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Idea for changing the Helix Repair Torch

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#1
Evex_Wolfwing

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Now I will start this topic by saying that I enjoy the Tech, and am happy to be the team medic. At the same time I agree that the inclusion of the Tech really changed the flow of the game. We don't have to disengage from team fights quite so often, and and a Tech can greatly multiply the strength of a good player. While I personally would be content with the Tech staying as it is, I understand that many players are not fond of it. 

 

This morning I had an idea. I enjoy using the Vampire function of the Helix, and would often leap into the fray with the Deconstructor beam and the Hawkins RPR. So, why to encourage the Techs to actually aid in fights?

 

My proposal is to have damage dealt with the Deconstructor Mode fill up a meter. Once said meter has reached a threshold, the Tech can switch to the Repair mode of the Helix and after charging the weapon up, produce a Health Orb. This way the Tech is actually engaged in the team fight, and they can help the team heal up once they disengage. They could either create one rather large health orb, or create several small ones. In addition, the team has to make sure they are safe, because enemies could use the orbs as well.

 

This also lets the Tech have some more use in Free for All Deathmatch, as they can use the health orbs to heal up after a fight without entering repair mode.

 

Feel free to rip this idea apart!


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#2
Merl61

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No. The tech is a healer. If you make it engage the enemy, it will be rendered useless. I'm sorry to burst your bubble. In competitive play, where people actually hit their shots, this version of the tech would just be a feeder. Either remove it or keep it. None of the suggestions so far would be anywhere close to acceptable.

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#3
Hijinks_The_Turtle

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No. The tech is a healer. If you make it engage the enemy, it will be rendered useless. I'm sorry to burst your bubble. In competitive play, where people actually hit their shots, this version of the tech would just be a feeder. Either remove it or keep it. None of the suggestions so far would be anywhere close to acceptable.

What if the Tech was changed to a C class?



#4
Blaze787

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. In competitive play, where people actually hit their shots, this version of the tech would just be a feeder

 

This



#5
ReversusRex

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What if the Tech was changed to a C class?

G2 technician anyone?


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#6
Hijinks_The_Turtle

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G2 technician anyone?

Spoiler for large image.  :D

Spoiler

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#7
Brawler_Yukon

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What if the Tech was changed to a C class?

That'd be hilarious, you'd just be a heal vending machine. "Welcome to the Circus of Heal-U's!"

 

On topic though, the real problem with the torch is that a good tech can turn the tide of a battle, which is what it's supposed to do, but it does it too well, so much so that if both teams have good techs they get deadlocked and fall apart. What the Helix Torch needs to do is exactly what it does now, but in a way that supports your team instead of amplifying them to god status.


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#8
RespawningJesus

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That'd be hilarious, you'd just be a heal vending machine. "Welcome to the Circus of Heal-U's!"

On topic though, the real problem with the torch is that a good tech can turn the tide of a battle, which is what it's supposed to do, but it does it too well, so much so that if both teams have good techs they get deadlocked and fall apart. What the Helix Torch needs to do is exactly what it does now, but in a way that supports your team instead of amplifying them to god status.


So that means either increase the amount of heat it gens, or decrease the effectiveness of the heal, or a mix of both?

#9
Erzunterweltler

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Spoiler for large image.  :D

Spoiler

 

Even though I like that image a lot, it really looks nice, a c-class Tech wouldn't be that useful. Of course it wouldn't collaps as fast as our normal Tech does, but a healer needs to be fast, they must be able to follow the whole team and to switch the heal targets really fast. With a c-class this wouldn't be the case. I like the design, but I rate it as useless.



#10
Brawler_Yukon

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So that means either increase the amount of heat it gens, or decrease the effectiveness of the heal, or a mix of both?

Yeah, decrease the healing by like 5-10% or increase the heat generation by 15-20% so that they can still heal, but they have to be safe to heal and can't just make their entire team blob tank everything, or manage who they heal and for how long so they don't accidentally fuzzy bunny themselves and over heat. But that's just, like, my opinion man.


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