Demo_Boy said:
MG chews rangers and gunners at good range.
Shotty one shot kills, plus magic shotty sniping technique.
Gas.
Massive turret farms.
Good movement speed.
and his other goodies are at least halfway decent too.
You really think tech weaponry is weaker overall than the other classes????!?!??!?!?!
Gunner has awesome rockets, mines and infinite ammo. He's not crap, but the versatility of the tech aresenal is wider.
MG - Against rangers at short to medium range, surely. At long range, they'll have the advantage. Against
gunners?!!?! You have got to be kidding me. That's like trying to empty the average lake with a plastic bucket of water.
SG - Yup, up close with alternate anything can be dropped in one shot. Still, a sniper can drop you at very long range with nearly one shot, and two shots aren't that hard to hit if the enemy wasn't paying attention. Trying to sneak up on the enemy requires a whole lot less attention-paying on his part, and even when close still requires a decent aim to land the hit. Only primary fire shotgun hits instantly, but the flamey shotgun travels for a bit, so the tech needs to anticipate where the enemy will be in a split second. Not always as easy. Magic sniping? Only primary shotgun carries far, and it fires exactly 17 pellets. If you look at the spread, and realise that this spread is random, you will note that the sniping technique is only viable against rangers or people at really low health.
Gas - Agreed. Really powerful. But only 6 shots, and you need at least half of those to down the average noob unless you can headshot people out of the air with nades. Elite players won't even go down after 6 nades, unless they're cornered/injured. The limited ammunition balances gas grenades. The biggest problem here is noobs who die often and therefore get frequent refills of the nades, and use them as their only weapon (before they die once again).
Massive turret farms - Hurts the own team as much as the enemy team, if not more. I've lost many games because my node was offline even though my team had both arties, only to have some people on my team leave and some elite people join on the other team, and lose a long and painful battle. The energy these farms drain is huge, and only a few turrets which are skillfully placed can be energy efficient and effective. That, however, requires a very strategically gifted technician, and you don't often encounter those on publics. Still, if you face turret farms and the enemy has enough power to sustain them, you (or your team) is doing something horribly wrong. Hack those generators!
Good movement speed - Ranger is quicker, gunner is slower. Raptor owns all. What more is there to say?
Other goodies - Yes, don't forget the tech's laser fences. They have got to be the most powerful tool in the game. Or those fantastic shield packs after you got revived, then you can have 1 health and 300 shields!
Tech weaponry weaker - Overall? I'm not sure. I'd almost say the tech has the perfect equipment for a player like me. Ironically enough you forgot to mention EMP grenades, which I would pick as a favorite out of all six grenades. Take out a small cluster of turrets in one shot, and packs a real punch against vehicles too.