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Fixing the Tech

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#1
RespawningJesus

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I already know that a bunch of people will at one point make a thread like this, so I'll try starting it off, and hopefully we can just discuss this right here in one place.

So, here are some of my thoughts in how to fix the Tech so that it isn't going to be so powerful. I also do not like the idea of removing a mech completely from the game. I believe that it can work, but we just need to find a solution, instead of taking the easy route.

The Tech excels at keeping people in the fight with very little downtime, which makes the Repair Drone completely useless. So why don't we just make it so that the Tech can only heal with the use of the Green Beam? Instead, make the Orange Beam a way of adding a "shield" to the other mechs. The Orange Beam gives someone a shield which will reduce incoming damage. Key word is reduce. This shield effect will have no effect on C mechs in turret mode though, since they already benefit from a damage reduction in their front. The Tech will keep the Red beam.

This makes it so that you will be able to force the enemy to retreat at some point, instead of watching them stand tall in the face of danger.

I am curious to see everyone else's thoughts on this. Good idea? Bad? Terrible? Have any better ideas? Shoot. Just keep things civilized.

Edited by RespawningJesus, 26 March 2015 - 01:00 PM.

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#2
Amidatelion

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inb4 del tech


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#3
CrimsonKaim

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Remove the tech, forever and ever.


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#4
Merl61

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THE TECH ISN'T EVEN THAT GOOD! If you can't deal with tech, you're probably just bad at aiming. It has just as many downsides as it does upsides. I can understand if people don't like the concept, but don't call it overpowered. It has the lowest health pool in the whole game. It doesn't need to be nerfed. Changed, maybe, but not nerfed. 


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#5
Erzunterweltler

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I think the Technician should be able to actually heal without using its ability, but maybe the Repair Torch shouldn't be shooting an auto-seeking heal beam, instead of that I personally would like to have an automatic weapon, that fires many bullets very fast and shoots little heal orbs, which seek the team members a little bit, like the Seeker. Of course it should keep the range it has now.

 

I would be happy with nearly everything, just the system of an auto-seeking heal beam should be removed imo.


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#6
Sylhiri

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I like the idea of limiting it's healing to an ability so it's no longer continuous and takes more thought of when and where to heal.

 

I'm not sure about allowing the orange beam to reduce damage as it would still benefit C classes more due to the larger health pools.


Edited by Sylhiri, 22 March 2015 - 11:16 AM.


#7
hashms0a

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The tech makes the matches unbalanced most of the time. So, yes fix it.


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#8
ticklemyiguana

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I like the suggestion with the damage reduction, though if that were the case, we'd need to decrease the ability cool down I think. My suggestion is increase the heat generation that the beam produces. Might make it a bit less spammy and is a tiny tweak.

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#9
GalaxyRadio

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Hi,

 

1. deleting tech would drive me away from hawken, as i like to play the supportrole

2. the technician is not as strong as some people think, the HP pool is extremly low, many mechs are able to kill me with just a single blow

3. many A Class Mechs are very fast, if i have to aim while healing, i would even going as a killer mech to the field, because i would be extremely useless. But if i have to aim and could heal over distance without decreasing the accuracy, i would test it out

4. instead of healing faster, turn the abilty into that Shield what the TO talked about like reducing incoming damage about 50% for a short duration, or maybe for the tech himself

5. take the ability from Incinerator, taking heat from technician, so a tech can't heal incis forever

 

The tech is ONLY strong, if the teammates are good player, if not the tech is waste of time and spot to kill some enemy player. Sometimes i have to switch from tech to killing role. So if a tech is going to be a burden for the enemy team depends on how good the team with the tech is. And it depends also on the map, for example Frontline. There is a place near the AA, where the action goes, 1 side try to kill the other (between AA/S3). If teams are balanced hear, a tech is a pain, because the plaers healing faster and can counterattack more often.

 

Because my HP Pool is low, i have to run away, even if i have 5 teammates around me, if i see a skilled Raider going after me, with only 75% HP left, he can kill me with 1 Blow ONLY with the secondary Weapon and running away to repair himself. The same for EOC Infils or Predators, or even a good sniper with ability shot can give me the rest with 1 blow in far distance. So, if i see a player with Raider/SS/Infil/Pred known as good players and tech killer, i play very defensive and try to stay out of the sightline, sometiumes this ends in playing another mech, because i become useless, because no matter how good i can move, their aiming skills are almost perfect.

 

Galaxy Radio


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#10
Erzunterweltler

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Hi,

 

1. deleting tech would drive me away from hawken, as i like to play the supportrole

2. the technician is not as strong as some people think, the HP pool is extremly low, many mechs are able to kill me with just a single blow

3. many A Class Mechs are very fast, if i have to aim while healing, i would even going as a killer mech to the field, because i would be extremely useless. But if i have to aim and could heal over distance without decreasing the accuracy, i would test it out

4. instead of healing faster, turn the abilty into that Shield what the TO talked about like reducing incoming damage about 50% for a short duration, or maybe for the tech himself

5. take the ability from Incinerator, taking heat from technician, so a tech can't heal incis forever

 

The tech is ONLY strong, if the teammates are good player, if not the tech is waste of time and spot to kill some enemy player. Sometimes i have to switch from tech to killing role. So if a tech is going to be a burden for the enemy team depends on how good the team with the tech is. And it depends also on the map, for example Frontline. There is a place near the AA, where the action goes, 1 side try to kill the other (between AA/S3). If teams are balanced hear, a tech is a pain, because the plaers healing faster and can counterattack more often.

 

Because my HP Pool is low, i have to run away, even if i have 5 teammates around me, if i see a skilled Raider going after me, with only 75% HP left, he can kill me with 1 Blow ONLY with the secondary Weapon and running away to repair himself. The same for EOC Infils or Predators, or even a good sniper with ability shot can give me the rest with 1 blow in far distance. So, if i see a player with Raider/SS/Infil/Pred known as good players and tech killer, i play very defensive and try to stay out of the sightline, sometiumes this ends in playing another mech, because i become useless, because no matter how good i can move, their aiming skills are almost perfect.

 

Galaxy Radio

 

Okay, you're the one I trust the most when talking about Tech because you're the best EU Tech I know. I like the idea of changing the ability and as the Incinerator is known for being OP anyways, it should be no problem to realize Nr. 4 and Nr. 5. Maybe the healing rate of the Repair Torch could be decreased just a little bit?

 

However, instead of that, how about increasing the HP of the Tech and for that the Secondary from the Tech gets rebuild, so you actually would have to aim at least a little bit more? I mean, a Tech isn't supposed to mainly heal a-classes anyways and as they move very fast, it's their way to avoid taking damage.


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#11
Crminimal

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I'd like to see some informed opinions on the what if that; The healing and damage on the helix torch was "frontloaded" with a high heat gen and hp/s and it sharply falls off to a sizzle. I don't even know if it is doable in the game but have it so the torch give a debuff for a short period to the target that causes the decrease in hp/s so switching targets is very effective while sustained heal to one target is very ineffective.

 

I like the idea of changing the ability to some sort of shield mechanic instead of a stronger heal beam. Like reducing the damage taken by 50% for 6 seconds or something and if you use your beam it wont heal but give the shield buff instead.



#12
ZombieBiscuit

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A lot of you are saying to remove the tech. The main issue I have with that is sometimes I am actually forced to play it. People like me that have 250-300ms to NA EAST are sometimes required to play the tech just to even compete. (Thanks to the auto aiming.) If the tech is deleted that is a huge hit to me and others and would really be a huge hit to the game in general and my playability.

 

From my experience in both being against it and play time I disagree with the opinion that it is too powerful. Yes, it might deserve some little tweaks here or there. However anything major, especially to the base mechanics, would be uncalled for I think.

 

The tech is SUPER squishy, just focus the tech and things are done. So overall the suggestions in this thread I really cannot agree with.

 

Another support mech may help. Yes, it is a bit of an indirect approach but putting in another support mech would then split it to an either or thing. Neither would be as prevalent if there was just one support mech.



#13
MomOw

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The tech isn't breaking the game that much, good infil / scout players can take you out quite easily and your efficiency depends on team configuration : you do well with an assault, a brawler, a vanguard, a grenadier (and indeed an incinerator). Rushing mechs (zerker or raider, or sometimes assault) are hard to deal with, and you have to forget about pred, infil', and in an extend rocketeer and bruiser (as healing long ranged mech that can just hide and repair themself won't do much for your team).

 

Beside that don't forget that a tech won't get many kills, so if you are already loosing you won't help your team make it's comeback.

 

But yes, changing the tech a bit and revamping the way you score would help.

 

Some other ideas :

- keep the basic healing torch as it is

- make the "vampire torch" shooting straight, reduce it's range and make it deal more damage to compensate.

- change it's ability to pop an healing orb.


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#14
GalaxyRadio

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Hi again,

 

point 4&5 from my previous input would already do something good for balancing the tech. Techs also get too much points, decreasing exp would be nice, cause this drives my mmr very high, what breaks balancing more often, so my team is weak and playing tech won't help my team a bit, cause they are not strong enough to kill the stronger enemy. Not even green beam can help in many situations (i play with replenisher if i can survive long enough).

 

So, i have many games/situations, where my so called OP technician isn't helping my team, cause because of my high mmr team balancing goes completely off board and wee loose anyway. Mark my words, as this is true.

 

So

 

1. decrease points techs get healing teammates (around 10% should do it)

2. Inci's can't take heat from techs

3. No green beam anymore, change the ability into short duration shield for tech or the player i want to give it as a  giveaway, or i have to stay with him

4. OR instead of red beam, you change the secondary for switching between shield OR healing, so we cant use both together to make a pushing mech not almost unstoppable for a short duration (skilled player are dangerous) and change the ability into something else like decreasing the heat for next 10 seconds for -25% - But the shield MUST be strong, but the overheatingrate MUST be high, 

 

What do we get from this?

 

1. tech player dont get extremely high mmr, so there wont be balancing problems

2. tech/Incicombo is not possible, as inci cant take heat from tech anymore

3. the tech player have to think about what could be better, shield OR heal, cause he can't use both at the same time

4. reducing heat generation 10 seconds is not incredible long and the tech player must show skills to use it at the right time, cause if he starts with (10% away from overheating, this wont help him)

 

This steps won't make the tech comepletly useless, but also not extremely powerfull, the tech player must be very good to help the team.

 

Just some ideas.

 

Galaxy Radio



#15
Rainbow_Sheep

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I think the incinerator should be tweaked to not absorb as much heat from techs, since the incinerator + tech combo is kinda good. I like the idea of damage reduction, but I think one of the main changes to tech is that the green beam healing should be at least reduced.

 

I like the idea of damage reduction though, a bit like the vaccinator from TF2 


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#16
defekt

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Healing (and damage) from the torch should be a skill shot.

 

/Sermon.


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#17
KanaboMelkan

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<opinion>

 

Tech is OP because of 3 reasons:
1. Repair torch takes FOREVER to overheat. A smart tech can heal almost his entire team without overheating and still join the charge.

2. Trauma beam can heal through a retarded amount of damage. An Assault can sit there and get it's ass handed to it by 3 mechs, and will sometimes survive.

3. Incinerators can remove heat. Incinerator + Tech = FREE ETERNAL HEALS FOR EVERYBODY.

Tech is underpowered for 3 reasons:

1. Slowest of the A-class. Running light swarm machines? Don't expect heals. It won't keep up. And then it gets ripped apart because you left it behind. Again.
2. Short-ass range. The vamp beam takes a good half second to swap modes, and you have to almost be touching them. With the dodge system the way it is, it's already difficult enough to use effectively.

3. Redox-02, PN-223. Really? These are the weapons you've got? One does AoE debuff with a slow projectile, and the other's a short-range low-damage three shot burst. Almost any tech worth his salt will use the Hawkins RPR so he's not entirely useless in a fight.

 

I main tech right now, mostly because my team never has one, and gets ripped into small chunks without it. IF THEY EVEN KNOW HOW TO WORK WITH IT. I've had to deal with way too many people outrunning me, and wasting my precious active time because they ran like an idiot instead of standing and fighting. And generally, when that happens, we both die.

As for the other suggestions, changing the Helix to a direct-line weapon is a bad idea when you're nerfing it's range too. Unless it's a gorram lightsaber/lifesaver, it'd be worthless. Reducing the amount healed would only make the Tech completely worthless unless healing a heavy, because then combat healing is near impossible. Changing the active to a shield beam wouldn't be horrid, but I'd suggest 50% DR for 5 seconds with a 35 second recharge and no damage healed. 

 

 

Healing (and damage) from the torch should be a skill shot.

 

/Sermon.

 

And changing the heal to a skillshot... Short range, low damage/heal, and now near impossible to aim? Are you trying to make Technician the most worthless class in the game? Really? Might as well just remove it from the game.

 

TL;DR 

OP arguments: Repair torch is low heat, trauma beam can heal retarded amounts of damage and keep people alive against all odds, Incinerator + Tech = Unbeatable Combo.

UP arguments: Slow and fragile, short range requiring almost touch distance for heals/vamp, useless primaries besides Hawkins RPR. 

 

</opinion>


Edited by KanaboMelkan, 23 March 2015 - 09:17 AM.

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#18
Duralumi

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Don't remove the Tech.
Remove the Helix Repair Torch. I'm gonna just refer to it as the Tech in this post though.
The problem with the Technician is that it makes games stagnant. A key aspect of Hawken, and one of the things that makes it stand out so much amidst other shooters out there, is the fact that self maintenence is a factor. In a match, you'll be met multiple times with the cruicial decision "do I keep going at it, or do I risk the downtime and repair myself", something that doesn't really pop up in other games because players lack access to many, if any healing options. This downtime is what mitigates the formation of long-term standoffs, eventually one side will begin to errode and the enemy will slowly advance forward.

With a Tech present who knows what his role is, self-maintenence becomes less of a factor. You suddenly have somebody healing off that chip damage that would normally accumulate and cause you to retreat and give the enemy an opening to push their presence forward.

Because everybody's being healed of chip-damage, standoffs go for longer and longer, windows for pushes become more potent, and the slightest error will immediately snowball drastically, because the side that slipped up will not have the damage to mitigate the Tech's healing that was sustaining the standoff.

For all those going "just shoot the tech it has like no HP anyway", you're looking at the Technician in a complete 1v1 vaccum. It's barely an option when you're in company of decent players, as the Tech is not gonna put themselves in harms way, and will use the environment and their allies as a barrier between you and them. If their allies are decent too, then good luck even scratching the Tech unless you coordinate heavily with another ally to flank the foe, or outnumber the enemy 3-2.

Plus, the Tech has an absolutely abnormal skill-to-effectiveness ratio compared to every other Mech in the game. It requires the least effort of all Mechs to benefit your team, with the only real factor being positioning (even if the beam was not sticky, it'd still be extremely easy to heal as it's much easier to hit a target who is not actively trying to evade you). No tracking, no prediction, none of that.

Fixing the Tech is no longer a matter of numbers at this point. It just absolutely ruins the game for the team that doesn't have one, and when one is present on each team then it just becomes deathball city where the slightest different in overall damage output will cause a side to lose immediately (and if they can't regroup upon respawn on time then they'll just be picked off by the roving deathball and the match will end 4-40 or 0-2.5k).

Three things that'll change the tech.

Remove the Helix Repair Torch.
Give the Tech a slightly souped-up Red0x as it's secondary (perhaps even making it mode-switchable between allied armor buffs and enemy armour debuffs).
Give Tech a passive AoE heal - comparable to the Brawler's turret mode (under fire) in potency, and comparable to the Incinerators heat siphon in implementation.
This will do a few things:

  • Gives the Tech a more active role. You can't rely on your teamates to do 90% of the damage.
  • Make the core advantage that the Tech brings to a team conditional rather than constant. You and your teammates must land shots in order to benefit from the Tech's support. Rather than fighting with a constant drip-feed of adrenaline under your skin.
  • Allow the Tech to be a force of its own in a fight.

Dedicated support classes have no place in Hawken. The Technician is flawed fundementally.

 

 

A lot of you are saying to remove the tech. The main issue I have with that is sometimes I am actually forced to play it. People like me that have 250-300ms to NA EAST are sometimes required to play the tech just to even compete. (Thanks to the auto aiming.) If the tech is deleted that is a huge hit to me and others and would really be a huge hit to the game in general and my playability.

what relevance does your allegedly awful connection have to the state of the game

don't ever ever ever account for anything more than the highest realistic levels of latency (so about ~90ms) in a fast-paced shooter such as Hawken


Edited by Duralumi, 23 March 2015 - 09:29 AM.

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#19
KanaboMelkan

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Dedicated support classes have no place in Hawken. The Technician is flawed fundementally.

 

...Dedicated support classes have no place. In Hawken. 

A class-based FPS mech shooter with a high pace and skill ceiling.

 

You keep telling yourself that as Tech-Heavy combos keep rolling over you.


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#20
RespawningJesus

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Just a reminder to respect one another and try to keep things civilized.

Good ideas are flowing, keep them coming.

#21
Silverfire

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Protip: a smart pilot will never overheat in any mech. Gasp the tech is op because of you play it right with heat management? I'm not surprised.

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#22
Duralumi

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A class-based FPS mech shooter with a high pace and skill ceiling.

Key word. Dedicated.

 

Class-based shooters like TF2 (although I don't like the game itself, it has perhaps one of my most repsected implementations of support classes in a game) can accomodate dedicated support classes because the entire game was, and is balanced around them from the ground up. Map chokepoints are considered, character damage output/delivery method is strictly in line with their mobility. The game even has two classes in that game dedicated to taking out high-priority targets, both with insta-kills at their disposal.

 

Hawken was not balanced around the Technician in any capacity, and it shows.


Edited by Duralumi, 23 March 2015 - 09:50 AM.

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#23
KanaboMelkan

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TF2 even has two classes in that game dedicated to taking out high-priority targets, both with insta-kills at their disposal.

 

Hawken was not balanced around the Technician in any capacity, and it shows.

 

A technician will melt under fire from anything. Predators with puck launchers, Sharpshooters, Rocketeers, almost all of these ruin Technicians at range. 1-2 shots at most. Sharpshooter scoped in with active on will more than make a Tech realize he's in a bad area if not kill outright.

The balance is ensuring that you stay at range and plug with precision weapons or just having 2 people shoot it at the same time. If he takes cover, flank it and focus. A good Medic will be the nucleus of a team, and keep them working together. Remove it, and the team begins to languish.

 

Not to mention Techies can't self heal enough to survive, and if they're stranded they might as well just bow and get blown up without making the enemy waste time. And it's not "balance the game for the mech" it's "balance the mech for the game."  It's not perfect, but it is a damn good compromise.


Edited by KanaboMelkan, 23 March 2015 - 10:00 AM.

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#24
Duralumi

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A technician will melt under fire from anything. Predators with puck launchers, Sharpshooters, Rocketeers, almost all of these ruin Technicians at range. 1-2 shots at most. Sharpshooter scoped in with active on will more than make a Tech realize he's in a bad area if not kill outright.

You're forgetting that a competent Technician is not gonna just stand in the open and let people chunk it. In fact nobody's gonna do that when a Sharpshooter is present unless the map is Bunker (which is the worst map in the game anywho) where you can't help it due to lack of cover.

Also the only "insta-kill" that exists is a full EOC-P trap, outside of that you'll always have time to respond, even against a SS's one-two combo (which caps at like ~180 damage anyway).

 

The balance is ensuring that you stay at range and plug with precision weapons or just having 2 people shoot it at the same time. Techies can't self heal enough to survive. And it's not "balance the game for the mech" it's "balance the mech for the game."  It's not perfect, but it is a damn good compromise.

You also don't seem to understand what I'm talking about, apologies, I should've been more focused in my paragraph structure and general direction in the original post.

I'm not talking about "whether or not the tech is overpowered" based on its capabilities in a fight. The Technician is an absolute joke in a straight-up fight.

 

I'm saying that a dedicated healer is bad for the game no matter how "balanced" it is, because it over-centralizes the meta and makes the pace of games stagnant and deathball-y.

 

Also "balancing Y around X" is not the same for "balancing X for Y". They're two different things, the former being desiging the maps and game features and capabilities of others around the capabilities of the X, while the latter is adjusting the capabilities of the X to be in line with the rest. The Technician was not in the game from the start and was introduced quite late into the open beta (IIRC it came after the Raider).


Edited by Duralumi, 23 March 2015 - 10:22 AM.

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#25
Gunmoku

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The Tech needs to be more reliant on "Skillshots" and less about holding down the trigger forever.  The overwhelming problem is the Tech is almost baked into the team meta because of how well it uses synergy with other mechs.  Obviously it needs to be more about indirect support rather than direct support and decent offense.  It does both too well, and they need to peel away some of the offensive capability in favor of a support role than can defend itself long enough to get away from something meaner than it.



#26
Plantblock

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Imo just reducing the angele of the repair touch would be fix enough.



#27
shosca

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In my opinion the tech is way too passive. It needs to be more offensive and require more effort than just pressing the rmb. I think the primary weapons are fine (maybe except for the redox). I would change the helix torch this way:

  • Remove sticky beam.
  • Make it shoot red pellets like the incinerator mama for damage
  • Make it shoot green pellets to heal

As for ability you can make it:

  • Provide AOE heals for nearby mechs for X seconds every Y second, with self heal.
  • Or drop X repair orbs every Y seconds

Then adjust the amount of armor and movement speed accordingly.

 

What do you guys think?


Edited by shosca, 23 March 2015 - 11:44 AM.


#28
PyroANTIC

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The Tech does not make repair drones useless, as it can't heal everyone, and I'm rarely in a game with more than two mechs. Even so, concentrated fire on a mech being repaired can far outdo the damage being healed.

I don't think the Tech is too powerful at all. Yes, it can shred armour with the alternate fire of the Helix Repair Torch but it has low HP and armour so a fire good shots and it's down.

I am interested in this idea of a GREEN beam which heals and an ORANGE one which makes a shield, though I'm not sure how it would be implemented as I still think the Tech should be able to keep the armour shredding alternate fire.


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#29
RespawningJesus

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The Tech does not make repair drones useless, as it can't heal everyone, and I'm rarely in a game with more than two mechs. Even so, concentrated fire on a mech being repaired can far outdo the damage being healed.

I don't think the Tech is too powerful at all. Yes, it can shred armour with the alternate fire of the Helix Repair Torch but it has low HP and armour so a fire good shots and it's down.

I am interested in this idea of a GREEN beam which heals and an ORANGE one which makes a shield, though I'm not sure how it would be implemented as I still think the Tech should be able to keep the armour shredding alternate fire.


I was thinking in my idea that the Tech would be able to keep his Red beam. I should probably edit my post.

Also, when I said it made repair drones useless, if you have a good tech, your team's downtime is effectively minimized. Before, you had to use the repair drone to pick and choose when and where you healed, but now, you will rarely see people do this if there is a good tech on a team.

#30
-Tj-

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Some thoughts:

- Reduce health by a little so it can be one-shot by certain mechs. Emphasize guarding the tech in case of assassin Infils or Preds.

- Show Tech on radar when heal beam is in use. It's a weapon, it should show up like any other mech.

 

Otherwise, I don't really see the Tech as much of a problem. I like the idea of it having a heal "shot" instead of a beam, one that could accidentally heal opponents as well if not aimed properly, and it would take a little more skill to aim.



#31
Grollourdo

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God people dont make my savings go to waist! i main support and deffence so please SHTAP! XD


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#32
LaurenEmily

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What if being healed by a tech made you unable to shoot while being healed ? i think this would solve the incin-tech massacre problem. And you would still maintain mobility while healing as opposed to just holding down 'c'. Also the green beam is ridiculous. Remove that and give the tech something like the bruiser's ability.

Edited by LaurenEmily, 24 March 2015 - 02:54 AM.

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#33
Grollourdo

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What if being healed by a tech made you unable to shoot while being healed ? i think this would solve the incin-tech massacre problem. And you would still maintain mobility while healing as opposed to just holding down 'c'. Also the green beam is ridiculous. Remove that and give the tech something like the bruiser's ability.

 

i realy just think that the technician is good how it is ..... 

 

as i posted in other threads EVERY mechs has advantages and dissadvantages

 

in this case the technician is a good healer and yes it heals etc .... But hes fragile

 

just kill him! he has the worst health pool of the game! i mean come on lol XD 


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#34
Dr_Freeze001

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Some thoughts:

- Reduce health by a little so it can be one-shot by certain mechs. Emphasize guarding the tech in case of assassin Infils or Preds.

 

 

Oh hey, lemme just lob a grenade over the map and BAM, tech's ded, not it's 6v5 and my team wins. gg.

 

 

Some thoughts:

- Show Tech on radar when heal beam is in use. It's a weapon, it should show up like any other mech.

 

It already does, what are you talking about?

 

Now to address some other suggestion: the tech is very much a support mech, and removing his healing is the same as removing the tech entirely. 

 

The only real nerf I can get behind is to reduce or remove the sticky factor, but even then it leaves the tech underpowered. Do you know how long it takes for a tech to kill a C-class? It takes ages, you overheat before you do 2/3 damage.

 

I'm gonna keep saying it, tech isn't OP if you shoot him. He can be killed in 2 shots for god's sake, just shoot him and you're good!


Edited by Dr_Freeze001, 24 March 2015 - 03:07 AM.

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#35
LaurenEmily

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Tech is a game changer, even in a skilled server. If one team has a tech then the other needs to get one too and it shouldn't be that way. Tech was the first mech i bought and during that noob-phase i believed i would never play anything else, simply because i sucked at killing. Now i hardly touch my tech anymore and the best games imo are the ones where other player's won't use them either.
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#36
HugeGuts

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I want to see the Technician become a debuff specialist and not have any sort of team-defense options. I think if the Techncian, and all classes in general, only focus on one role, then it's easier to make creative, yet reasonable, weapons and skills. It's also easier to make more classes, as there isn't role overlap to worry about.

 

But whatever happens to the Technician, its healing has to go at the least. Before the Technician's introduction, attrition was a big part of the game. The Technician's healing removed that.


Edited by HugeGuts, 24 March 2015 - 04:27 AM.

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#37
Grollourdo

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I want to see the Technician become a debuff specialist and not have any sort of team-defense options. I think if the Techncian, and all classes in general, only focus on one role, then it's easier to make creative, yet reasonable, weapons and skills. It's also easier to make more classes, as there isn't role overlap to worry about.

 

sorry what? i like where ur going but i dont realy understand sorry XD could u umm make it simpler lol i m sorry for any inconvenience XD (god i sound like thows airports or something lol XD)


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#38
RespawningJesus

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sorry what? i like where ur going but i dont realy understand sorry XD could u umm make it simpler lol i m sorry for any inconvenience XD (god i sound like thows airports or something lol XD)


I think what they mean by making the tech a debuff class is by saying that the class will reduce the enemy's armor, causing them to take additional damage.

#39
Dr_Freeze001

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I want to see the Technician become a debuff specialist and not have any sort of team-defense options. I think if the Techncian, and all classes in general, only focus on one role, then it's easier to make creative, yet reasonable, weapons and skills. It's also easier to make more classes, as there isn't role overlap to worry about.

 

But whatever happens to the Technician, its healing has to go at the least. Before the Technician's introduction, attrition was a big part of the game. The Technician's healing removed that.

 

Technician does only have one role, the repairing of his team-mates. It's the only Axe that does this, and so there should be no overlap. Trying to be offensive with a tech, and I could be considered to be an aggro-tech, is suicidal.

 

The debuff specialist would be a nice mech tho, although it might be very OP.


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#40
Kopra

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What I would do:

 

Red beam and healing beam are combined into the same mode. The heal beam gets nerfed while repairing on the move, and gets a bonus when torching teammates pressing C. Add a new secondary mode: Awesome Skillshot Support Cannon (A.S.S. Cannon), which uses a resource gained by using vampire beam. What it would do, I don't know. Something great.

 

This would mean the Technician now has low-skill options as well as high skill options. A high ping Technician on the backlines will still help repairing teammates tremendously, while a more active Technician is more engaged into the combat and humiliating the battlefield with the A.S.S. Cannon.


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