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tech 1

The tech is the all-arounder class in xmp, good for starters. He has both average speed and health/shield and is equipped with powerful wepondry. He is well suited to most things except attacking where he will be rather sluggish when it's time to run all the way back, but this is hard to decide. A good tech could work out on the offensive as well.
It is good if you learn how to handle the deployable turrets the tech possesses so that they can give optimal effect.

Health: 100
Shield: 300

Loadout:
Assault rifle
Grenade launcher
Shotgun
Repair packs
Deployable turrets

Special ability: Repair, double hack speed

M32 5.56mm Combat Assault Rifle
This is the techs distance and finish-him weapon, it works like a spamming gun that is hard to avoid but takes little damage. Very effective versus rangers and others who you know have little health left. Since there is a lockdown in xmp, one who is constantly being hit can't make any special jumps etc. So just keep 'em coming.

Secondary assembles 5 bullets into one über bullet. Works great versus turrets and stillstanding/not knowing of your presence players, trying to hit moving foes needs alot of practise and luck. It also has a small splash damage which means if you hit right next to someones feet, but not directly at them, they will take some damage.

M700 Shotgun
The techs best weapon, its primary works like an ordinary shotgun - throwing out about 10 bullets around the aimcursor which will most likely kill a ranger if most of them hit and kill a tech if all of them hit. Since the shotgun has a high shoot ratio it can be used as a spam weapon from distance. Just keep firing while you make your way closer to the enemy, you're guaranteed to inflict small damage for every shot. Since the bullets spread like they do, it is most likely that few of them hit the head, which inflicts double damage.

Secondary for this weapon is awesome as well. Instead of shooting bullets you shoot small exploding bullets which inflict severe damage! As a limit the bullets spread much more than the primary fire and the range of fire is also limited. But when you hit someone their vision will be clouded by flames for a while making them half blind! This is the only weapon that kills a Gunner (if you get a perfect hit) without making a headshot.

M406 40mm Grenade Launcher EMP/Gas
Its primary function launches an emp grenade which inflicts critical damage to vehicles, deployables and also on rangers since they have a very weak shield. Just as much damage as the rangers shock lance but moves like a flying grenade instead of the slow flying projectile of energy. Since these grenades are affected by gravity, you should learn how far in front of a vehicle you should shoot to make the (for example) raptor drive into it. Two grenades make a raptor go boom, 3 a harbinger and 4 turns a jugger into dust.

The grenade launcher's secondary is the ultimate spamgun. This launches a grenade exactly as its primary function. It's just that there will be no emp effect, but deadly gas! If you for some reason are hunted, fire a couple of these and your enemy must either walk around the gas clouds or walk through them, but by taking the quicker way they must suffer a great deal of pain and their vision gets slightly enclouded by gas even when they're not in it. This is the ultimate newbie weapon, or is it? Many accuse it for being so but I can only see the advantages in it. Being a "newbie" isn't against the rules anyway.

Deployable Turrets and Field Generators
One of the techs best features is it's deployability, to place out rocket turrets and auto turrets. These turrets will be placed on the ground in the direction you are pointing and will shoot on everything hostile, that includes other deployables and vehicles.

Auto-Turrets are small turrets which fire bullets like the Assault Gun, just slightly slower. They drain little energy but are still very effective. They are pretty good with aim, and in closer combat, almost every bullet hit which forces the enemy to think quick or die.

Rocket-Turrets are the more heavy variant. This is a rather large turret that fires rockets like the gunners rocket launcher. They drain alot of energy and have poor aim. They are only good in narrow passages, like in building or when the enemy isn't aware of them. So think extra carefull before you deploy these.

Field Generators are pole-like things the tech can deploy. Deploying one won't make anything happen but if he deploys 2 a force field will be generated between them. If the techs deploy more than 2 poles, there will be more force fields generated into a link of of fields. This is very usefull when it comes to blocking doors, teleports, generators and artifact nodes. As with energy, they do drain quite a lot and will take damage to finally explode when energy is lacking.

Note auto turrets need 350 energy and rocket turrets 650, if you don't have that much energy they will start taking damage and finally explode. When a game begins your energy is always 500, that means you do NOT posses a rocket turret deploy from the beginning.

Repair Packs
As a special treat, the tech has repair packs which can be picked up to gain shield (both by you and the enemy!). One pack gives a percentage of your total shield (about 30%) so they're really usefull!

Special Ability: Repair and double hacking speed
The tech can repair others by pressing the use button (default F) when close up to another who needs it. This repair drains the techs personal energy var.

The tech is also a gifted hacker, he can hack at the speed of 2 but that also makes him drain his personal energy var twice as fast. Still a very good ability.

- Written by iddQd

 

Design and content by iddQd © 2004