IMO the Tech's biggest "problem" is actually that ability to heal moving teammates so that there is minimum downtime between fights. Minimum downtime and able to achieve the primus motor status is the role Techie-player like to be in (right?). One other problem is the current symbiosis with Incinirator, and that healing mechanism being idiotproof since there is no need to aim with helix torch.
That is unsuitable on the current pallet of maps Hawken has. Maps are just too small to have mech gang rolling around with a dedicated moving healing source(s) - yeah you guessed, it yields a snowballing effect - more often than without a tech/ before the Tech.
And there is still mech internal options which can make mechs heal themselves on the fly - no pun intended.
This original idea was not thought thoroughly by the previous devs.
(And I have to admit I loathe the inbred aimbot mechanism in a shooter game - indifferent if it is powerful of not).
(Haven't read all the threads if this has already suggested, but here it goes).
Solution: it is best to change the Tech's ability to heal only on pause between fights.
Call me boring, but the Tech generates health orbs. Health orbs, like other shooters have med packs, the Tech pukes a health orb to location in which teammates are healing or are going to heal. Maybe gaining some extra XP of the amount healed by orbs, not sure if it is possible to isolate out xp from healing the Tech itself by it's own orb.
In that mechanism the Tech generates health orbs by converting the heat sources around it into a health orb, same sized as health orb item.
The Tech's special ability would able to puke a health orb when it has made one ready. This a very strong ability since that would be inexhaustible source of health orb items.
I also suggest the effective radius in which the Tech draws the heat into a health orb conversion should be smaller than a heat mine has (what do you think about that? And I don't remember heat mine's radius in meters). The Tech could lay a heat mine and exploit it to charge health orbs faster but with a the risk of overheating.
This new operation principal still encourages team to stick together - in that set radius that the Tech has so health orbs are generated faster.
Weapons and boosters generate heat. Incinirator draws heat from different sources, why not the Tech? Actually from Incinirator too then.
Not sure what the Lore would say about this idea of converting heat to a health but I do not actually care. Rewrite the Lore if needed ;)
When it is possible to convert heat to destructive energy aka by Incinirator... then why not to a constructive energy too?
Heat drawn from heat sources and converted to health should be happen on percentage and rate which I am impossible to figure out. I am sure someone is able calculate correct rate. Btw... rate should be such that more than two Techs would outcompete eachother of the heat sources. Health orb conversion would become ineffective/slow.
This idea for a rework of the Tech has to be taken into consideration with this thread:
That is why my writing might be hard to understand, or have bad typos etc. since I wanted a bit rush out this suggestion. Health orb rework will of course directly change Tech's ability to help his team.
I am thinking health orbs should dissipate from field much faster that now if this kind of Tech ever implemented.
And of course then items should stay as consumeables. With this Tech - items on a cool down timer (such as health orbs) would make the Tech less important.
So what about that infamous secondary weapon of Techies? Change that to a TOW. Simple as that.
Tech would be a powerful mech with a TOW and with primary weapons it currently has.
TL;DR
Tech's Special Ability: puke health orb. Heat conversion.
Incinator&Tech combo fixed?