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.
M32 5.56mm Combat Assault Rifle 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 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 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 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. Repair Packs Special Ability: Repair and double hacking speed - Written by iddQd
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