![]() Technician Priest: This is an interesting one because the technician can change out head and leg armor without affecting technician abilities. Technician Berserker: Don’t know whats the value in this… run with assault team with a hellcannon and rage burst. 1 as pure fire support, taking the role of a classic fire support heavy by wearing golem armor + fury missiles + grenade launcher along with 2 to 3 turrets for support. This is particularly helpful in underground tunnel missions. Technician Assault makes you an Apothecary Terminator running with the assault team while turrets secure the rear end of the assault. ![]() 1 man super area denial that I cannot see any other single other class combination do. Technician Sniper: Perfect for holding down an entire tunnel or area. ![]() Lets explore some potential builds for technicians… Having two of these as dedicated medics, was a good match with the rest of the team. In old builds, I’ve used technicians as support, they carried grenade launchers as main offensive and pistol/pdw to take care of worms and etc. And I don’t see a good synergy for techs besides assault, which limits him to crappy weapons. On top of that, at the time when you can get technician, your team can be all equipped with sniper rifles. PDW is cheap to fire in terms of AP but it’s less damage output than assault rifles - weapons that you ditch as fast as possible as there are rather useless compared to alternatives. Removing mind fraggers is typically non issue. Their damage output is nowhere near comparable to what typical assault/sniper, heavy/sniper can do. Turrets are underwhelming in relation to their cost, spending AP on their deployment and fixed position, making them defensive weapon in a game where you hardly ever need to defend. On top of that healing has a limited amount of use.Ībility to repair vehicles is nice but why would you use vehicles in the first place? Besides cheesing mind control. Perhaps that extra sniper/heavy or assault/sniper, in place of engineer, would prevent that horrible situation from happening. Like it’s nice to be able to repair limbs, but if your limbs get broken then something is going horribly wrong already. Yeah they can be played in some way but I think OP is asking “Why would you bother to get them if any other class is more useful”. ![]() ![]() Also, whether in defense or assault, running with the team serves as medic too, esp for those disabled arms! Basically, if you are into wh40k, technicians are like Apothecary of the Emperor’s Fist Terminator Chapter! LOL!Īnd PDW do a SHATLOAD of damage because they shoot at just 1 AP! LOL! That’s 4 burst per turn! Its the best close up weapon in the game, esp the armor piercing one. In defense missions, meaning missions that I like to hold my ground and take waves of aliens, techs are even better for the extra 3 guns and to serve as worm killing force, killing up to 4 worms a time from chirons so the rest of the team can focus on other things. After that, pull him back to act as assault with the main force as the PDW in close range along with dash to get line of sight is crazy powerful. Then hope for the best that he don’t get shot to death on pan turn. I hybrid tech with assault for dash, on turn 1 dash out to somewhere central and open and slap down 2 turrets at once. I like them because they are basically 3 to 4 guns in one person. ![]()
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