Colen
Jul 28 2008, 10:10 AM
The one thing lacking from my CSO force was the basic troopers and the Technician from the starter box and at Origins I rectified that by picking up a couple of starters. I was interested to see exactly how the Technician stacked up against my beloved Engineers and I wasn't impressed.
For 2 points more the Engineer blows the Technician out of the water. Besides the bump to RCA and CCA the Engineer offers the choice of a shotgun or the Beamer. Either gun would rank high on the list of top guns in the game. The only thing the technician does offer is a 1 point increase in HAK but it lacks the "sneak" of other factions hacker that allows them to survive on the board.
Speaking of the other factions hackers I'd jump on a Ghost before I'd take the Technician. It's 3 points cheaper, has sneak, a 1 point jump in armor, a higher HAK, and 6 MVE. The Tech only comes ahead in the fact is one point higher body and has an extra wound box. Personally when it comes to crossing a battlefield to get to an ATM I'll put my money in the faster moving, lower cost model with Sneak. They even have the same crew allowance with the rock bottom price of the Ghost making Merc restrictions a non-concern.
So what possible reasons am I missing for fielding the lowly Technician?
Well reasons beyond being a new player who simply doesn't have a Engineer or Ghost yet of course.
Colen
Gimp
Jul 28 2008, 02:26 PM
The Technician isn't better than the Field Engineer, simply different.
For two points less, you gain +1 HAK, while losing Handy, armor, RCA, and SAG.
Under equipment, you lose EMP grenades and access to recon drones, while exchanging the choice of X-Tec beamer or Flamethrower for an SMG. The shotgun is not an option for the Field Engineer.
I won't argue that the flamethrower is a very powerful weapon, but the SMG has the capability of suppressive fire out to 16", vs an 8" range for the flamethrower, and has higher damage within 8".
What you are exchanging is a wider long ranged threat, with improved hacking, for the short range threat of the flamethrower.
I like my Field Engineers, but suppressive fire and better hacking have won me more games than flamethrowers.
The +1 HAK improves the Technician's odds significantly against a Ghost. A Ghost has a 58% chance to beat a Technician in online combat, while a Field Engineer is beaten 72% of the time. Against a Wraith, the odds go from 42% against the Field Engineer down to 28% against the Technician.
The Ghost is an even better hacker, but really needs Stealth. The Technician is a BDY 3 model, while the Ghost is one of the sickly BDY 2 crew. While their weapon load is similar, the Ghost's is weaker, and the Technician is more survivable when hit.
The Ghost is also Ronin. With an average game of 500 points, a single Ghost only allows 102 additional points in Ronin and mercs. That puts significant limits on what other Ronin you can field.
Sometimes I like the ranged threat of two Brick launchers, or a Brick launcher and a Maven for higher REP. I've even used an Esper infiltration team with three Ronin Espers.
Add the campaign rules, and the Technician can improve for a CSO player, while a Ghost can only buy equipment.
The Technician is not a replacement for the Field Engineer or Ronin Ghost, but simply another viable option for CSO players to use.
Without the Technician, the CSO was pressured to hire Ronin to stand a good chance against Ronin or APAC hackers in a data steal mission. They still can hire a Ghost, but they don't have the same level of pressure if they want to be competitive.
The Technician allows CSO players more options, and allows a straight CSO force to be competitive in all mission options.
I like the Field Engineer, but I also like the Technician. It isn't hard to find room for both in my crews.
Nedorus
Jul 29 2008, 09:34 AM
Nicely put gimp ... I just wish the technician was available outside the shadow war box ... but I think we've been down that road of discussion
I usually field both the engineer and the technician btw.
Nedorus
CmdrKiley
Jul 29 2008, 11:15 AM
You can also field up to 3 Technicians in your crew but only 1 Ghost. This gives you some redundancy for high priority HAK assignments. Furthermore, the submachine gun having a longer suppression range than the assault rifle. The best you can get without having to resort to fielding a Stomper, Ironman, or Trundler. Fielding 3 individuals armed with SMGs can potentally force some Supressions and even a few Panics.
Gimp
Jul 29 2008, 12:23 PM
QUOTE(CmdrKiley @ Jul 29 2008, 11:15 AM)
You can also field up to 3 Technicians in your crew but only 1 Ghost. This gives you some redundancy for high priority HAK assignments. Furthermore, the submachine gun having a longer suppression range than the assault rifle. The best you can get without having to resort to fielding a Stomper, Ironman, or Trundler. Fielding 3 individuals armed with SMGs can potentally force some Supressions and even a few Panics.
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Ghosts have a crew allowance of 0-3. Wraiths are the only hacker with a lower allowance. Where are you seeing a 0-1 allowance for Ghosts?
Of course, for fun times hacking, you can take 3 Ghosts, 3 Technicians, 3 Field Engineers, and 4 Rangers. You wouldn't have that much left for a 500 point force, but it could get scary for anyone else going online against them.
@Nedorus, Hopefully they'll get the Technician released separately sometime.
CmdrKiley
Jul 31 2008, 05:42 AM
oops my bad, looking at a typo.
However, with the 25% merc limit, that could limit your Ghosts in your CSO crew anyways. With the Technician however the only limit is the Max = 3.
Still it seems the Technician is a bit better in a standup fight than a Ghost.
Nedorus
Jul 31 2008, 11:35 AM
I've found that in hacking scenarios the hackers are often prime targets. Unfortanately it is all two easy to spot (as in auto-spot within 6'') a ghost. That make survivability a prime issue in these szenarios.
While the ghost with sneak is slightly faster than a technician hiding you still have that option with the technician/field eng. as well. Just thought I'd mention that
Nedorus
P.S.: though slightly off topic, I beleive that the vatacina hackers are actually the best in the game. particularly when protected by the rest of the vatacina gang.