To capture a point in both Canyon and the testing ground works pretty similar. You have to first Jam the core down to 0% with a fortification jammer and then you have to solve a code. Most likely you are going to die once or twice before getting the base to 0%, which is why you need an MRP (Mobile respawn point) so you can get back to the action quickly. You will also most likely need energy shields to protect yourself from both MOBs like goliaths and real players, aka RPGs.

When you jamm the base you can only enter the dome when the core is at <80%, otherwise you will spawn at A1.
How to hack:
Since the devs did some silly updates, its really easy to hack now. All you need is to remember about 2 codes and then have some common sense. The goal is to get all 4 lights to go green (arrows), and you do this by flipping the switches in the green box and then press the big TEST button in the purple circle. Sounds simple? Cuz it is. Its really easy. Like really really easy.

But then you ask: “But what codes do i put???? There is sooo many to choose from!!!!”
And the answer to that is. 1458 or 1278. GG ur now a god engi. Basically.

But if ur unlucky and didnt cap the base in 1 second, and have to actually use ur brain in this game? Dont you worry! I got a cheatsheet for you 👍 .

The so called fast codes are the most common codes, and will most likely work. And if they dont? Well heres some more silly codes that have been repeatedly in use before.


Obviously this isn't every code in the game, sooo if you actually wanna be good at engi, i would recommend typing down the codes that aren’t on this list or the most frequent hard codes you get in some document or discord clan chat.


And if you dont got a second monitor to look at codes when your hacking, or you actually wanna use your brain a little in this game. You can use this secret technique called “common sense” which can be mixed together with another powerful tool called “problemsolving”.

But basically, a tips in how to develop the wtl engi brain is to:

As soon as you open the hackcore, you enter 1458. Tf that code dont work, then you place put 1278. And if it happened to be the case that the base isnt capped yet? Then you will have to add or remove depending on how the lights look. But doing +1 light, and then pressing the test, is a good start. And if that light doesn't help, you remove it again and +1 another light. Then when you're more confident with all the codes you can simply put out full combinations.

Equipment:
What i usually brought for a pvp was:
  • 3-4 mrps (depends on how big the pvp was)
  • 3-5 energy shields
  • 4-6 jammers
  • 30 medkits
  • Ammo
  • 2 RPGs (both loaded with 1 rocket each)
  • 1-2 campfires
  • Pdw ofc
  • Motorbike, preferably a scrambler.
  • Healing stims
  • Awl stims
  • Healing nades (if you got the space in inventory and iq to know how to swap between them and energy shields fast)

Item clarification:

Mrps: you need atleast 1 mrp to start a push. Then since you most likely will have enemies, its good to have an extra. Then when you have successfully jammed and cleared the base, you also need a mrp to place inside the enemy base. So you can spawn closer to the hacking core if you die.

Energy shields: You need the energy shields to cover yourself when you are hacking. If you're lucky they will block rpg shots, but their main goal is to cover from enemy hunters and mercs. You can also use them as cover when you push forward to the base, to cover your mrps if they are under enemy fire and to shield your jammers from enemies if necessary.

RPGS: If you dont wanna have to rely on your braindead teammates to do anything, you will need your own rpgs to break enemy mrps. They will most likely have them in the shop room. The extra rpg is for bigger pvps where the enemy have alot more mrps in base.

Campfires: Campfires gives you a one time respawn point. So you can use this for risky plays, or to trick the enemy (more on this later). Also good last resort if all your MRPs are broken. They are cheap to make.

Jammers: Jammers are cheap and disposable. Don't be scared to place them, and bring more than you think you will need. Nothing is worse than the base being low% and no one has any jammers left. And for the love of god dont place all jammers next to eachohter in a pretty line for the enemy to walk upon. Spread them out.
Parameters and skilltree:
.Parameters and skilltree solely depends on your playstyle. and level. The stats I was using was 785 and top skilltree
This is a fully pvp based lvl 50 dexterity build.

A breakdown of the parameters:


  • You need a minimum 6 strength to wear medium armor.
  • You need a minimum 7 strength for an RPG.
  • Dexterity is a good way to quickly engage and disengage in combat.
  • Some people prefer more stamina for more HP.
  • Some people have extra accuracy to use other guns. But don't do this. It's a war crime to use l9 on engi.
  • You need a minimum of 6 intel to use jammers and mrps.
  • Some more support focused engis use 7 intel to use special tools such as the ISAC
  • Fortune can be good if you only have one account and need to earn money since engi is an expensive class. But I would advise you to create another miner character to optimize your farming so you can pvp more. Fortune also your critical hit chance.

Skilltree:

For the engi skill tree you have one pvp based and one pve based. In summary The TOP skilltree gives you more damage and the bottom gives you more HP.
How to capture North canyon:
North canyon is horrible to capture since its so open. So you will most likely need help from a hunter or a good mercenary to deal with all the campers. Have fun.

Here's a map of North canyon with all the imaginary names me and my beloved mates came up with.


So as an engineer you can push from 5 main angles here: From caves, D1, F1, hills and from westside.

Pushing from north caves:

Purple dot = MRP

When you push from north caves its the most optimal to run around to f2 and place a mrp BEHIND cover. Then you run up to base and mainly use E2-3 as your playing field. I usually try to rotate around that entire site and place jammers in the different locations. But be careful so you dont touch the safezone when its above 80%. Cuz then if you die you will spawn at A1 and waste alot of time. You also have to be careful so you dont run outside your mrps range. It will be around the edge of it, so you have to keep that in mind when pulling risky moves where you might die. If you face certain death, then try to run in mrp range as a last effort. (if you're outside).

The other path is to place a mrp behind the big rock at E2-5. Here you can push more on the south part on the base and use E2-9 and E2-4 as ur playing field.

When placing the jammer I would recommend to place them behind natural cover like buildings or inside of bushes. If you can’t do that, or if the enemy clearly can see where you are, you can place your own cover with an energy shield. Energy shields are incredibly strong in this game since the majority of the players have two left hands and a singular braincell. So if you master the energy shield you will basically be better than 98.5% of the players. Basically, Abuse them. That's a pro tip.

A special jammer placement which some people dont know about, is that you can place one jammer on the second floor of e2-6. If you jump from the low roof to the small pillars of the house, you can then later jump and place the jammer inside. This can only be broken with an rpg, a grenade, a good angle, or wallbang. But most people are too dumb for any of this. So this jammer is a great way to win time and waste their attention whilst you are running around the base and place other jammers. Since you need to do alot of jumping for this jammer. I would recommend using ciders, or most preferably, awl stims, which regenerates your stamina fast. But be careful since you cant use healing stimulators when your awl stim is activated. Awl last for 1 min. Healing stim 15 sec.



Pushing from hill:

When you push from hill you need support. You need like 1 or 2 competent hunters to cover you, if you dont have that, i wouldnt push from here.

You will go from the north caves safezone like before, but this time you rotate either behind the caves, or you push out from the main entrance and push up to the caves.

When you have cleared the hills from enemies you place an mrp close to the cliff edge near west side. From there you can drop down the crack in the hill and push towards E2-9 and E2-8. I would recommend to use a MRP-M1 here since the normal mrps range is too short for this push to be reliable.

You will most likely need energy shields to throw yourself some cover if an enemy manages to spot you. This push is about being stealthy. So don't shoot unless you absolutely have too. Make sure your teammates know this or they might grief you.

One other push that is not alot of people know about is to abuse how this game registers fall damages on slopes. So if you walk to the peak of the mountain and correctly aligng your drop to the big rock at westside d2-4 you will take 0 dmg. This is good if you want to use the people on the hill as a distraction, (preferably another engi up there aswell). Then you can place an mrp on west side which will be explained next.

Pushing from West side:

When you push from westside you can spawn both from d1 and from the caves. The main factor that decides from which safezone you should go from: is where the enemy last saw you on. The best way to play engi is to outsmart your enemies. Since you dont have the firepower, you need to use that brain of yours. So if they know you are spawning from north caves, and have attempted to do pushes from f2 and ect, it can be a good plan to surprise flank around them and go to west side.

And since its a surprise flank, you yk gotta be stealthy again. So try to sneak past the enemies, but still survive. Sometimes it will be a better option to 3rd perspective peak around the corners. You do this by emoting.

One slight adaptment to the west side push, is to place the mrp behind the big tank or whatever it now was near the road. This will give you slightly worse MRP range, but will be more unexpected. (if you ofc dont use it everytime, then it wont be yk, unexpecting.)

What you do need to be careful about in this push is looser hunters camping at graveyard. Some people dont know how to enjoy life and will spend 1.5hrs just sitting in one of the busses or bushes just sitting there. Doing nothing. And will screw over your entire push. Feel free to bully those players.


Pushing from D1:

When you push from D1, be ready to die and cry about hunters. So I would recommend bringing a competent hunter friend to deal with that, since you can't really do anything to them on your own.

But the main objective from the D1 pushes is to clear Farmhill from all the enemies. When you have done that you can place mrp on alot of different places on the hill. It's all about being unpredictable and breaking your own habits. So the enemies wont know exactly on the pixel coordinate where it is every time.

As you see on the map there is 3 main mrp places that I used. The first top one is in the middle of the mountain behind cover. From here you can run down the front and push towards e2-1 and e2-2. You will in most cases have to place some energy shields if you are facing enemies. Otherwise use the good old stealth card, and do a surprise attack.

The other mrp placement is still behind the hill, but more towards the bottom of it. This is good because the enemies will have to push further up on the hill to see it, and hopefully you have competent teammates that can kill them before they get to it. This placement is also good since you can use your bike easily and get down to the road. But do note that the mrp range will be shorter in the base.

The last mrp placement is beyond the hill and behind the big rocks infront of it. This is good if you have a strong push and dont want to waste time running those extra 50 meters. But this mrp is vulnerable for easy RPGs so i would recommend using energy shields to protect it.

As mentioned previously you can also access the west side and road pushes from this spawn point.
Pushing from F1:
Pushing from F1 is a sneaky play you can use if both caves and d1 is heavily protected. This play should be an ace card, and not your every day go to play. You will waste alot of fuel and time running though tg to spawn there. To get there quicker you can quickly bike to one of the enemy spawn locations in the testing grounds and die to their safezone, or you can simply bike directly to a1 in TG.

When you are in tg, I would recommend waiting and regrouping whist staying on that side. When you and your pvp slaves have all gathered up you can quickly and stealthy push up to f1 and place a mrp and push to base.You need to be very sneaky and ratty to do this play since both Farmhill and F2 hunters will have a clear sight on you. Hence you might need to use energy shields again if you get spotted and decides to commit to the push. In this push i would advice bringing a good miner or mercenary as backup. Since this push is supposed to be detected when you start jamming the base, the most important combat will be close range. If you get inside the base you can LOS (Line of sight) the hunters. (Play where they cant see you without making a big rotation.)

Sometimes its better to just give up after one try instead of wasting supplies and time on a useless push.

After Jamming North:
When you have jammed the base under 80% you can go inside the dome. After clearing all the enemies and their MRPS, you are safe to put an mrp on the bottom floor of the shop. NOT top floor since it might break from potential rpgs. Then you throw some energy shields to cover yourself when hacking. The main areas to cover are from D1 farmhill and from F2/F1 side. You should also inform your teammates, or pray they have the common sense to protect your mrp if an enemy player somehow sneaks up inside the base again. Then you hack the base with the pro engi codes and boom wollia you have now captured a base for your faction and they should all be really grateful to have you on their side. Feel free to bully people who wont play engi cuz of skill issue.
How to capture South Canyon:
South canyon is alot easier to capture since you can go from alot of angles, and 1 hunter cant ruin your entire day by pixel peeking behind a rock.

Here is the map of all the silly names: (The names aren't pixel perfectly aligned)

As you can see there is alot going on over here. So to be able to communicate effectively with your competent teammates id advice you to be on the same page with all different nicknames, since they vary from player to player, and server to server.

So to capture South Canyon you can go from 7 different angles: Slide, Old front, Hornets, Camping rock, C5-1, from north caves and from the Twins.

Pushing from Slide:
To push from slide you gotta use brute force. This will be one of the main entrances the enemy will cover, so to put it simply, you will have to out gun or out skill them.

Basically, you will run from tunnel safezone, (or take tp and conveniently spawn) and then place a MRP behind cover near the exit of the cave. Then you will push down the slide and brute force your way down to the base. Then you can jump inside the ruins inside of you and place and protect your jammers. There is not alot of iq in this push, but have the potential of being the most fun, since there is alot of pressure to push though.

Pushing from Hornets:
Pushing from hornets can be both stealthy and by brute force. This will also be one of the enemies top priorities in defending, and you will have to clear Limbo hill in order to proceed. Do Note that its common for enemies to place an MRP up there.

But after walking the long way out from tunnels, or spawning in a tp, you can place your mrp in 3 different places.

The first place is directly under limbo hill. This will be out side their LOS and they will have to leave their camping position to destroy your MRP, unless they have an rpg, and it will be easier for them.

The other MRP place is close to the hornet fire thingy. This MRP is great because the people on the hill will have a hard time seeing it. And the people spawning in base will have to do a great rotation to destroy the mrp.

The other mrp is behind the big rock up that small hill. This Mrp is good if you dont have alot of enemies and are lazy, but in general this mrp is bad since its easy to spot and destroy.

The last mrp is behind the big rock near base. This will be a high risk high reward mrp, since its closer for the enemies to push and destory, but its closer for you and your team to jamm and kill. This is good as a second mrp placement after already regrouping in one of the previous mrps.

After placing the mrps the most common push is to go behind the big windmill and place a jammer under it. This is pretty hidden from the defenders pov and they will have to enter a vulnerable position to destroy it. Hence, get ready to get rpged by one handed players. Also watch out for claymores in that area.

Since south is alot smaller than the north base you have alot more options of where you can place your jammers and still be in range of your mrp. So be creative and place them in good places that are easy to defend.
Pushing from the camping rock:
When you push from the camping rock you usually bike over there as sneakily as possible. Then you palace a mrp behind cover and do a sneaky push. You want to avoid shooting your gun as much as possible. Sometimes even running past enemies can be more effective than pulling the attention to you. The best option is to bring a teammate with you and tell them to do the shooting. Since every gun has their own distinct sound, a pdw firing will be more alerting for the enemies than an msr.

If you want to, you can also make a second (or first ) rotation to behind the big rock and place another mrp and push from there.

For jammers in this place its most common to jump inside the windows on the back house and place jammers on the top floor. These jammers can only be destroyed if someone pushes up the stairs, (where you can easily defend) or to hit a good RPG. But this will also be the first place that most enemies check for jammers. So be ready to be swung by half of their faction. Hence, in some cases its better to use that jammer as a distraction, and move to other jammer spots whilst they are busy with that one.

Pushing from North Caves/ C5-1:

Since pushing from both North Caves and C5-1 is very similar I will put them in the same tab. A lot of this is also very similar in how you push from the campingrock.

The main objectives from these pushes are to go all the way from North caves and then use a MRP-M1. This is another stealth attack, so if you bring preferably hunter teammates, ask them to use a silencer.

After sneaking behind their entire faction you can start to jam in different places. But since this is such a big rotation for you (consumes alot of time), I would advise NOT to use the common jammer placement in the top floor of that house (read about pushing from the camping rock). Depending on how the enemies are looking you can push more towards the east side of the base.


Pushing from Old Front/Twins:

Pushing from the old front requires a lot of fuel, so be prepared for that.

When pushing from the old front you can rotate behind the Twin towers or go behind the hill at D6-7.

When pushing from the Twins id recommend being stealthy and bring one or two good hunters with you to cover.

When pushing from one of the other mrp places id recommend bringing more brute force mercs and miners with you to help you protect your jammers. Pushing from here is another high risk but high reward play, since its easy for the enemy to flank your mrp, but you dont have to run a long way to jam. So guard your mrp with some energy shields.

Its also a great strategy to put a hunter over at twins, even if you dont start your main push from there. Either you can give them a personal mrp for extra cover, or advise them to use alot of campfires.

If the hill is filled with alot of enemies you can place an mrp behind the big rock close to rad hill. This will give you closer respawns, but i wouldnt recommend using this mrp as your final push mrp.



After jamming South:
After jamming and clearing the base in the south you can either place an mrp in the shop, in the hack house, or in any of the nearby ruins. It depends on how the situation looks like, and how many enemies you are facing. When throwing the energy shields to protect yourself when you are hacking you should focus on covering from C5-1 (A1 direction) and from the old front. In some cases you might have to cover from slide as well, but it is not that common after recent updates.
General tips that makes you better than all the other noobs out there:
Campfire baiting:

You can use the campfires one time spawn to your advantage to trick the enemy. If you pretend to commit to one big flank, like west side in north, or from the camping rock/from north caves in south, u can use it to pull attention to that direction. By intentionally revealing yourself over there. Die, then spawn again and do same push (without placing mrp or any jammers). This can trick the enemies to change their positioning and push your previous location and find NOTHING ;) And while they have their focus on that side, you start a quick push from the opposite side.

How mrps work:
I should have probably mentioned this earlier, but if you have placed an mrp, and then place another one, you will NOT go back to the first mrp if the second one gets broken. The game only saves the last mrp you entered. So becare full in placing too many mrps for 1 push, as they might go to waste easily, or you will have to do another extra push only to pick up them.

Use different approaches:
This is gonna sound pretty basic, but try to use different jammer and mrp places every time. And also push from different sides every now and then. After some time people will start to learn your playstyle which will make it harder for you.

Don't use the pdw unless necessary:
As briefly mentioned before, try to use the PDW as little as possible and as the last resort. Since the engineer is the biggest threat to the enemy, you will be their main target. So even if its boring, it can be better to let your teammates of other classes do the shooting, until the push is discovered. Even if it is a simple task as in killing the base npcs.

Dont use hell bike:
This shouldnt have to be said, but dont use a hell bike since it has a BIG FKNG FIRE TRAIL revealing your position from miles away. Preferably use a scrambler. It is worth the investment.

No armor:
If you uneqiup your armor you will run faster. You can use this to make a faster rotation, but to note that you will die easier if somebody spots you. After recent updates, the faction helmet weighs the same as a medium armor, so its better to remove both helmet and chestplate.

No pants:
Since being fast is the key to life, and survival, its better to play without pants in this game. They give a little protection, but the movement nerfs you get from them make them not worth it for an engineer. You are likely to get onetapped either way. On that note, if you are fighting for example a miner without pants, and you have hp bullets, it can be more beneficial to shoot his bare legs rather than his fully plated chest.

Multiple engineers:
The best way to cap a hardly defended base is to have good communication with your other engineers. Make sure you are in the same group and can have a clear communication on how to approach the situation. In general it's best to attack from the two opposite sides. This will split up their defense to two fronts and most likely one will be able to slip though. Synchronizing your attacks in these situations is very important. Otherwise you both are just wasting time and money.


Bait hacking:
If it is a heavy attack with a alot of enemies, but you somehow manage to jamm down the base, you can expect alot of rpgs to fly in your direction the second you start to hack. Therefore it can be smart to have 1 engi wait in safety, whilst the other engi goes out and start to hack. Then the first engi will die to the gadzillion rockets sent in his way, and the second engi can go out and cap when they are all wasted.

Take charge:
You will in most cases need help from your teammate to capture the point. And to get the best help possible you actually have to take charge and tell people what to do. Give them roles and tell them what to focus on. Tell them where to group up, and when to start pushing ect. You cant cap big pvps alone, and your teammates wont know what to do unless you tell them. Communication is key ;)



Well that's about all I can think of. I could give you a guide on how to be a TG demon even the Russians would fear, but im too lazy and im not gonna be the founder of new gen pve slaves. If you have any questions please hesitate to ask them. Idc about this game. Cya

- Lieless EU1




This is the only reason this guide exists: