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#1
The_Silencer

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Yesterday I played a couple of TDMs and picked up my 4th Technician configuration to have some of fun at helping my team mates and, how not, to level it up a bit more too..

 

So (and this is from where this new topic come from..), turns out that a known member of this community ended up trying to lecture me on how to play the Technician, right after playing one match with a non-so-responsive team on my side.. I've to admit that the match was basically a mess.. lol

 

Anyway, the guy was on top of the score -thing which I have into account and respect, always- but seemd to be not very content with my performance with my Techie. Basically what he was demanding to me was basically to focus in C mechs -although seemed to me mostly he wanted to give support to his C mech) and forget about anything else I was performing on the field.. due to a number of factors during the match. I know he knew who I am and knows that I'm not precissely a noobie - all my respects to new players, of course. This is all about practice at the end =)

 

Ntz .. Nevertheless, lemme explain, ellaborate as well as suggest some few points of view on the Techinician's gameplay; also some few tips to Tech pilots in general:

 

--

 

1.- Piloting a Technician mostly implies sacrifice (not slavery):

 

 

2.- If your team isn't responsive enough or/nor gives back any support to you -upon a time- then.. adapt and try to have your fun during the match..:

 

3.- When you respawn in compromised map spots and/or you get surrounded by several opponents while being at your own (alone)..:

 

Don't run away and/or don't panik nor don't worry too much about it. You can put a good fight while piloting your Techie. You have maneuverability <-! You also have decent primary weapon/s, items and a wonderful&lethal red beam by switching your secondary's weapon mode. -- I've killed all kind of Class mechs with my little Tech many times so.. you go it and show 'em you have what it takes! ;)

 

4.- Don't let team mate/s to put you in some sort of slavery frame just to benefit his/their performance on the field:

 

Unless you want to do so.. obviously.

Sometimes while playing in parties or just for comfort or an easy-to- do strategy agreed in between 2 or more pilots may result to you something cool at certain degree. BUT won't be so cool when someone hammers you -again and again- about how you must play and perform during the match. Probably what he's is looking for -or wants you to be for him- is one mobile&fat healing orb and for his own benefit most of the times. Other times isn't the case.. but you better pay attention and read in between lines to see what's going on out there... ;)

 

Ergo.. why focusing in only one team mate when the action may be so diverse and dynamic during a match? Other mates will need you too. No matter if they do pilot A, B or C mechs on the field. According to that.. next point

 

5.- Try helping your team as a whole and as much as possible:

 

Don't ignore team mates because of their rank, Class mech nor given that their score during the match. Feel the magic of HAWKEN. It's gonna be fun; well.. at least most of the times. Thus next point

 

6.- They ignore you or give no support to you. Ok, you can do that - at least, upon a time- too!

 

Piloting a technician does not necessarily mean to perform on the field as if you were their mom nor some sort of a nurse overdrive. Running here and there like crazy... well, at least not all the time.

However.. what happens when you're putting all that effort at keeping your team mates alive and you realize on that no one gives you any support back when you need it? OK, if that happens then.. don't get mad and.. be creative; so to speak. I know this worths a discussion so do not hesitate and go it! ;)

 

7.- And above all --> Have fun! =)

 

Don't be an slave on the field. Have your fun and enjoy your mech and the match to the max. Provide support here and there, use cunning tactics, hammer your enemies, hunt and attack, provide intel, and so forth. You can do so many things for your team and/or to enjoy yourself while piloting that I've not patience to even aproximatelly mention these all.

 

--

 

Right, Nepacaka? Ok ;)

 

 

Note: This topic is not a tutorial, but it's more oriented to open a general discussion on the Techinician's gameplay -strategies, tactics and if you want, future (if required anyhow) suggestions and/or tweaks to make the experience even better. thanks for reading and to hell with vanity, damn it lol - Peace

 

 

 

 

 

 


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The difference between theory and practice is smaller in theory than it is in practice.


#2
Amidatelion

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Alternatively:

 

G62it5Z.png


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#3
MomOw

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Sry I didn't read your textwall OP.

 

But... why would you use tech ? 

 

use tech if

->  you're in a too high MMR lobby and you desperately want to win and there is at least 1 C-class and 1 salt

-> you're in a too low MMR lobby and you wanna have fun techzerking

-> you want to achieve a personnal healing record

-> you want a player that hate tech to be upset

-> you want to see if you can get a high score in coopTDM (the most tricky way of playing tech)

 
otherwise don't use tech.

 

tech is bad because it doesn't train your skill. Rather play a T32 raider to "one shot" the ennemy tech  :tongue:

 

 

A tech build should look like that

1 wall, 3 orbs

light extractor, air compressor, deflector

RPR


Edited by (KDR) MomOw, 06 April 2016 - 06:16 AM.

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#4
Hyginos

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I've long since recovered from being a tech player, but I in my opinion (at least in a pub game) you have to earn a pocket tech. The heavy needs to demonstrate to the tech's satisfaction that he is worth pocket teching for at the expense of other teammates, and should expect his continued VIP treatment to exist only at the discretion of that tech.


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#5
6ixxer

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[snip]... you have to earn a pocket tech. The heavy needs to demonstrate to the tech's satisfaction that he is worth pocket teching ...[snip]...only at the discretion of that tech.


+1 Yep

#6
crockrocket

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Sry I didn't read your textwall OP.

 

But... why would you use tech ? 

 

use tech if

->  you're in a too high MMR lobby and you desperately want to win and there is at least 1 C-class and 1 salt

-> you're in a too low MMR lobby and you wanna have fun techzerking

-> you want to achieve a personnal healing record

-> you want a player that hate tech to be upset

-> you want to see if you can get a high score in coopTDM (the most tricky way of playing tech)

 
otherwise don't use tech.

 

tech is bad because it doesn't train your skill. Rather play a T32 raider to "one shot" the ennemy tech  :tongue:

 

 

A tech build should look like that

1 wall, 3 orbs

light extractor, air compressor, deflector

RPR

 

Some people legitimately have fun playing tech. But fck them, right?

 

Also are you really gonna fuzzy bunny about tech and then suggest using extractor + orbs? For real dude?


Edited by (TDM)crockrocket, 06 April 2016 - 07:27 PM.

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#7
MomOw

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Some people legitimately have fun playing tech. But fck them, right?

 

Also are you really gonna fuzzy bunny about tech and then suggest using extractor + orbs? For real dude?

 

Note that I played a lot tech, but I don't advice to play it on a regular basis as it can screw up games and doesn't improve you skill (you become lazy ^^)

 

About extractor + orbs : yes, orbs are mainly for your teammates and unless you play TPG why not using light extractor ? The ennemy will...


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#8
coldform

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About extractor + orbs : yes, orbs are mainly for your teammates and unless you play TPG why not using light extractor ? The ennemy will...


If you are able to play through an enemy that orblords, while avoiding the build yourself, makes you an exceptional pilot, IMO.

Tech is fun to play in the sense that there is a different playstyle to it, and a change in routine can be fruitful, however, "maining" a tech creates a detriment to a skillset of piloting literally every other mech.

Except Amid. He should play tech to compliment his rocketurd.

I like going against the best of any game I play. Helps you in the long run n motivates u to do more. Always room for improvement not failure

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FIRST OFF WHAT THE FUZZ IS A "SHILL"


#9
DallasCreeper

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I don't use orblords, not even on my smurfs. 


 

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#10
TheButtSatisfier

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I don't have much time logged in a technician, but I have plenty of time logged being both the ward and victim of technicians. I have thoughts on the topic of technicians, but I think it's worthwhile to establish how I view the battlefield before I get into how I believe technicians fit into it.

 

Mind you, many other players won't see Hawken the way I do, so (as always) take this all with a grain of salt.

 

1.) Every mech exerts a zone of control ("ZoC"). Some people call that "control", "combat presence", or "force". I visually represent that as a cone being projected from a mech outwards in the direction of where that mech is looking.

 

2.) If you are doing your job as a player, you will use that ZoC cone to affect presence on the battlefield. If I am in a Vulcan Gren, then my ZoC doesn't extend nearly as far as a Sharpshooter's cone would (which could be across the map), but the intensity of control my Vulcan Gren will exert within that smaller cone will be much higher than the intensity of control that a SS will from a distance. A SS at a distance is a nuisance. A Vulcan Gren up close is a problem.

 

3.) Zone of Control is a probability field (edit: a probability field of how likely it is that I can apply my loadout's optimal DPS) with variables such as the damage dropoff of my weapons, my burst damage, DPS, how the enemy is moving relative to me, all that stuff. When I swivel my mech (and thus my ZoC) and begin firing on enemies, I am exerting that ZoC. The intensity of that ZoC increases the more likely it is that I can apply my loadout's optimal DPS. I can steer enemies out of a combat zone just by applying pressure on them (making them damaged enough to find cover).

 

4.) If I have a buddy flanking and firing on an enemy - or applying their ZoC on an enemy - that I am already firing / exerting ZoC on, then that enemy now has two overlapping ZoCs on him/her. That means that the enemy is now experiencing a higher level of DPS being brought to bear on him/her, and he/she will die more quickly than before.

 

It can get much more nuanced than that, but when you start to think of mechs like spotlights running around a map and how you can "snuff out" enemies by overlapping your spotlight with your allies without you being snuffed out first, then tactically the game begins to make much more sense.

 

Now that I've set that all up, here's how I view the tech. A tech outfitted for DPS is a waste of ZoC. You can take any other mech and do a better job of projecting ZoC than you can with a Tech. But where a tech shines is by acting as a ZoC multiplier (or "force multiplier"). For example, an Incinerator exerts a certain ZoC in an area, but it only has so much durability before it has to exit the combat zone and repair (or die). However, a tech can enable that Incinerator to project it's impressive ZoC for a much longer time, thereby creating safe zones for freshly repaired allies to move up to cover and begin projecting their own ZoCs without being caught in overlapping ZoCs themselves and dying (because all of the enemies are running and have no opportunity to form a battleline and hold off the enemy advance). Typically most people know this phenomenon as a "deathball".

 

Okay. So now on to your comments.

 

1.- Piloting a Technician mostly implies sacrifice (not slavery)

 

Sacrificing what? Your job is to act as a ZoC multiplier. If you don't do that job, then your entire team is being sacrificed because you are using that mech for the wrong job. Assuming a 6v6, your team now has 5 ZoCs being projected and a very weak 6th if the tech isn't healing. If the tech is healing effectively, then you have four ZoCs and one really durable fifth ZoC that can be used to punch holes in an enemy battle formation.

 

 

3.- When you respawn in compromised map spots and/or you get surrounded by several opponents while being at your own (alone)..:

 
Don't run away and/or don't panik nor don't worry too much about it. You can put a good fight while piloting your Techie. You have maneuverability <-! You also have decent primary weapon/s, items and a wonderful&lethal red beam by switching your secondary's weapon mode.

 

Unless the situation is utterly hopeless and you are 100% guaranteed to die - and many people overestimate that percentage when they are flat-out running - do not sit around and dish out DPS. Run your ass off to your nearest ally and get behind the battle line. Find out where you are most effective and start healing your frienz.

 

Every time you decide to shoot something instead of (1) healing or (2) positioning yourself to heal someone, you are making a tradeoff. Very rarely will that tradeoff be effective. If you are the only guy with a ZoC over a weak enemy, and you are sure you can kill that enemy in 2 seconds, fine, do it. But if you think that adding 5 seconds of your own ZoC to the battle is going to help more than acting as a force multiplier (healing your buddy who is low and wants to keep pushing), you are likely wrong.

 

 

Don't let team mate/s to put you in some sort of slavery frame just to benefit his/their performance on the field:

 

This is an issue? Mute the person(s) complaining. Rarely will someone say something concise and accurate enough in a public match to be of any use to you - and that's assuming that you are enough of a cool cucumber to take the advice without getting butthurt. Instead focus your efforts on watching your radar and panning around to look at your teammates health. Sometimes I look at an ally with my HUD, but who is beyond my radar, to see if they are taking damage. If they are, then chances are there's an enemy near them. If I was busy reading what someone said I would have missed that 5 second period of important info.

 

If you are doing your job right as a technician, then you don't need to be reading chat. Having someone in TS giving you pointers is entirely different, but that's not the topic here.

 

 

Try helping your team as a whole and as much as possible:

 
Don't ignore team mates because of their rank, Class mech nor given that their score during the match. Feel the magic of HAWKEN. It's gonna be fun; well.. at least most of the times.

 

NO. DO NOT HEAL EVERYONE BECAUSE THEY ARE ALL SPECIAL. You heal who needs healing for the benefit of the battle formation. You apply your ZoC multiplier where it is going to help the most. Do not leave the battle formation to apply your ZoC multiplicative effect to the ass-end of the battlefield to apply it to someone who isn't exerting ZoC themselves. Unless you are running by and can apply some healing while you continue to move to the battle formation, then don't go out of your way to heal someone. Stick close to your advancing force and be in a position to start healing when the enemy returns fire.

 

If I ever see a technician leave the battle formation to go heal a SS up a hill in the distance, then that is when I want to suffocate the technician.

 

 

They ignore you or give no support to you. Ok, you can do that - at least, upon a time- too!

 
Piloting a technician does not necessarily mean to perform on the field as if you were their mom nor some sort of a nurse overdrive. Running here and there like crazy... well, at least not all the time.
However.. what happens when you're putting all that effort at keeping your team mates alive and you realize on that no one gives you any support back when you need it?

 

As a combat pilot, I am too big, too slow, too focused on mech positions, and too pissed to be "supporting" a technician that should be behind the allied battle line already. There are nearly no scenarios where any other pilot should be actively supporting a technician in any manner other than "exert your ZoC towards the incoming enemy". If a technician is out of position and taking fire, there is no way in hell that I am going to go move out and try to protect that silly technician. You know why? Because that means breaking the battle formation, that's why. I might somehow entice other people on my team to follow me, and now the battle formation is all thrown to hell because I decided to pull the formation apart following a space cadet tech.

 

Keep in mind that a tech has such a weak ZoC that the moment they separate from the battle line, they are already out of position. As a Brawler I could separate a little bit from my allies and still exert enough ZoC to maintain a battle formation, but if I did that as a tech then I've only given the enemy numerous opportunities to capitalize on. "There's a tech alone? AND he's not healing his buddies? Perfect!". Then they rush in, kill a few allies, and the battle formation is broken. It will take my team somewhere between 3 and 6 allied deaths to reform that battle line.

 

Technicians are fast. They are already equipped to take care of themselves in nearly every scenario. They shouldn't be getting out of position, especially with the nearly OP radar we all have. Conversely, I would rather have a technician get the hell out of dodge and not die (thereby preventing the other team points and kills) rather than sit around and try to help me in a hopeless situation.

 

Your job as a tech is first to not die, and second to help me (a member of the battle formation) not die.


Edited by TheButtSatisfier, 07 April 2016 - 09:39 AM.

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8) Tech in the streets, Brawler in the sheets (8


#11
Amidatelion

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3.) Zone of Control is a probability field 

 

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#12
TheButtSatisfier

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(TheButtSatisfier): Zone of Control is a probability field 

 

A field of how probable it is that I am going to apply an optimal amount of damage to another mech per unit of time based on a combination of factors. Is there a different way to put that? A better way? Maybe I'm not explaining it correctly.

 

I imagine a cone coming out from my mech, and within that cone at any given point is a floating percentage representing the likelihood that I am going to apply my loadout's optimal DPS to an enemy mech. Those aforementioned factors can affect that likelihood of applying that DPS in the following manner:

  1. Weapon dropoff. The closer an enemy is to me within my ZoC, the higher the likelihood that I will apply my loadout's optimal DPS
  2. My aim. If I am drunk or just a shitty aimer, the probability of me applying my loadout's optimal DPS decreases
  3. The enemy mech's movement. If the enemy mech is standing still, then the probability that I can dish out my loadout's optimal DPS increases. If they begin moving erratically relative to my position, then the probability that I can dish out that same DPS decreases.

Edited by TheButtSatisfier, 07 April 2016 - 09:17 AM.

8) Tech in the streets, Brawler in the sheets (8


#13
Hyginos

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NO. DO NOT HEAL EVERYONE BECAUSE THEY ARE ALL SPECIAL. You heal who needs healing for the benefit of the battle formation. You apply your ZoC multiplier where it is going to help the most. Do not leave the battle formation to apply your ZoC multiplicative effect to the ass-end of the battlefield to apply it to someone who isn't exerting ZoC themselves. Unless you are running by and can apply some healing while you continue to move to the battle formation, then don't go out of your way to heal someone. Stick close to your advancing force and be in a position to start healing when the enemy returns fire.

 

I would point out that healing back lines in a group that is rotating HP pools is a completely valid strat, as the out of combat healing on tech is much greater than the in-combat healing. Instead of building a line around one or two more durable ZoC, you are increasing the number of total mechs projecting a ZoC forward and allowing them to rotate more quickly. It is much more difficult to actually pull this off in a pub however, as battle lines will typically be drawn based on the projection of 1 or 2 strong players from each team.

 

 

*responds to a post with a single image*

 

Oh fer... Drink.


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#14
TheButtSatisfier

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I would point out that healing back lines in a group that is rotating HP pools is a completely valid strat, as the out of combat healing on tech is much greater than the in-combat healing. Instead of building a line around one or two more durable ZoC, you are increasing the number of total mechs projecting a ZoC forward and allowing them to rotate more quickly. It is much more difficult to actually pull this off in a pub however, as battle lines will typically be drawn based on the projection of 1 or 2 strong players from each team.

 

Completely agree. What I wrote was mostly for a pubbing technician who isn't likely to encounter an allied team that rotates HP pools effectively but is more likely to have a battle formation a wee bit more in the open. Should they encounter an allied team that does rotate HP pools in a halfway-effective manner, then by all means chilling behind the cover that your allies rotate behind to avoid fire / heal is entirely valid.

 

I should also add that a technician should feel free to apply that little bit of ZoC when it doesn't compromise their ability to manage heat, avoid damage, maintain a good position, and pay attention to allies that need healing. But if they can't meet those responsibilities, then they should practice doing so until they get good enough to mix in some ZoC projection too.


Edited by TheButtSatisfier, 07 April 2016 - 09:30 AM.

8) Tech in the streets, Brawler in the sheets (8


#15
Amidatelion

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Oh fer... Drink.


As an aside, that thing really needs an update. I mean, here I am being unfairly profiled for a concise and appropriate use of a reaction gif while rampant shitposting is going undranken.
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#16
TheButtSatisfier

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As an aside, that thing really needs an update. I mean, here I am being unfairly profiled for a concise and appropriate use of a reaction gif while rampant shitposting is going undranken.

 

Your reaction gifs are bad, and you should feel bad.

 

I didn't make that an image / gif because it's too early to drink.


8) Tech in the streets, Brawler in the sheets (8


#17
CraftyDus

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butt yoo techward


EOC Raider, Bolt Pred, Rev Gl Gren, EOC Infil, All the Reapers, Father, Expert in Guitar Kung Fu, and Founder of TPG Hawken

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#18
Nept

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Nerds


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#19
The_Silencer

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@TheButtSatisfier,

 

point of views and experiences while piloting your Technician mech may differ in between different match and distinct team mates. I do not know on whether you use to play in team based game modes with your friends or parties too much or not. But lemme tell ya, playing with new pilots and/or with an unresponsive team or even with pro players who do not pay attention too much to their radar will make things a little bit different from what you describe above or even -imo- you were judging from what I wrote in my OP.

 

Do the technician has one defined main role or niche in the game? Yes. But when you have to adapt to what happens on the field then things may vary, even when these stratagy and tactics you perform do not apparently fit much to what is expected from such an A class mech.

 

By the way, you can heal and fire with your Techie. You did not mention that either ;)

 

But you're mostly right in the case the conditions on the field during a battle consist in the role of the Technician playing with a well cohesionated, coherent and well positioned -or ubicated- squad of team mates. That's cliche though. Even a bit more, most of the times- boring imo, if you allow me the comment.. But still i do find sacrifice factor within that "forced" style of playing the tech, even more if you have to be running behind everyone's a$$es to assist and heal 'em during the entire match.

 

And one more time, I've played a lot of games with unknowns -and with known good players too- and when you realize on that you are running all over the map to help people but no one gives you back even a fecking piece of support when you need it then... that's deceiving. That's not the case everytime, understand me. I'm talking in general terms, general conditions and about average players; not only on pro and very skilled pilots as I'm posting stuff in here.

 

Nevertheless, you have made many good points up there ;)

 

Edit: Your approach based on Cones and ZoCs doesn't look complete to me though. We may discuss deeper about this -and other related factors- in a a separate topic if you wish


Edited by The_Silencer, 08 April 2016 - 09:54 AM.

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The difference between theory and practice is smaller in theory than it is in practice.


#20
angryhampster

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Put a technician with an average C-Mech user, and win games instantly....

 

Sorry, I don't like the technician.

 

Either take out MECH REPAIRS and orbs  "C"  or get rid of the technician



#21
talon70

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Put a technician with an average C-Mech user, and win games instantly....

I don't see it that way. The tech / incinerator relationship can certainly be OP if both pilots are decent but even then doesn't ensure a win at all. They are both hard mechs to pilot effectively imo. A less proficient  tech actually is more likely to cost a team's game. The reason is you give up quite a bit of firepower for the healing that you never really need if you finish your kills.
 
As to the OP imo

The tech is not like other healers in other games. Many think it is.
Techs should never expect anything from others especially to be protected. Staying alive is YOUR first job and no one else.

Avoid healing mechs already healing, snipers, scouts, cloakers and stick with the power mechs like incin.

When you  start healing someone FINISH.

Give plenty of room, no, more than that, even more... ty .
RADAR! your healing puts us on radar! A mech walking, near an orb, gaining health in their bar, very likely DOES NOT want to be put on radar.
The ripper/red beam combo can really do some offensive damage, the redox's multiplier effect is maybe the most powerful of the game but,
The sound of the pn-233 is so annoying it may cause your team to run  away while they emp you.

And pocket healing the top rated players is really bad form imo
 
I personally don't dislike the tech. I enjoy the tech, tastes like chicken. I would like to see 'techs killed' counted somewhere, also tech/incin combo kill reward as that is a sweet treat to eat :smile:

 

 

I have had an idea for a while that the tech should have to red beam first to suck the material used to repair, or suck an orb, and then only have that amount to give back to heal. It would then have to suck again to heal that amount ect. That would nerf it a lot and maybe need something in return.


Edited by talon70, 11 April 2016 - 10:39 AM.

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#22
GalaxyRadio

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If you are able to play through an enemy that orblords, while avoiding the build yourself, makes you an exceptional pilot, IMO.

Tech is fun to play in the sense that there is a different playstyle to it, and a change in routine can be fruitful, however, "maining" a tech creates a detriment to a skillset of piloting literally every other mech.

Except Amid. He should play tech to compliment his rocketurd.

 

People maining tech can get better with other mechs, through the process of understanding the surroundings and how other players move on the battlefield and what choices they make, while you learn from watching slightly from the back. After some time you get a good eye for radar/movement/avoiding shots and when to strike or better not. 

 

Playing tech for a long time slightly from the back makes you better with every other mech this way in the near future. While experience with other mechs makes you even better playing the tech, because you learn the timing and behavior of weapons and how to reacto to it.

 

Galaxy Radio


Edited by GalaxyRadio, 12 April 2016 - 01:31 AM.


#23
The_Silencer

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... The tech / incinerator relationship can certainly be OP ....

Just picking up one of the many interesting points posted on here lately:

 

One of the main question there would probably be: What mech is essentially OP -or by default most OP in between these two- the Incin or the Techie?

 

At first glance about this couple, I personally think the Incin is causing -probably much more- trouble than the Techie does on the field (from a gameplay stand point) -> I find unlimited cooling to be more conflictive than unlimited healing.. I may be wrong though

 

What ya think on this?


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The difference between theory and practice is smaller in theory than it is in practice.


#24
GalaxyRadio

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Unlimited heal would be really bad and with that incredible high damage output inci you got this somewhat as a cherry on top.

 

I don't like that at all.

 

Galaxy Radio



#25
PsychedelicGrass

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Battletech is fun, sometimes people get mad that they died to a tech in a duel :3

What's the big fuzzy bunnyng deal? Lots of amazing people have committed suicide, and they turned out alright.

 


#26
The_Silencer

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well.. seems to me that these 2 specialized mechs still need of some extra love to improve the actual balancing of the game

 

would be a matter of adjusting the way/s these 2 interact each other on the field.. a,k,a new special cases


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The difference between theory and practice is smaller in theory than it is in practice.





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