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NEW MEGA ULTRA HYPE TECH CHANGES

- - - - - balance idea hawken tech

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#1
Hijinks_The_Turtle

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This is the reformatted former G2 Tech post I made.  We all know how the Tech and Incin are pretty much broken in some way.  I think of something for the Incin sometime soontm.  These are the changes I thought of for the technician now from the old forums posted on the mirror here: http://hawken.mirror...sp/#entry544377
 
Here it is:
 
Revamped Secondary Weapon: Repair Torch (same name, different functionality)
 
Description:  It can reprogram nanobots in the carovite armor of enemies to break down at a molecular level and steals the Vitalium (the yellow health orb stuff) in mechs and dumps it into tanks located all around the chassis (first mode).  In secondary mode, it can shoot a ball of Vitalium (from the tanks) and shoot it toward allies (be careful where you shoot, enemies can take it too).
 
To see how full the tanks are, a bar on the side of your reticle will slowly fill up as you use the first mode of the repair torch.  In inverse, it will drain when you use secondary mode. One bar = One health orb
 
How the new Repair Torch works:
 
-First mode fires a straight red beam similar to the focus rifle in Halo Reach:
Spoiler
 
No, it won't have Focus Rifle's range.  However, it won't auto-aim toward the enemy player like the original Repair Torch.  I imagine it to have a decent amount of more range than the Repair Torch.  The rate of stealing Vitalium is slower from a farther distance but as you get closer, the rate is increased.
 
-Secondary mode fires Health orbs at high velocity so you can shoot it directly at allies.  Holding the left button will dump it all at once so be careful with what you do.  You just might end up fuzzy bunnying your entire team by healing enemies at the same time.
 
Primaries: the same stuff
 
Ability:  Amplification - When activated, Repair Torch mode's rate of stealing from enemies is increased and secondary mode's health orbs are more potent for healing.  Vents on the side of the Tech's chassis allows the mech to steal any health orbs lying around a certain radius (includes repair charges) and dumps it into the tanks during the duration of the ability.  During this time, health orbs and repair charges cannot be used to heal the Tech itself until the ability is finished.
 
Passive ability:  While using the Repair Torch, the Tech's armor is repaired by a specific percentage of damage done, once the target's health bar is full, the torch cannot heal the tech anymore.

Edited by Hijinks_The_Turtle, 23 March 2015 - 07:55 AM.

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#2
Merl61

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Nope. Making the tech engage enemies runs counter to the whole idea of the mech. It's already not that great. This is both overly complicated and would make the tech unplayable.
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#3
Amidatelion

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Gonna post my G2-Tech idea.

 

C-Class. No weapons. Health and speed and all that doesn't matter. Ability blows you up in a lovely little fireball, healing all teammates in an area.


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#4
Hijinks_The_Turtle

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Nope. Making the tech engage enemies runs counter to the whole idea of the mech. It's already not that great. This is both overly complicated and would make the tech unplayable.

 

I wanted to tell people what should the newer version of Tech should be able to do and not do.  The reasons for the change is so that:

 

a- The technician can't just sit in the back and walk around with an auto aim heal beam

b- The tech plays a more active role in battle (it's a mech with guns, come on)

c- The new changes would break the current OP combo of the Tech and Incinerator (well, I think at least)

d- it'll be harder to form the infamous mech death balls


Edited by Hijinks_The_Turtle, 23 March 2015 - 08:23 AM.


#5
Merl61

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I wanted to tell people what should the newer version of Tech should be able to do and not do.  The reasons for the change is so that:
 
a- The technician can't just sit in the back and walk around with an auto aim heal beam
b- The tech plays a more active role in battle (it's a mech with guns, come on)
c- The new changes would break the current OP combo of the Tech and Incinerator (well, I think at least)
d- it'll be harder to form the infamous mech death balls

And I want to tell you that this idea will make the tech utterly useless in any type of high level play. It melts when it directly engages the enemy. Making it do that before performing its primary function is not productive.
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#6
Hijinks_The_Turtle

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And I want to tell you that this idea will make the tech utterly useless in any type of high level play. It melts when it directly engages the enemy. Making it do that before performing its primary function is not productive.

Okay, well I tried. :<  I thought it could work.  How would you suggest to fix the tech?



#7
Brawler_Yukon

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Okay, well I tried. :<  I thought it could work.  How would you suggest to fix the tech?

That's the thing though, the tech isn't broken. What's broken is Tech + Inc, other than that the tech does it's job perfectly fine.


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#8
VYR3

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its a nice idea in concept, but it would wind up being really really bad in game.

 

this is going to force the technician to play the wrong role so it can play the right roll, and this would end up in players using the tech to grief their own team by killing one guy and healing the enemy team's MVP.

 

I have to say no.



#9
HorseHeadProphet

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I, for one, love when people try to play tech like it's a berzerker

 

Spoiler

 

 


The Hawken forum's a forum, but it's like the only one you get yelled at for using.


#10
Grollourdo

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Tech is good as it is... As I said so many times in other posts T.T lol XD

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#11
Grollourdo

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I wouldnt change a thing on the tech... Exept for maybe a few cool cosmetics that would look awesome on tech XD but that's it XD

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(='.'=) This is Bunny. Copy bunny into
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And if you dont .... 

 

bloody_keyboard.gif    <-------------- ME and Bunny
 
 
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