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Ifurita
10-29-2007, 05:09 PM
http://4newbies.planetwolfenstein.gamespy.com/ETQW/technician_newbie.php

Working on a new article. Need feedback, tips, and advice. Alll comments appreciated. Technician is a pretty underserved class so I'd love to get some of those best practices into the field.

Will roll input into the articles over the next day or so and then publish.

Azuvector
10-29-2007, 05:30 PM
Something a lot of players don't seem to realize, is a Technician's effectiveness with Spawnhosts is largely controlled by other players. You can create all the Spawnhosts you want, but they're wasted if no one uses them. Don't know how many times I've been ingame and seen 5+ Spawnhosts just sitting around unclaimed. It's a bit disenheartening as a Technician to be in that situation, especially when the Strogg are losing. What can you do?

Quovatis
10-29-2007, 06:49 PM
yeah, very few players understand what a spawn host is, thus 90% of them go unused, or so it seems.

Ifurita
10-29-2007, 06:55 PM
Good point. I try to communicate to the team where spawn hosts are, especially if i have a number of them clustered around an objective

PyroFiRE
10-29-2007, 07:06 PM
Great article, always been a medic in wolfie/bf2/quake wars so yeah this was a nice read

Ender-Wiggin.DA.
10-29-2007, 07:34 PM
One strategy I didn't see was this. When making spawn hosts/reviving I am vulnerable. I spam my stroydown? button (ammo->health) constantly while reviving so that if a GDF gets a shot or two in before I can recover I can hopefully recover that health while I get my lacerator out. This assumes I have near full stroyent.

Another section you could add would be tips to HELP the technician.
-use spawn hosts (duh)
-after a revive, wait for stroy cells before running off (if appropriate).
-monitor your own health. If you are in a room with a tech and 5 health and no ammo, then wait for stroy cells instead of running off. I see this a lot on Strogg offensive maps tbh.
-Stroy transfer is your friend and can help conserve precious stroyent cell charge bars (applies to all classes, you already mentioned this)
-after being revived you have X seconds of invulnerability. You lose that when you shoot. If the medic is hiding behind you switching tools, you may be selling him out by firing too soon and losing your invulnerability shield (I'm guilty)

Ifurita
10-29-2007, 07:40 PM
Good points. Anyone know what determines what direction you face when you respawn at a spawn host?

Marche
10-29-2007, 07:46 PM
Im pretty certain it is the way that the 'body' or 'spines' are facing but I could be wrong.

(HP)Natural Causes
10-29-2007, 07:53 PM
Techs are the only ones who can make spawnhosts, which allow maneuvers like this one...i have lost to it, and built it, and in my opinion, its a game ending tactic that unless identified immediately can result in a coordinated assault beyond defense.

Spawnhost Buffered Assaults
- Launch a bloody assault at the objective, making sure the priority is to kill the enemy, the more bodies the better.
*the assault fails*
- Technician walks up thru halls of dead bodies creating spawnhosts as the GDF reassemble at obj to weather the next wave of attacks and the strogg are respawning.
-Strogg pour towards objective, clicking spawn hosts as they go in.

what happens next is the possibility of a double assault, instantly.
1 tech today spawnhosted a sole corpse at the obj, which frizlefry immediately nabbed, his first plant attempt failed, but his respawn was after the chaos and it was on the obj, which he already had a charge down on, and then armed.
his team reinforced the area enough to hold on for 30 seconds.

that was just 1 spawn host. lol just 1!

I've seen some crazy things so far, but defending one of these attacks is one of the craziest, most difficult operations to pull off. Medals to all who create and defend them.

And thus, the techinician is born.

if you cannot spot moments when this can happen. all is lost.

(HP)Natural Causes
10-29-2007, 07:56 PM
and it is the host that determines direction, they pop up as if rising like a mummy, the toes of the dead player, the toes of the new strogg.

sion47
10-29-2007, 08:18 PM
I made sewer a few times when i didnt respawned at regular spawn place even once cos i always popped back at my spawnhosts. Technicians really can win games at indoor objectives or if theres plenty of cover to make spawnhosts and revives.

BARBEERIAN
10-30-2007, 07:07 AM
As many have said a good technician creating spawnhosts is huge for sustaining attacks and holding on defense. Just played a campaign tech'in it up (234 medic xp!) and spawnhosting was the key. On Refinery I had so many corpses hosted pretty much the whole team continously spawned at shield gen and reclicked a new host.

On Offense the key to spawnhosting is to follow safely behind your infantry (guard the flank while you're at it) hosting every corpse you can get your hands on. Don't be afraid to rush out into the open to tag a corpse either, you can move while creating the host so just dance around and you'll usually survive to run away and heal up. Ensure that your teammates are tagging hosts too in chat, a few reminders and usually everyone is onboard (ppl love spawning on the frontline with full hp).

Don't waste too much time running around behind people throwing stroyent behind their feet. Just dump all 4/5 of your stroyent in 'safe' areas where people can A) see them, and B) take cover, then announce 'Stroyent dropped' with the context menu so people can see the location on the map.

Defensive is pretty straightforward. Stay within 100 meters of the objective spawnhosting every corpse you see while littering the area with Stoyent. Again just drop all 4/5 of your Stroyent at once then go find corpses until your Stroyent recharges. Rinse and repeat.

PS. For the record I <3 Full Health revives. Man that was probably the most useful Rank-4 reward.

Madnis
10-30-2007, 09:03 AM
More of a tip for Oppressors really.... drop shields on dead GDF and Strogg waiting to be revived! A Technician can do a lot more, a lot more safely, with a smart Oppressor or two.

When you take up a defensive position (peeking around a corner waiting for GDF to rush in), drop stroyent underneath yourself so that as you take damage it's instantly healed.

Pimpslapper
10-30-2007, 09:07 AM
Nice read mate; keep up the good work. I played with a technician last night who consistently topped the kills list and most tech xp, small arms xp and level ups. Damnit if I can remember his name though. Point is, the lacerator/AR is an awesome weapon, use it!

He had spawn hosts all over the place, he kept us on the front lines with them.

front
10-30-2007, 02:02 PM
Two Players down waiting for revives, one of them a medic, I nearly always go for the other medic first. If that first revive is completed and you get shot, you still have the other medic to revive you.

At critical moments, e.g. just before an explosive charge explodes, the engineer should be revived first though.

Ifurita
10-30-2007, 04:25 PM
Great tips. Picked up a lot of useful ideas here. Updated the page accordingly

space
10-30-2007, 06:32 PM
check out THIS THREAD (http://community.enemyterritory.com/forums/showthread.php?t=15105) for a little tip I posted (didn't see this at the time).

(HP)Natural Causes
10-30-2007, 06:45 PM
yah space's tip is a good one if you have the keys for it, most of the time i am coming off a jump and will have a couple packs already at the body when i hit, charge on the landing and revive on crouch.

most important though, is knowing when you have a few dead teamates around you, and its ok to throw packs before you revive them
as opposed to the serious revive time no health packs allowed because there isnt enough time and half your team is laying under an obj with death coming in all directions. in that case. start your clickin. and your prayin =)

there are two exceptions off the top of my head to fronts rule, one is revive the class required, like he said the engineer, or a covert or a soldier, all priority classes when around the objective.

the other priority over medic for me is fireteam members. unless i know who that medic is, and i can rely on him, he is gonna have to wait, sorry, cant be trusted to not drop shield, where as a fireteam member usually can grasp what needs to be done as soon as they rise, but the situations change, and you will have to act accordingly, have fun, medics get fixed today!

SableHunter
10-30-2007, 07:01 PM
Techs are the only ones who can make spawnhosts, which allow maneuvers like this one...i have lost to it, and built it, and in my opinion, its a game ending tactic that unless identified immediately can result in a coordinated assault beyond defense.

Spawnhost Buffered Assaults
- Launch a bloody assault at the objective, making sure the priority is to kill the enemy, the more bodies the better.
*the assault fails*
- Technician walks up thru halls of dead bodies creating spawnhosts as the GDF reassemble at obj to weather the next wave of attacks and the strogg are respawning.
-Strogg pour towards objective, clicking spawn hosts as they go in.

what happens next is the possibility of a double assault, instantly.
1 tech today spawnhosted a sole corpse at the obj, which frizlefry immediately nabbed, his first plant attempt failed, but his respawn was after the chaos and it was on the obj, which he already had a charge down on, and then armed.
his team reinforced the area enough to hold on for 30 seconds.

that was just 1 spawn host. lol just 1!

I've seen some crazy things so far, but defending one of these attacks is one of the craziest, most difficult operations to pull off. Medals to all who create and defend them.

And thus, the techinician is born.

if you cannot spot moments when this can happen. all is lost.


had a moment like that on teh =[DD]= servers last nigt. it was EPIC. funy thing too is half there team where medics, but this missed the oen cruicial spawn host after our failed assualt. A fellow teammember spawned planted and we got there with enough time to help defend.....priceless ;-)

jastreb
11-02-2007, 01:31 PM
A little tip for binding keys: I binded stroyup and down to mouse wheel with f as modifier, This way you can revive teammate and control stroyent at the same time. Useful when you are under attack.

ZaZen.
11-02-2007, 03:27 PM
A little tip for binding keys: I binded stroyup and down to mouse wheel with f as modifier, This way you can revive teammate and control stroyent at the same time. Useful when you are under attack.

Nice idea. I use almost the same but mouse down increases my health but mouse up is "_weapon2" to quickly switch to my gun incase i get disturbed in my work.


seta g_class_context_technician "technician"
bind "MWHEELDOWN" "_stroyDown" "f" "technician"
bind "MWHEELUP" "_weapon2" "f" "technician"

ZaZen.

Ifurita
11-02-2007, 03:33 PM
I do almost the exact same thing, but the bind applies to all Strogg (execed through Strogg.cfg) and mwheelup is Weapon1, so that I can move faster

ZaZen.
11-02-2007, 04:49 PM
I do almost the exact same thing, but the bind applies to all Strogg (execed through Strogg.cfg) and mwheelup is Weapon1, so that I can move faster

Cool

I have the knife on wheel up with a "shift" modifier.

When i started plying ETQW i missed the autoexec.cfg's from W:ET but now when i play W:ET i miss the context binds from ETQW.

ZaZen.

AraM
11-25-2007, 04:27 PM
THX for the tips... as a technician... (it's my favorite class with the medic) i didn't know how to use the spawnhosts XD.... i knew how to make them but not how to use them... btw... as a tech can you use them too???... so practically as other class i'll have to touch the spawnhost to activate it for me right???