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Author Topic: Technician and Light-Amp Goggles  (Read 8657 times)

AlterAsc

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Re: Technician and Light-Amp Goggles
« Reply #15 on: March 15, 2012, 03:19 »

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you're going to find about 8 zillion Assemblies you could have built
Actually...no.I see all these cool mortems where guys wear antigrav boots, use F-modded hyperblaster, the biggest fucking fun in the prepared slot.Me?Hell, in my last two games i saw my first P-mod after lvl20.Ofc no exotic mods.
Also as i know all assemblies and more or less know my build plan i know what i need.Mostly it's tactical shotgun and tactical boots.
When i have spare mods i make fireproof red.Or just bulk-mod it.Also i need one bulk for BFG, it takes priority.Piercing chainsaw to kill AoD.
Previously i had some games where i specifically aimed for assault rifle(as 3 A-mods are guaranteed), but that's it.
Basically there are 3 advanced assemblies(assault, hyperblaster, focused) that i have chance to assemble AND consider them good and 2 master(cerberus).
All others are either useless to me or too costly to make.
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I gotta ask what you're building as Tech?
MMB is what i take in normal games.Sharpshooter with fully-modded combat pistols rocks, but when i played with it i fully-modded in on 40+ level.MFa doesn't work, MEn is when i assemble assault rifle.
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Of course I bloody know that Tech doesn't get MAC!
Sorry, i thought you meant it another way.
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spacedust

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Re: Technician and Light-Amp Goggles
« Reply #16 on: March 15, 2012, 06:24 »

Sorry about the very off topic question, but is hyperblaster really that good? I made it once and felt really underwhelmed by it. I mean, it fires 3 shots in half the time of 6 shots, is it really worth 3 mods? Yet I see plenty of people beeline to it, so there must be something that I'm doing wrong.
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AlterAsc

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Re: Technician and Light-Amp Goggles
« Reply #17 on: March 15, 2012, 06:33 »

It has also higher accuracy(+4 instead of +2) and damage per shot (2d4 instead of 1d7).So it's more ammo efficient, it allows not to waste more cells than needed to finish an enemy, and with 3 shots knockback is more desired and is actually helpful.Also lucky ones can mod it with F mod.
So maybe the difference between it and plasma rifle is not that good as was between chaingun and assault rifle in previous versions it's still good if you can assemble it.
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ih8regin

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Re: Technician and Light-Amp Goggles
« Reply #18 on: March 15, 2012, 07:02 »

Hyperblaster fires 5 shots in clever hands of a trigger happy Doomguy, vs 8 shots of a plasma rifle, and if modded with T, plus two levels of Fin, its shooting speed reached 0.3, which is pretty awesome IMHO. I'm not sure whether it can reach 0.2 due to even rounding with triple Fin, but if yes... Not to speak about firestorm mod with triple Fin, delivering 7 or 8 shots (depending on TH) within 0.3s per blast. Rarely a monster can squeeze an action into such shooting.
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Klear

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Re: Technician and Light-Amp Goggles
« Reply #19 on: March 16, 2012, 06:23 »

BTW, related to the original point of this thread - maybe enviromental suits could also last longer for techies, but that would only make the lava pits easier for technicians, which could upset the balance more than the goggles, as far as I understand it.
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Ander Hammer

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Re: Technician and Light-Amp Goggles
« Reply #20 on: March 20, 2012, 03:07 »

Intuition is just a crutch and Scout is still pretty good without it.

Stair sense is a bigger advantage than most people realize, though of course they don't get it where it would be the most useful by far. I think the YAAM mentality keeps people from realizing that they can run for where they know the stairs to be instead of cornershooting that VM pack at 15% health.

Techs already get a bonus with envirosuits - they use them much faster than the other classes.
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