Aliens: Dark Descent

Aliens: Dark Descent

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Tecker
Anyone else think the Tecker is a bit obsolete? I just don't think his skills are unique enough to stand out. I know there's a bug atm where supposedly only a Tecker can repair Synths (at least that's what the text says) but anyone can atm.

I know some people are going to make the point the drone is worth it, because distractions and welds, keeping doors open to increase LOS range etc. But overall for me it doesn't seem strong enough to pick over the other 4 classes, also the Smart ass perk really doesn't seem fair to the Tecker. If the Smart Ass perk was removed, Tecker might make sense. Or if every time during a Rest Period the Tech could also generate Tools as a skill?

The Battle Drone, seems too week in the sense, that 1 mag refill for 48 rounds of an SMG is rather weak to the point it seems more like a Resource drain. I honestly think if the BattleDrone had a Plasma instead it might actually be worth, especially if it could have a level 10 weapon, when your level 6 marines can't.

During my Campaign I had multiple level 10's but the Poor old Tecker, I had only made it to level 7 as I just found his use limited/Not worth it to the party?
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Showing 1-15 of 24 comments
Druss-slayer Jul 9, 2023 @ 4:11am 
I had the opposite, I deck my guys out primarily with assault and killing potential, some healing, ♥♥♥♥ knows how that works, and got wiped, several times, because I needed a tech
Druss-slayer Jul 9, 2023 @ 4:13am 
think I'll start again, great game, bit stressful, but at least it stirs an emotion unlike a lot of game these days. Yep Im old, eh, game on
Deepeye Jul 9, 2023 @ 4:14am 
Seems like Tecker doesn't fit your playstyle. It's a decent class, late bloomer as it gives all squad free hacks @ 10, unless you go for tier 3 drone right away on level-up. Then you have higher dps than gunner at the cost of additional occasional clip. As well as rest that you mentioned. Not worse than medic for sure :))
FArheinFisch Jul 9, 2023 @ 4:29am 
Just finished on nightmare, had two gunners with smartass and no tecker used. But this was more a personal preference. I almost used only a combination of the same 6 soldiers (2 sergeants 2 gunners 1 recon 1 medic) in nearly all missions.
The recon however i would say is a must have.

Yeah the smartass did kill the value of the tecker for me. This needs to go or the tecker has to get his "safe your tools"-trait together with the drone at level3 and teh drone not using up clips (it uses a secondary weapon anyways).
Last edited by FArheinFisch; Jul 9, 2023 @ 4:32am
Mirvra Jul 9, 2023 @ 5:56am 
I thought the tecker was useless as well on my first run through. But then I found out that the drone DOESN'T TRIGGER XENO AGRO unless it attacks, meaning you can scout the ENTIRE map without triggering xenos into hunting you, you can even use the noise ability to wake up sleeping drones and the Queens and lure them into ambushes...

Doing a run atm where I'm trading my Recon for double Gunners and a Tech, might trade the medic instead, but not sure, recon just makes some things too easy.
Bamsmacked Jul 9, 2023 @ 6:07am 
They are not that good, sadly. They need to buff/balance the Drones a little more and buff their Hacking - maybe make it free or something because a lot of players opt to just roll with smart ass attribute so they don't even need a Tekker.

On my second playthru I'm giving one a shot though. I'm trying a Loud playthru and I think the Tekker will come in handy with an armed drone that can distract enemies, plus enhance sentry guns in choke points to clear out roamers/patrols.
ED-E Jul 9, 2023 @ 6:13am 
I love my tecker in hard difficulty, using to scout out areas with the drone before moving in. Only Synths and Humanoids react to the drone.

Minor improvment would be that the drone would add eggs and hibernating xenomorphs to the map.
Last edited by ED-E; Jul 9, 2023 @ 6:38am
Lokocz Jul 9, 2023 @ 6:18am 
Originally posted by =EBS= WarGanisM:
Anyone else think the Tecker is a bit obsolete? I just don't think his skills are unique enough to stand out. I know there's a bug atm where supposedly only a Tecker can repair Synths (at least that's what the text says) but anyone can atm.

I know some people are going to make the point the drone is worth it, because distractions and welds, keeping doors open to increase LOS range etc. But overall for me it doesn't seem strong enough to pick over the other 4 classes, also the Smart ass perk really doesn't seem fair to the Tecker. If the Smart Ass perk was removed, Tecker might make sense. Or if every time during a Rest Period the Tech could also generate Tools as a skill?

The Battle Drone, seems too week in the sense, that 1 mag refill for 48 rounds of an SMG is rather weak to the point it seems more like a Resource drain. I honestly think if the BattleDrone had a Plasma instead it might actually be worth, especially if it could have a level 10 weapon, when your level 6 marines can't.

During my Campaign I had multiple level 10's but the Poor old Tecker, I had only made it to level 7 as I just found his use limited/Not worth it to the party?
You just don't play into his strenghts and later on his free hacks can make the game a lot easier.
Dregora Jul 9, 2023 @ 6:20am 
Originally posted by Deepeye:
Seems like Tecker doesn't fit your playstyle. It's a decent class, late bloomer as it gives all squad free hacks @ 10, unless you go for tier 3 drone right away on level-up. Then you have higher dps than gunner at the cost of additional occasional clip. As well as rest that you mentioned. Not worse than medic for sure :))


What playstyle? Unless you play like a mongoloid, you'll always have tools to hack. Tecker is absolutely not required in any way of the word.

You can argue it's a fun class for roleplaying sake, I used one on my normal playthrough because I like the idea of a drone and it flying with me just looks cool from an immersive point of view, but at no point did i feel like the class was required for anything.

Every little trick you can do with the drone, you can already do with the deployable motion trackers. Scouting also seems irrelevant in most cases due to the fact you don't get immediately spotted anyway.


Feels like a novelty class with some fun utility but that's it. Why people want to scout an entire map with that drone and saying it's useful is just beyond me.
Lokocz Jul 9, 2023 @ 6:24am 
Originally posted by Dregora:
Originally posted by Deepeye:
Seems like Tecker doesn't fit your playstyle. It's a decent class, late bloomer as it gives all squad free hacks @ 10, unless you go for tier 3 drone right away on level-up. Then you have higher dps than gunner at the cost of additional occasional clip. As well as rest that you mentioned. Not worse than medic for sure :))


What playstyle? Unless you play like a mongoloid, you'll always have tools to hack. Tecker is absolutely not required in any way of the word.

You can argue it's a fun class for roleplaying sake, I used one on my normal playthrough because I like the idea of a drone and it flying with me just looks cool from an immersive point of view, but at no point did i feel like the class was required for anything.

Every little trick you can do with the drone, you can already do with the deployable motion trackers. Scouting also seems irrelevant in most cases due to the fact you don't get immediately spotted anyway.


Feels like a novelty class with some fun utility but that's it. Why people want to scout an entire map with that drone and saying it's useful is just beyond me.
Well, you can say literally the same about gunner. His dps increase is not significant enough to pick him over searg.
Last edited by Lokocz; Jul 9, 2023 @ 6:25am
Elensar Jul 9, 2023 @ 6:44am 
Only thing i wish they'd do to tech would be make the sentry upgrade permanent until you pick it up rather than a temp buff.
Lokocz Jul 9, 2023 @ 6:46am 
Originally posted by Elensar:
Only thing i wish they'd do to tech would be make the sentry upgrade permanent until you pick it up rather than a temp buff.
I would say the upgrade is not worth the tool, temp or not.
=EBS= WarGanisM Jul 9, 2023 @ 7:07am 
Originally posted by Lokocz:
Originally posted by =EBS= WarGanisM:
Anyone else think the Tecker is a bit obsolete? I just don't think his skills are unique enough to stand out. I know there's a bug atm where supposedly only a Tecker can repair Synths (at least that's what the text says) but anyone can atm.

I know some people are going to make the point the drone is worth it, because distractions and welds, keeping doors open to increase LOS range etc. But overall for me it doesn't seem strong enough to pick over the other 4 classes, also the Smart ass perk really doesn't seem fair to the Tecker. If the Smart Ass perk was removed, Tecker might make sense. Or if every time during a Rest Period the Tech could also generate Tools as a skill?

The Battle Drone, seems too week in the sense, that 1 mag refill for 48 rounds of an SMG is rather weak to the point it seems more like a Resource drain. I honestly think if the BattleDrone had a Plasma instead it might actually be worth, especially if it could have a level 10 weapon, when your level 6 marines can't.

During my Campaign I had multiple level 10's but the Poor old Tecker, I had only made it to level 7 as I just found his use limited/Not worth it to the party?
You just don't play into his strenghts and later on his free hacks can make the game a lot easier.


but what exactly are his strengths? Taking short cuts i get, but Smart Ass completely negates it, which i why i think Smart Ass should be removed tbh.
and the free hacks isn't until he's level 10, which is quite far into the game, no?
Last edited by =EBS= WarGanisM; Jul 9, 2023 @ 7:08am
Lokocz Jul 9, 2023 @ 7:15am 
Originally posted by =EBS= WarGanisM:
Originally posted by Lokocz:
You just don't play into his strenghts and later on his free hacks can make the game a lot easier.


but what exactly are his strengths?
and the free hacks isn't until he's level 10, which is quite far into the game, no?
If you build tecker from the start and take him to evevry mission - he'll be lvl 10 very quickly. Good example of his strenght is you can literally go undetected in atmo processor mission with all collectables picked until infinite onslaught part. If you upgrade the drone with submachine gun, his overall dps at level 10 with plasma rifle is better than gunners, annoying to reload the drone but given the tons of ammo you can collect on your way it's worth it.
Last edited by Lokocz; Jul 9, 2023 @ 7:17am
Dregora Jul 9, 2023 @ 7:22am 
Originally posted by Lokocz:
Originally posted by Dregora:


What playstyle? Unless you play like a mongoloid, you'll always have tools to hack. Tecker is absolutely not required in any way of the word.

You can argue it's a fun class for roleplaying sake, I used one on my normal playthrough because I like the idea of a drone and it flying with me just looks cool from an immersive point of view, but at no point did i feel like the class was required for anything.

Every little trick you can do with the drone, you can already do with the deployable motion trackers. Scouting also seems irrelevant in most cases due to the fact you don't get immediately spotted anyway.


Feels like a novelty class with some fun utility but that's it. Why people want to scout an entire map with that drone and saying it's useful is just beyond me.
Well, you can say literally the same about gunner. His dps increase is not significant enough to pick him over searg.


No? It's not just a dps increase? Are you actually arguing that it's just a dps increase? Because if that's what you think, please re-read the class perks to begin with.
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Date Posted: Jul 9, 2023 @ 3:59am
Posts: 24