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Author Topic: Technician and Light-Amp Goggles  (Read 6764 times)

Klear

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Technician and Light-Amp Goggles
« on: March 12, 2012, 08:25 »

Ok, this isn't very important and it could well be that it's already implemented (though the wiki disagrees), but I think that for flavour reasons, technicians should have the increased duration of the Light-Amp Goggles powerup instead of marines. I view the berserker packs and invulnerability as feats of toughness, while longer use of the goggles seems like something the technicians should enjoy.

I'm not sure if it's a big balance issue. I'd say the powerup is not so common that this change would upset the balance, but balance is always a sensitive thing.
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Pricklyman

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Re: Technician and Light-Amp Goggles
« Reply #1 on: March 13, 2012, 03:06 »

Can't disagree, it's a "technical" power up so it really makes no sense for it to give more time to a marine. (The tank so to speak)

Although I guess a power up is a power up... :P
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Ander Hammer

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Re: Technician and Light-Amp Goggles
« Reply #2 on: March 13, 2012, 03:13 »

I think of it as the Marine being used to using Light Amps, being the tough front-liner fighting in rugged conditions. They don't have to turn the goggles all the way up to see better, and thus they drain the batteries slower.

Then again, going the other way: you'd think a technician would be able to make better use out of a berserk pack, knowing how best to apply it for prolonged duration or increased effect. (Of course, there could always just be an instruction manual inside...)
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Klear

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Re: Technician and Light-Amp Goggles
« Reply #3 on: March 13, 2012, 03:15 »

I think the berserk pack is some kind of drug, and marine's badassery allows his body to hold onto the effect longer. Or maybe it's a placebo =)

That's up to your interpretation, though.

Edit: Let's not get into what invulnerability means in realistic terms =)
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Sirdec

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Re: Technician and Light-Amp Goggles
« Reply #4 on: March 13, 2012, 03:26 »

Meh Technician is allready OP as it is.

Would more fit as a scout special power, which still would leave it as the worse class...
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Re: Technician and Light-Amp Goggles
« Reply #5 on: March 13, 2012, 05:14 »

The invulnerability creates a badass magical forcefield around you which blocks anything that dares to pass trough it whatsoever. It also messes up with the light, that is why you don't see any colours.

Or, as an alternative, it bumps your regenerative capabilities up to a value of nonsense, allowing your skin regenerate faster that it is being cut trough. Even faster than a thermonuclear explosion can burn it.
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Ashannar

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Re: Technician and Light-Amp Goggles
« Reply #6 on: March 14, 2012, 03:32 »

Meh Technician is allready OP as it is.

Would more fit as a scout special power, which still would leave it as the worse class...

It amazes me that people don't think scout is the most OP class. Free intuition is huge.
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Pricklyman

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Re: Technician and Light-Amp Goggles
« Reply #7 on: March 14, 2012, 04:06 »

It amazes me that people don't think scout is the most OP class. Free intuition is huge.

Free Whizkid is huger.

Free MAC is also huger.

I agree that Intuition is a (damn) great perk, but MAC and WK and all those other nice things about Marine and Technician are just...better. (Overall)

The one thing I will say is OP about Scout - Gun Kata with Phaseshift. Speedy Gonzalez with a pair of guns pretty much.
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Uitë

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Re: Technician and Light-Amp Goggles
« Reply #8 on: March 14, 2012, 04:09 »

I'd say that the fact we're having this discussion is evidence that the classes are fairly evenly matched.
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Zalminen

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Re: Technician and Light-Amp Goggles
« Reply #9 on: March 14, 2012, 04:22 »

It amazes me that people don't think scout is the most OP class. Free intuition is huge.
Well, it's hardly free as you still have to spend the traits, you just don't need EE2 first. And depending on the build and challenge, I'd often prefer spending the traits elsewhere.
Yes, Int is good but the better I'm getting, the less I feel I need it.
Whereas I don't think I've ever played technician without getting WK.

The stair sense is ok, but in the challenges where it'd really be useful, it's not available. Additional speed is nice, but I still prefer the additional health and powerup duration of the marine or the tracking maps of the technician.

And the scout master traits aren't really that tempting unlike Vampyre, Ammochain or Scavenger.

But I'm not an expert player so take this with a grain of salt...
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AlterAsc

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Re: Technician and Light-Amp Goggles
« Reply #10 on: March 14, 2012, 10:27 »

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Free Whizkid is huger.
Useless without mods.
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Free MAC is also huger.
OK, that just not true at all.No MAc for Tech, not even close to it.
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Whereas I don't think I've ever played technician without getting WK.
I think 80% of my Tech non-Scavendger games don't have WK.
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IronBeer

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Re: Technician and Light-Amp Goggles
« Reply #11 on: March 14, 2012, 10:55 »

Scout's 10% faster everything is kind of a big deal. People seem to have forgotten that. Also, Blademaster = pwnage. Shottyhead's also tons of fun if you can find an Assault Shotty or build a Tactical Shotgun.
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Matt_S

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Re: Technician and Light-Amp Goggles
« Reply #12 on: March 14, 2012, 12:12 »

Also, Blademaster = pwnage.

I've heard lots of praise for Blademaster, but I don't see why it's so awesome.  I can see it being great for City of Skulls or Mortuary, but in general I don't see how it's terribly useful if one avoids engaging huge groups of enemies.  If I'm hiding around corners killing enemies one at a time, why do I care if it doesn't take any time to kill enemies?  Is hellrunner and the potential for dodgemaster part of the appeal?  I also don't particularly care for it blocking TaN, and thus Badass (in fact, all the scout's master traits block TaN, which seems a bit excessive).
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raekuul

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Re: Technician and Light-Amp Goggles
« Reply #13 on: March 14, 2012, 13:50 »

I'd say that the fact we're having this discussion is evidence that the classes are fairly evenly matched.
It's more the fact that people tend to specialize in one particular class. For example, I do fairly well with Marines and Technicians, but the speedy fragility of the scout gets me killed more often than not.
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Pricklyman

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Re: Technician and Light-Amp Goggles
« Reply #14 on: March 14, 2012, 22:45 »

Useless without mods.

And? That's the game - hoping to find mods. But you know just as well as I do that when you don't take Whizkid - you're going to find about 8 zillion Assemblies you could have built - but can't because you don't have WK.

I think 80% of my Tech non-Scavendger games don't have WK.

I gotta ask what you're building as Tech? At least one level of WK is useful in most circumstances. Although I can't say I don't blame you for not taking WK. It's the flip side of what I said above - if you specifically take WK - you'll find 8 A mods and 8 T mods.

No MAc for Tech, not even close to it.

Yeah - I know... I was talking about classes in general that weren't Scout.

Of course I bloody know that Tech doesn't get MAC!
« Last Edit: March 14, 2012, 22:50 by Pricklyman »
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