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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).
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.
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.
Minor improvment would be that the drone would add eggs and hibernating xenomorphs to the map.
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.
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?
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.